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Fallen World- 13th lvl homebrew (dark and mature)
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<blockquote data-quote="Nephtys" data-source="post: 3695561" data-attributes="member: 31780"><p>I hope so. If it becomes a problem we'll have to deal with it when it comes up, I'm willing to adapt to the circumstances.</p><p></p><p>Somewhat limited. I'd like to keep most of the group human, because it fits with my concept of the setting and because I find that human characters can more realistically reflect human emotions. Human characters are less stereotypical and more adaptable than most fictional races and their adaptability have helped the human race survive while many other races have been driven to extinction or close enough.</p><p>Still, the world is quite diverse and there may be all kinds of sapient creatures that may be acceptable pc-races. Goblins are quite plentiful, the orcs haven't had to change their way of life very much even after their demonic subjugation. The gnomes are have all been exterminated, and the halflings have seen the wrong end of their own cookpots. Elves and Dwarves have either been killed or driven away to a handful of fortified and besieged enclaves, the Duergar have become the most common variety of Dwarf and the Drow never existed on this world in the first place. Anything weirder may be ok too, if it seems cool enough to me <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" />.</p><p></p><p>We could start next weekend, if I've got enough finished characters by then.</p><p></p><p></p><p></p><p></p><p></p><p>It could work. I know you're a good enough player to pull it off. Just keep in mind that he'll have to accept that many of his actions, though done for his idea of the greater good, will have evil consequences. He may still be able to make a difference in the world, some evils are lesser than others, but even his victories may turn bitter in the end. </p><p></p><p>Souls are a currency in the world (along with gold and silver). Souls are the greatest source of wealth and power. Souls can and usually does substitute for xp as spell components and the creation of magic items. That, and the consequences of that, may be hard to accept for a good aligned character. </p><p></p><p></p><p></p><p></p><p>Welcome Caros. </p><p></p><p>Tuesday is fine, everything before saturday works too.</p><p></p><p>Demons, I imagine, generally tend to be quite tolerant. They hate and distrust everyone equally and therefore have no choice but to work with people they loathe. As long as you are useful they'll take advantage of you and if you become a liability... </p><p>The problem with the good aligned is that there is not always a good path open to them. I want the PCs to be proactive and a good character can, perhaps, cause the game to slow down because the options available seem less attractive to them than they do to neutral or evil characters. It depends a lot on the player, but if you want to save the world you'll have to wait until the game reaches epic levels and even then evil will still be just plain easier.</p><p></p><p>In most games Good is an easier choice than Evil. Good characters can trust their similarily aligned allies and their enemies will be plagued by infighting. Good have just as powerful game-features open to them, if not more so. Good is easy, but by being easy it becomes meaningless. People who only act in the way that is most convenient are not good, and yet that is what most characters do in most games because Good deeds are rewarded and Evil ones are punished. That is a good lesson for children, a little white lie, but it is not really the way the world works. Evil is the path of convenience. Heroism can never be easy.</p><p></p><p>Just my thoughts <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" />.</p><p></p><p></p><p></p><p>Thanks and Welcome <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>I see that most of you want to play heroic characters who are not afraid to get their hands dirty but like to keep their hearts clean, people used to being able to trust noone finding in eachothers a common ground. <img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" /> But I suspect that not all the PCs will be completely trustworthy. If this increases group-cohesion and effectiveness it could even be a good reason for the Lords to keep you around. </p><p></p><p></p><p></p><p></p><p>Welcome Gli'jar.</p><p>That would be ok, but you'll have to show me the classes, write up their class features for me. If they are not absurdly overpowered or just plain feel wrong for the game (like the exalted classes) I will approve them. It's the same for spells and items, so to spare yourself too much work I advise you to keep mainly to the core materials.</p><p>The Alienist, as far as I recall the class, seems like a good fit. The gods raised their walls to protect the world from the multiverse, knowing little of the beings who lurk beyond reality... There may be some links to the Rotting God, and others to some of the less sane of the Lords like the Trembling One, Ubilith, the Creeper or the Lady of Flowers.</p><p></p><p></p><p></p><p></p><p>ECL races are ok, generally. But no celestials, half or whole, no fiends, likewise, (The Lords have no lack of fiendish servitors, but there are some places that fiends cannot go and some things they are not suited for, fortunately for humanity.) but tieflings are ok. No antrophomorphic Baleen Whales or furries or silly things like that. Undead are fine, lishdom is something many mortal spellcasters strive for since their souls will then be safe (or at least less damned than they would otherwise be). Lycantropes, Gnolls, pretty much anything is ok, but I'd like to keep the group in general humanocentric.</p><p></p><p>Wealth, the normal starting wealth for level 13 (I'll have to look it up, doesn't seem to be in the SRD) with no spending restrictions. You can buy immovable rods or glowstones to your hearts content, you can even spend it all on hirelings (but you shouldn't expect your employees to be particularly loyal to you), it's up to you.</p><p></p><p></p><p></p><p></p><p>Thanks Voda Vosa</p><p></p><p>No places are filled yet, so you're still welcome. Jemal is my DM in another game so I'd be silly to turn him down for this one and I know a couple of the other interested players are also excellent role-players, but in the end it all depends on my impression of yor characters. Those who don't get in right away can still come in as alternates, they will probably get to play sooner or later.</p><p>Evil characters would go well with the game. Not that the world is any kinder to you than anyone else. Most demons still see you as either a pest to be tolerated for now, as soul-food on legs, or with a very reluctant respect if you've earned it. But you may have an easier time getting ahead since you won't be held back by your sense of morality. Warlocks also derive their powers from the lower planes, IIRC, which indirectly means that they eat souls... Yeah, your character would probably find the world he lives in now preferable to the one of his father (where he would have been burned at the stake).</p><p></p><p></p><p></p><p></p><p></p><p>True the characters aren't necessarily evil, evil is optional just like good. Still, there are degrees of evil and even the most wicked of mortals could never get close to the demonic depths of evil. Any evil characters could easily be considered the lesser of two evils as far as the other members of the group are concerned. As for the matter of trust, well, there are many ways for the powers that be to pull the strings of your companions. There are many ways for evil to appear good and good to be made to appear evil. You shouldn't really trust anyone, you wouldn't really expect to find anyone you could trust anymore.</p><p>Change... Yes you could change things. Demonic society is inherently unstable, push hard enough in the right direction at the right place in the right time and you could easily make a change. That change could even be for the better. But the greatest Good, the ultimate victory against all evil, will require some near divine role-playing and strategy from your part.</p><p></p><p>Perhaps good characters have a shorter life expectancy than evil ones... Nah, that depends less on alignment and more on intelligence. </p><p></p><p>Maybe it's true that campaigns with evil characters tend to be shorter, but I think that depends a lot on DM- and player-expectations. Evil cannot be played the same way as good, evil has to be proactive and that makes it a greater challenge. </p><p>I've never DM'ed before, so my words could turn out to be worthless, but my ambition is to allow you to pursue your own agendas wether your plans are evil or good.</p></blockquote><p></p>
[QUOTE="Nephtys, post: 3695561, member: 31780"] I hope so. If it becomes a problem we'll have to deal with it when it comes up, I'm willing to adapt to the circumstances. Somewhat limited. I'd like to keep most of the group human, because it fits with my concept of the setting and because I find that human characters can more realistically reflect human emotions. Human characters are less stereotypical and more adaptable than most fictional races and their adaptability have helped the human race survive while many other races have been driven to extinction or close enough. Still, the world is quite diverse and there may be all kinds of sapient creatures that may be acceptable pc-races. Goblins are quite plentiful, the orcs haven't had to change their way of life very much even after their demonic subjugation. The gnomes are have all been exterminated, and the halflings have seen the wrong end of their own cookpots. Elves and Dwarves have either been killed or driven away to a handful of fortified and besieged enclaves, the Duergar have become the most common variety of Dwarf and the Drow never existed on this world in the first place. Anything weirder may be ok too, if it seems cool enough to me :). We could start next weekend, if I've got enough finished characters by then. It could work. I know you're a good enough player to pull it off. Just keep in mind that he'll have to accept that many of his actions, though done for his idea of the greater good, will have evil consequences. He may still be able to make a difference in the world, some evils are lesser than others, but even his victories may turn bitter in the end. Souls are a currency in the world (along with gold and silver). Souls are the greatest source of wealth and power. Souls can and usually does substitute for xp as spell components and the creation of magic items. That, and the consequences of that, may be hard to accept for a good aligned character. Welcome Caros. Tuesday is fine, everything before saturday works too. Demons, I imagine, generally tend to be quite tolerant. They hate and distrust everyone equally and therefore have no choice but to work with people they loathe. As long as you are useful they'll take advantage of you and if you become a liability... The problem with the good aligned is that there is not always a good path open to them. I want the PCs to be proactive and a good character can, perhaps, cause the game to slow down because the options available seem less attractive to them than they do to neutral or evil characters. It depends a lot on the player, but if you want to save the world you'll have to wait until the game reaches epic levels and even then evil will still be just plain easier. In most games Good is an easier choice than Evil. Good characters can trust their similarily aligned allies and their enemies will be plagued by infighting. Good have just as powerful game-features open to them, if not more so. Good is easy, but by being easy it becomes meaningless. People who only act in the way that is most convenient are not good, and yet that is what most characters do in most games because Good deeds are rewarded and Evil ones are punished. That is a good lesson for children, a little white lie, but it is not really the way the world works. Evil is the path of convenience. Heroism can never be easy. Just my thoughts ;). Thanks and Welcome :) I see that most of you want to play heroic characters who are not afraid to get their hands dirty but like to keep their hearts clean, people used to being able to trust noone finding in eachothers a common ground. :] But I suspect that not all the PCs will be completely trustworthy. If this increases group-cohesion and effectiveness it could even be a good reason for the Lords to keep you around. Welcome Gli'jar. That would be ok, but you'll have to show me the classes, write up their class features for me. If they are not absurdly overpowered or just plain feel wrong for the game (like the exalted classes) I will approve them. It's the same for spells and items, so to spare yourself too much work I advise you to keep mainly to the core materials. The Alienist, as far as I recall the class, seems like a good fit. The gods raised their walls to protect the world from the multiverse, knowing little of the beings who lurk beyond reality... There may be some links to the Rotting God, and others to some of the less sane of the Lords like the Trembling One, Ubilith, the Creeper or the Lady of Flowers. ECL races are ok, generally. But no celestials, half or whole, no fiends, likewise, (The Lords have no lack of fiendish servitors, but there are some places that fiends cannot go and some things they are not suited for, fortunately for humanity.) but tieflings are ok. No antrophomorphic Baleen Whales or furries or silly things like that. Undead are fine, lishdom is something many mortal spellcasters strive for since their souls will then be safe (or at least less damned than they would otherwise be). Lycantropes, Gnolls, pretty much anything is ok, but I'd like to keep the group in general humanocentric. Wealth, the normal starting wealth for level 13 (I'll have to look it up, doesn't seem to be in the SRD) with no spending restrictions. You can buy immovable rods or glowstones to your hearts content, you can even spend it all on hirelings (but you shouldn't expect your employees to be particularly loyal to you), it's up to you. Thanks Voda Vosa No places are filled yet, so you're still welcome. Jemal is my DM in another game so I'd be silly to turn him down for this one and I know a couple of the other interested players are also excellent role-players, but in the end it all depends on my impression of yor characters. Those who don't get in right away can still come in as alternates, they will probably get to play sooner or later. Evil characters would go well with the game. Not that the world is any kinder to you than anyone else. Most demons still see you as either a pest to be tolerated for now, as soul-food on legs, or with a very reluctant respect if you've earned it. But you may have an easier time getting ahead since you won't be held back by your sense of morality. Warlocks also derive their powers from the lower planes, IIRC, which indirectly means that they eat souls... Yeah, your character would probably find the world he lives in now preferable to the one of his father (where he would have been burned at the stake). True the characters aren't necessarily evil, evil is optional just like good. Still, there are degrees of evil and even the most wicked of mortals could never get close to the demonic depths of evil. Any evil characters could easily be considered the lesser of two evils as far as the other members of the group are concerned. As for the matter of trust, well, there are many ways for the powers that be to pull the strings of your companions. There are many ways for evil to appear good and good to be made to appear evil. You shouldn't really trust anyone, you wouldn't really expect to find anyone you could trust anymore. Change... Yes you could change things. Demonic society is inherently unstable, push hard enough in the right direction at the right place in the right time and you could easily make a change. That change could even be for the better. But the greatest Good, the ultimate victory against all evil, will require some near divine role-playing and strategy from your part. Perhaps good characters have a shorter life expectancy than evil ones... Nah, that depends less on alignment and more on intelligence. Maybe it's true that campaigns with evil characters tend to be shorter, but I think that depends a lot on DM- and player-expectations. Evil cannot be played the same way as good, evil has to be proactive and that makes it a greater challenge. I've never DM'ed before, so my words could turn out to be worthless, but my ambition is to allow you to pursue your own agendas wether your plans are evil or good. [/QUOTE]
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Fallen World- 13th lvl homebrew (dark and mature)
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