Rule changes for campaign world. (PEACH) [Archive] - Wizards Community

Post/Author/DateTimePost
rankrath

03-07-07, 09:00 PM
Not sure if this is in the right board, sorry if it isn't.

I'm working on a new campaign world, and edited the rules some, please peach. Thank you.

Section 1: Rule/fluff changes

Magic:
Arcane: In Balskiva , arcane magic is simply another element, such as air or fire, only instead of manifesting itself as flame or wind; it drifts around, permeating everything. Your average person has no idea what kind of forces are all around them, however, some are simply born attuned to this power, known as adepts, sorcerers, or bards. Their are no wizards in Balskiva. An adept is the least in tune with the energies of magic, and therefore has the least spell casting power. Bards occur when a person’s limited power manifests through performances and suchlike, and Sorcerers are people who are the most aware of the forces of magic.

Divine: Divine magic is power requested and granted by the gods. As such, Paladins, druids and rangers must worship a god, and Druids can loose their power in the same way a cleric and paladin could, but only if they cause massive intentional damage to the natural world, such as burning down a forest without sufficient reason.

Undead: Undead of any kind are not evil or “unholy” and therefore cannot be turned by good clerics, nor do druids consider them unnatural. Skeletons and Zombies are just bodies that have been animated, such as an object would be, and are therefore are of neutral alignment. To replace the lost turn or rubuke attempts, clerics gain the ability to smite evil if the are of good alignment, and smite good if they are evil. Netural clerics mat choose either.

Racial variants: No racial variants, such as drow, duegar, sea elves, or suchlike exist. Elves are elves, dwarves are dwarves are dwarves are dwarves, and gnomes are gnomes.

Dwarves: -2 charisma is replaced by -2 dexterity. Dwarves are tough but not nimble or fast.

Half-orcs: Half-orcs no longer suffer from a -2 charisma penalty
bartleby42

03-07-07, 09:33 PM
Magic:
Arcane: In Balskiva , arcane magic is simply another element, such as air or fire, only instead of manifesting itself as flame or wind; it drifts around, permeating everything. Your average person has no idea what kind of forces are all around them, however, some are simply born attuned to this power, known as adepts, sorcerers, or bards. Their are no wizards in Balskiva. An adept is the least in tune with the energies of magic, and therefore has the least spell casting power. Bards occur when a person’s limited power manifests through performances and suchlike, and Sorcerers are humans who are the most aware of the forces of magic.


So Sorcs are all human? I'm not a fan of banning core, but if you must remove wizard as an option I would consider allowing PCs to take Wu Jen from CA instead. They have the same "feel" of arcane magic be natural and part of the earth, and will allow PCs to play near wizard. Also if the motivation here is because you feel that wizards are overpowerd (as I'm guessing is the reason behind it) Wu Jen are weaker by a small margin than wizards.

Divine: Divine magic is power requested and granted by the gods. As such, Paladins, druids and rangers must worship a god, and Druids and rangers can loose their power in the same way a cleric and paladin could, but only if they cause massive intentional damage to the natural world, such as burning down a forest without sufficient reason.

I agree that all Divine spell casters require a God, otherwise you have philsophy majors who can do something and that completely ruins versilmitude.

But druids and Rangers shouldn't have the caveat. Why? Let's see, I have a ranger lets call him Billy, he is CE and worships Orcus (or Nerull if you must) and his favored enemy is plants. Billy better start burning down forests, he hates them!

Now from the other end of it, if you have Billy2 who is Good alinged and worships Pelor and decides that his new battle cry is "I will bathe in the blood of my enemies and spit on Pelor's ugly head!!! And his mom is fat!" Pelor isn't going to be granting Billy2 any spells, even though he didn't burn down a forest or kick a squirell.


Undead: Undead of any kind are not evil or “unholy” and therefore cannot be turned by good clerics, nor do druids consider them unnatural. Skeletons and Zombies are just bodies that have been animated, such as an object would be, and are therefore are of neutral alignment.


Intersesting, so Undead is not unperson. The only question is what happens to turn attempts if they cannot be used on undead? And do evil clerics still have the ability to rebuke them?

Even without undead being inherently evil turning could work. The bodies are souless by definition, and the clerics could channel an image of the location and current status of the undead creatures former soul, and turn if base creature was evil (fear of hell) or rebuke if base creature was good/neutral (awe of heaven). But wow is that more work.

Racial variants: No racial variants, such as drow, duegar, sea elves, or suchlike exist. Elves are elves, dwarves are dwarves are dwarves are dwarves, and gnomes are gnomes.

I'm going to give you a big hug for this one.


Dwarves: -2 charisma is replaced by -2 dexterity. Dwarves are tough but not nimble or fast.


I didn't even realize that it was changed to charisma until about 2 months ago. I guess second ed just filled me up with nonsense I can't shake, now I'm going to play an illusionist who can cast evocation spells! I support this house rule and feel that it is the way things are supposed to be.

Half-orcs: Half-orcs no longer suffer from a -2 charisma penalty

Preach it on brother!
rankrath

03-07-07, 09:57 PM
So Sorcs are all human? whoops, thanks for catching this.




But druids and Rangers shouldn't have the caveat. Why? Let's see, I have a ranger lets call him Billy, he is CE and worships Orcus (or Nerull if you must) and his favored enemy is plants. Billy better start burning down forests, he hates them! that was mant more for druids, I'll clear that up.