Nations

Post/Author/DateTimePost
#1

cole_caecus

Dec 18, 2008 23:27:34
Im playing a dnd nations type game, which is we the players are playing as characcters who lead a tribe, starting off low tech low arcane magic, and with divine magic already available. We play level 6 characters, and im thinking playing as a Dwarf character. We start with Leadership and have 50 people including ourselves. We also have 1 level 4, 2 level 3, 4 level 2 and the rest being level 1. Im thinking about living in a mountain and doing mining mostly. We dont have iron or steel yet, starting basicly in the bronze age. So, what should i do? i need advice on my character, my followers, what i should do and the like.
#2

jaronk

Dec 19, 2008 0:34:07
Well, being an Archivist gives you the most flexibility here. You can use both Magecraft and Divine Insight to get insane craft checks, allowing you to build your community. Plus, at level 9 you'll get Fabricate, which really helps. Just research it onto your list. Wall of Stone is another useful spell right about now.

JaronK
#3

reis

Dec 19, 2008 1:26:17
It would seem assumed that craft checks would limit fabricate to creating things that are within the limits established for craft checks in the given civilization. That is, if you are a wizard in ancient greece, you can't use a fabricate spell to turn bauxite ore and lightning-fused glass into a laser pistol no matter how high your craft skill is.

That said, even more than usually, being a spellcaster gives you a lot of power.

What books and specific limits on items (for being in the bronze age) do we need to know about for the purposes of this campaign?
#4

jaronk

Dec 19, 2008 1:32:12
It would seem assumed that craft checks would limit fabricate to creating things that are within the limits established for craft checks in the given civilization. That is, if you are a wizard in ancient greece, you can't use a fabricate spell to turn aluminum ore and lightning-fused glass into a laser pistol no matter how high your craft skill is.

Spells like Divine Insight and Magecraft are literally gaining the insight of the gods to help you make stuff. That's going to kick your tech level up rather quickly. This is D&D an you have gods to give you a boost after all... not ancient Greece.

But even if what you can make is limited to current technology, you can still have the best weapons and armor and structures available.

JaronK
#5

ChristopherGroves

Dec 19, 2008 2:17:52
Without knowing what factors drive the other components of the game, it's hard to say. In this case D&D is the micro game within the larger macro-game of "world building and tribe development".

A caster is going to help long-term regardless. Wizard or Archivist is probably solid though both may be limited by spell discovery. The real trick though is metagaming the macro-game.

For instance, would a CHA-build be better in that it helps keep morale high, attracts more followers, etc.? Would a Druid be useful for the wild-advantages?

Do you know anything about that side of the game?
#6

jaronk

Dec 19, 2008 2:20:06
Well, for getting spells you just need to do research, which in a game like this is usually fine (plenty of time for study).

JaronK
#7

ChristopherGroves

Dec 19, 2008 2:36:52
Yes and no. Research will either be completely open or somewhat DM controlled.

If it is completely open, you're fine. If not, you're relying on the DM as a gate for your competitive ability.

We need to know more about the macro-game.
#8

jaronk

Dec 19, 2008 2:41:02
Well, by the DMG as long as you're researching duplicates of existing spells, you're fine. It's only new spells (including spells that change spell lists) that come under total DM fiat.

JaronK
#9

cole_caecus

Dec 19, 2008 4:40:22
Right now i dont know a whole lot about the game, i know we start out where you want, i chose in a mountain, we start in the bronze age, he hasnt placed any restrictions yet, but the game hasnt started yet. Also, i beleive that the arcane is going to be restricted by the dm, idk to what extent though. Me being the leader of Dwarves, id like to be somewhat of a warrior, i was thinking take the improved cohort feat that makes your cohort a level higher, so only one level lower than you, and making him a cleric, then having one level 3 be a druid. Mostly for earth to mud and stuff that would help to build fortifications, help to mine the earth to get gems, gold, the like, and to get to iron and steel.


This is what he has posted so far.

You may start with a level 6 character
ECL 0 races will automatically be accepted
anything above that we shall discus over PM for everyones benefit

you will have 50 fellow tribesmen in your tribe, we may discus technologies/landtype/etc in PM, but don't expect balista/castles/alchemists fire at the start

you get leadership for Free
roll method 5d6 drop lowest 2

if you wish to generate your tribesmen as well as yourself, you may use 3d6 dice method, and they are 43 level 1, 4 level 2 , 2 level 3 and 1 level 4 characters

any questions PM me and we'll discus it

people are beginning to realize there are two types of magic, Arcane and Divine. and Some have learned to use arcane, but its still rather new and not well understood. Spells beyond 3rd probably aren't known yet, though you could discover them in game. As time goes on, arcane will reach the same as divine as normal, and as time goes on Technology will also increase. As you discover resources and learn to use them.



I believe that is all the info onte situation.
#10

jaronk

Dec 19, 2008 6:14:21
So... Gold Dwarf Archivist then (they're dwarves with no Cha penalty). You're good to go.

JaronK
#11

8w_gremlin_dup

Dec 22, 2008 17:01:44
Some Ideas to help

  • Be Gnome, don't underestimate small size and they have magic by default, very useful! bonus to AC, toHit and hide...

  • Archivist is great, but limited, you need to find ways of getting more spells on your lists...

  • Druids are very good, perhaps a high percentage of your tribes men should be them

    • They make good defense/offense, what with their Animal Companions
      • Standard War trained riding dog

      • If you have access to compete mage, get the elemental companion variant feature, pick Earth Elemental, and have them earth-glide through the mountain, picking up the ore you want

      • you might also want, air elementals or other flying companions, for fast movement/scouting purposes





    • At first level they get Hide from Animal, and thus make good hunters, coupled with the bonus to hide of a gnome works well

    • At higher levels, food become less of a problem
      This effect targets plants within a range of one-half mile, raising their potential productivity over the course of the next year to one-third above normal.

    • Fire trap, all your important doors and set a password

    • shape wood, Shape stone, all good for crafting things



  • Summon Monster IV: summon a lantern Archon they get at will Continual Flame... have them cast it on everything you want. last 7 rnds so 7 items per casting... you'll soon have every person having their own permanent light source

  • Color spray & Silent Illusion are awesome spells for your arcane spell casters... especialy the gnome illusionists, focused casters (if allowed), use silent image to cover your tribe with images of fog when you know your about to be attacked, but let your tribes folk know before hand that its and illusion, you see thorough it, but others don't

  • create water, purify food and drink and mending are all level 0 spells and can be a great addition to the general well being of your tribe

  • Magic Mouth, excellent alarm spell, goes off when and non-gnome enters the area! screams bloody murder!




P.S: wish I could play with you, sounds fun...
#12

8w_gremlin_dup

Dec 22, 2008 21:08:12
Oh here is some extra thoughts...

If you do pick gnome or other small race (kobolds are awesome too)
  • Build your stronghold/village with the fact that your small. So no nice large passage ways for medium or larger sized creatures to travel down...(yes I do know that small creatures have the same same space/face as medium... but height is an interesting aspect that is over looked
#13

8w_gremlin_dup

Dec 23, 2008 14:59:58
My work in progress... http://www.greyveil.com/wiki/index.php?title=Nations