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| SephDragoon04-12-07, 11:29 PM | Ok... I need to know what others thought, or had experience with. The thing is, I am wanting to create a very different campaign setting. It is also going to be changing alot of rules. Here really is an overview. If anyone has tried any of these before, it would be apreciated if you could give any information on the experience. First, I want to give all classes access to the manuevers from Tome of Battle. Not like they get feats to do it, but they actually have access to them like a warblade or swordsage would. Albeit, the access the other classes have is limited. Second, I want to remove all pure caster classes entirely, and cut out the spellcasting of other classes like bards and rangers etc. The replacement would be a system like the cleric domains, where the domain you choose (you get one normally, and can get more based on class) gives you access to those spells at apropriate levels as at will spell-like abilities. Using a recharge time of 1d4+spell level. Also, any expensive material components would still be needed. But otherwise, they would work like spell-like abilities. If you got the abilities through a class, they would be dependant on class level and the classes's casting stat. The idea here is that magic became a part of every being, and so no one really studies casting anymore like as a wizard. Third, I wanted to change how weapons worked. So that instead of having +1 Keen, blah blah blah weapons, you only have +1, +2 etc... And the weapon's properties are based upon the character. So if you pick up a weapon, it takes on the properties based on your level (kind of like the Kensai or whatever). So at say level 8, you could have your weapon using a +2 ability, on top of the +1 from the weapon itself. It may mess a few things up, but I like the idea of it, as opposed to weapons making the warrior, the warrior makes the weapon. Next, I wanted to completely remove alignment altogether. Yes that would mean that all classes would not longer be alignment restricted. I just don't agree with alignments that much. Doing one evil act doesn't make you evil, and a lifetime of good deeds may not make you good... you may just be doing those acts for selfish reasons. Last, I wanted to change how the races worked, so that I don't get any fishtoasters. No more half dragon lycanthrope teiflings... I'll pretty much allow any base race (assuming they exist in this world), and even maybe make some teplates into base races, but no mixing and matching. Instead, I'm just working on the principle of a worldwide template that gets special abilities based upon how they were effected by the world's magic, or what kind of blood they have in their history. Think if it as more modern, so you don't have near as much segregation... so alot of people will have say, tainted vampiric or draconic blood from somewhere in the past. The whole campaign is using a more modern setting, but still using magic and swords and stuff. So, you would have cars and subways, and essentially on the surface, it would apear like the world functioned like ours. However, guns don't exist, or well, they do, but are not prefered. Since nearly everyone has magic of some kind, they prefer that over guns and missiles and stuff like that. |
| GoriceXII04-13-07, 06:15 AM | Have you considered simply running "Castle Falkenstein"? It is steampunk with magic, has a few basic races, a real simple resolution system with cards and is just tongue in cheek enough to be amusing while serious in application enough to be really interesting. You'd be able to buy all the stuff you need--I think GURPs also produces it though you can also buy the old game books rather easily I'd think. If you really want to stick with the 20th/21st century stuff there is always Shadowrun as well. Shadowrun can be added to Cyberpunk for more grittiness and again you'd be able to just buy the required system rules and setting and everything. Used bookstores that sell gaming stuff might have their stuff or you might be able to get it online. I'm not knocking your efforts, by all means go for it, but it is often easier to grab a wheel others have already invented. If nothing else you might look up these systems online for some good ideas. |
| Seeker9504-13-07, 08:51 AM | For the mechanics approach you are taking, I too recommend trying Shadowrun, or maybe even GURPS. But if you go through with this in a "D&D game", please let us know how it goes. |
| SephDragoon04-13-07, 03:35 PM | For the mechanics approach you are taking, I too recommend trying Shadowrun, or maybe even GURPS. But if you go through with this in a "D&D game", please let us know how it goes. Alright, I'll have to look into Shadowrun at least. I have heard of it before, my friend Christian (and my first DM) talked about it before. Perhaps he has the books so I can have a look see. Thanks. Still, any more help would be apreciated. Especially the no full casters. I know some people have done that, and I am wondering how it changed the game. |