In this thread, http://www.enworld.org/showthread.php?t=153775, I presented my "Thieves Guild" campaign. Our first session for this campaign will be this coming Sunday afternoon.
Someone mentioned to me that maybe D&D 3.5 wasn't ideal for such a campaign. I think maybe that someone is right. However, my players (half of whom are not veteran role-playing gamers) really like D&D 3.5, and they're averse to going out and buying new books for a different role-playing system. So, I'm having to make do with D&D 3.5.
Even so, as I prepared for this campaign I realized I needed to make major changes to D&D 3.5 in order to keep this particular campaign, with its special setting and constraints, from getting out of control.
The first major change I made is to increase the level of certain spells by one. These spells include...
- All locomotion and transportation spells, e.g. Jump, Levitate, Fly, Dimension Door, and the various teleport spells.
- All invisibility spells.
- All spells that change a person's form and/or appearance, including Giant Growth, Disguise Self, Alter Self, and Polymorph.
- All spells that create something useful and permanent, from out of thin air. These spells include Create Water, Create Food, and Minor/Major Creation. (While these spells may seem innocuous, in this campaign they could wreck havoc on the city-state's economy and job market.)
- Fireball
- Charm Person
These spells are too powerful, as is, to allow in a campaign that is entirely contained within a city-state, where interaction with NPC's will be far more common, and confrontations with monsters far less common, than in a typical D&D campaign. By increasing the levels of these spells by one (for example, by increasing Fireball from a 3rd level to a 4th level spell), I make them more difficult to attain.
Magic items that provide powers based on these spells will have their costs increased.
Can you think of any other spells I should do likewise with? What about the various illusion spells, such as Silent Image, Minor/Major Image, and Hallucinatory Terrain? These spells could be very powerful in a city setting.
Also, I'm wanting to discuss here other major changes to D&D 3.5 that I made, or that I should make, in order to keep my "Thieves Guild" campaign from getting out of control.
Someone mentioned to me that maybe D&D 3.5 wasn't ideal for such a campaign. I think maybe that someone is right. However, my players (half of whom are not veteran role-playing gamers) really like D&D 3.5, and they're averse to going out and buying new books for a different role-playing system. So, I'm having to make do with D&D 3.5.
Even so, as I prepared for this campaign I realized I needed to make major changes to D&D 3.5 in order to keep this particular campaign, with its special setting and constraints, from getting out of control.
The first major change I made is to increase the level of certain spells by one. These spells include...
- All locomotion and transportation spells, e.g. Jump, Levitate, Fly, Dimension Door, and the various teleport spells.
- All invisibility spells.
- All spells that change a person's form and/or appearance, including Giant Growth, Disguise Self, Alter Self, and Polymorph.
- All spells that create something useful and permanent, from out of thin air. These spells include Create Water, Create Food, and Minor/Major Creation. (While these spells may seem innocuous, in this campaign they could wreck havoc on the city-state's economy and job market.)
- Fireball
- Charm Person
These spells are too powerful, as is, to allow in a campaign that is entirely contained within a city-state, where interaction with NPC's will be far more common, and confrontations with monsters far less common, than in a typical D&D campaign. By increasing the levels of these spells by one (for example, by increasing Fireball from a 3rd level to a 4th level spell), I make them more difficult to attain.
Magic items that provide powers based on these spells will have their costs increased.
Can you think of any other spells I should do likewise with? What about the various illusion spells, such as Silent Image, Minor/Major Image, and Hallucinatory Terrain? These spells could be very powerful in a city setting.
Also, I'm wanting to discuss here other major changes to D&D 3.5 that I made, or that I should make, in order to keep my "Thieves Guild" campaign from getting out of control.
Last edited: