Dm-ing in the Nethrial age [Archive] - Wizards Community

Post/Author/DateTimePost
Marsvolta

03-15-05, 06:12 PM
Im Dming in the Nethrial age And need all the tips and help I can get.

* I have the TSR novels
* And the box set from TSR
* Also the new Lost empire Book

I've been reading Like a mad man But still need help?
Horathgar

03-15-05, 07:13 PM
What are you planning with the campaign? high level? low level? any characters, stories, guidelines? Gimme something to work with, and i'll see what i can do.

Rath
Marsvolta

03-16-05, 09:55 AM
Low level, My buddy wants to play a gnome warrior. I do know that the gnomes in Nethrial are slaves, So maybe it could start as a rebelion. I Don't know?
Dansan

03-16-05, 12:13 PM
Where's that guide to starting DMs when you need it?
First off, start low, start simple. The first time I started DM-ing, all I had worked out was a town and a dungeon. It wasn't even set in the FR yet. Work out from there and see what kind of things you like in the FR-setting. Don't try to take on the whole world at once!
Marsvolta

03-16-05, 12:24 PM
Long long time player, never really Dm ever. Thought it would be cool to start in Nethrial, but how to get started? I now respect Dm's every where its realy tough. What about the weave, how would I do that? What time period in Nethrial?
Ulbor

03-16-05, 12:31 PM
I do not have a lot of time to prepare adventures so I download them from the Wizards site and customize them. This will give you an idea what others do. Good luck!
Marsvolta

03-16-05, 01:57 PM
What about the weave? And what time period during Nethrial would be the most fun? How would any of you other Dm's start in the Nethrial age?
Brom Greenstar

03-17-05, 06:59 AM
Well I figure that what you need first of all is a theme for your campaign, a long term objective that you would like to achieve. Then it would be easier to fit it in the timeline. If you have a lone player I'd say "The Champion of the Gnomes" would be a nice one.
Brom Greenstar

03-17-05, 07:02 AM
the details on the weave before the fall can be found on those books you've read
Please, how did you like the novels? I'm about to read them :)
Marsvolta

03-17-05, 09:36 AM
I have not started them yet, I just got them. Im finshing the Two Swords right now but I was told they are really good.
Rogue Extraordinaire

03-17-05, 01:57 PM
DMing a game in Netheril could be tough, balance wise that is. If you are going to have any spellcasters, they will be way stronger than the others. Back then there were little to no restrictions on magic. I believe some of the rediculess things about magic then were like, wizards didn't have to rest and rememorise spells, they didn't have a limmit on spells a day, I also believe they get a D6 hit die. There is a class in the old box set I believe, the Arcanist, or something to that extent. This could of course work well if no one is playing a spellcaster, then they can be feared in the game, might be fun.
Marsvolta

03-17-05, 02:04 PM
Where did you get that info? :confused:
Horathgar

03-17-05, 02:21 PM
I'm thinking aside from the fact that the weave is at a stronger HIGHER level in the age of Netherial age. Lower levels did exist. So its not like a spell caster is automatically going to be stronger or totally out of balance (at least thats the way i'd play it to preserve balance in spell casting at low levels).

I don't know everything there is to know about the weave in the netherial age. But i'm assuming that Mystra basically took away 10th level spells IE Epic level, god sundering ability after the fall. So they'd basically have the ability to get Epic spells. Granted my understand of netherial magic, is that they didn't quite understand the subtlety of a charm spell, or a magic missile, when they could move mountains and cause the moon to change its orbit with a spell.

But to balance game play, i'd maybe try to use some other form of enhanced magic, i'm thinking use metamagic feats for free or something. Or maybe make some special low level spells that require a long casting time that are more powerful. I'm sure there are official rules on this. But i don't know if they are in the Magic of Faerun or not, i'd have to look it up. Even so, you can hodge podge it.

I'm thinking like an extra round of spell casting and you can put on a metamagic feat for free or something, so you've got slower casting, with more benefit. It ALMOST balances itself out. As well as making magic more powerful. Sorta like Dragonball Z almost, they could spend like 3 rounds casting a spell, basically almost like Charging it up. Stacking metamagic feats. sorry to compare D&D to DBZ, its not a fair comparison.

Then you might be able to make items that reduce that time. it takes to add metamagic feats for charging...like a modeately powerful one would be like a 3 every 2 rounds. Actually that almost sounds like something a staff of the arch magi should do, but thats another idea entirely.

Just an idea. Let me know if you've got any additions or total changes. Those are just off the cuff ideas i won't be hurt or anything if they are radically changed or destroyed altogether.

Rath
Marsvolta

03-17-05, 04:15 PM
Thank you I need all the help I can get. That info is really great, i'll use that most likely. Any other info I need before I start? :ayyyy!:
CuttinCurt

03-17-05, 04:33 PM
Always remember, these sources you have do not just come out and give you storylines and such for adventuring. You must have a little imagination and some inginuity to create a good campaign in Nethril.

Your history will be the biggest thing you must remember during this campaign. Do you start right at the begining of the power years when magic was still so new to humans in that age? Or closer to the end, when the arrogance of the human race dwarfed the elves arrogance during the fall of mythdrannor.

Although small things, they will shape most npc's and creature power in this age.

human Relationships with the elves are also very important. Who knows, you might just have to stay simple at first, then as you get used to it and have better knowledge of the history, then expand your realm to the players.

Start small. That might be best for now...

CC
Marsvolta

03-17-05, 04:58 PM
Thank you for the info. :)
Brom Greenstar

03-18-05, 11:53 AM
In fact 10th level spells are different than epic spells. Epics can duplicate to some extent higher lvl spells(LEoF). I remember reading in Netheril (or Cormanthyr) that on the arcane age there was no limit to the damage a spell could do, IE: 30 lvl wizard = 30d6 fireball
Marsvolta

03-18-05, 12:24 PM
Anybody, Make the Arcanist Class for me or give me some ideas on how to make it for 3.5. :D
Doctor_Jello

03-19-05, 02:25 AM
because the arcanist uses the spell point system, i would use it. it is now located in unearthed arcana.

combine the sorceror with a wizard. allow him to memorize spell known and give him the spell point system of a sorceror. when he gains a level he learns another spell and can scribe it into his spellbook just like a wizard.
That is what i feel the arcanist class is.

past 9th level spell slots 0-13 do the same spell progression a wizard would cast his first 10th level spell at level 24, 11th at 28, 12th at 32.

but that is my only recommendation. sell magic items at 1/2 price for quasi magic items within the mythallar city. and you can encounter phaerimms trying to convince them that they are wrong.

some PCs could run into Larloch as well as other NPC's from the LEoF while they are alive. possibilities are endless