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Al-Qadim: Land of Fate (5e conversion)
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<blockquote data-quote="Dr. Strangemonkey" data-source="post: 6592713" data-attributes="member: 6533"><p>So!</p><p></p><p>It appears that my group of players is amenable to doing a 5e Al-Qadim for our next campaign in maybe a little over a month's time.</p><p></p><p>My plans/ambitions thus far:</p><p></p><p>1. Use the honor rules from the DMG but replace the honor attribute with status. Explain that if you play a Beggar it would be appropriate to have low status and for a Faris to have high status, BUT a beggar who can demonstrate enlightenment, excellence, and adherance to the law as a Beggar (or an appearance of same) could functionally have a higher Status than a dim, incompetent, and corrupt Faris of the noblest bloodline.</p><p>2. Borrow a bit from DungeonWorld:</p><ul> <li data-xf-list-type="ul">For each kit in the Al-Qadim & Sha'irs Handbook books I will produce a background</li> <li data-xf-list-type="ul">For each background, I will produce a brief DungeonWorld style Playbook</li> <li data-xf-list-type="ul">For each kit where it may be appropriate, I will append 'background+' instructions on the mechanical aspects of picking that playbook</li> <li data-xf-list-type="ul">Player's will come in on the first session, pick a Playbook that has the relevant background and instructions for character creation and we'll go from there</li> <li data-xf-list-type="ul">Each kit will likely only have between 3-4 different bond options per category (as the DMG recommends) and I'll likely adapt the list of options themselves to Al-Qadim, as my example above</li> </ul><p>3. What I'd like to do is adapt Princes of the Apocalypse, it seems like a great fit for the setting theme-wise and like a well put together adventure. </p><p>4. I may thrown in some additional rules permutations to fit mine and my party's playstyle</p><p>5. The most significant aspect of which might be a decision on my part to 'epic up' the character creation a bit. Bigger stats, but also more significant basic assumptions for the character paths laid out by the playbooks. The beggar kit being adapted into the Beggar-Prince playbook, for example, where it's assumed that you are either a Prince in disguise or a Prince of disguises.</p><p>6. In line with above, I'm tempted to introduce some sort of hero-point and/or aspect system with each kit/playbook providing a specific range of stunts that are especially empowered for that character-type.</p><p></p><p>Any thoughts or interests in this project?</p></blockquote><p></p>
[QUOTE="Dr. Strangemonkey, post: 6592713, member: 6533"] So! It appears that my group of players is amenable to doing a 5e Al-Qadim for our next campaign in maybe a little over a month's time. My plans/ambitions thus far: 1. Use the honor rules from the DMG but replace the honor attribute with status. Explain that if you play a Beggar it would be appropriate to have low status and for a Faris to have high status, BUT a beggar who can demonstrate enlightenment, excellence, and adherance to the law as a Beggar (or an appearance of same) could functionally have a higher Status than a dim, incompetent, and corrupt Faris of the noblest bloodline. 2. Borrow a bit from DungeonWorld: [LIST] [*]For each kit in the Al-Qadim & Sha'irs Handbook books I will produce a background [*]For each background, I will produce a brief DungeonWorld style Playbook [*]For each kit where it may be appropriate, I will append 'background+' instructions on the mechanical aspects of picking that playbook [*]Player's will come in on the first session, pick a Playbook that has the relevant background and instructions for character creation and we'll go from there [*]Each kit will likely only have between 3-4 different bond options per category (as the DMG recommends) and I'll likely adapt the list of options themselves to Al-Qadim, as my example above [/LIST] 3. What I'd like to do is adapt Princes of the Apocalypse, it seems like a great fit for the setting theme-wise and like a well put together adventure. 4. I may thrown in some additional rules permutations to fit mine and my party's playstyle 5. The most significant aspect of which might be a decision on my part to 'epic up' the character creation a bit. Bigger stats, but also more significant basic assumptions for the character paths laid out by the playbooks. The beggar kit being adapted into the Beggar-Prince playbook, for example, where it's assumed that you are either a Prince in disguise or a Prince of disguises. 6. In line with above, I'm tempted to introduce some sort of hero-point and/or aspect system with each kit/playbook providing a specific range of stunts that are especially empowered for that character-type. Any thoughts or interests in this project? [/QUOTE]
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