Little Changes with Big Flavor

Arthur Tealeaf

First Post
mmadsen, I've been observing this thread, and if this keeps growing as it does, you should make a netbook or something. This is just that good a thread!

Now...


  • Wizards can only be specialist wizards and can only cast spells from their schools (+ universal spells). Ofcourse you can multiclass into other specialist wizards (eg. level 10 diviner, level 4 evoker). This makes the different types of wizard more distinct, and now necromancers really are the masters of necromancy!
  • Have a campaign where orcs or kobolds or some of the other "lowly" races rule over the other races, to create an interesting new form of respect towards these races. For example, killing a single kobold (done alot in 3e...) will impose a death penalty, which is hard to escape, as the kobolds are everywhere .
  • Armor absorbs damage (as in the Grim-n-Gritty system), but can only take that much damage before it breaks! Magic armor can ocourse only by damaged by weapons of an equal bonus. Alternatively, you can make it so that they only take the damage if it is above a certain number. For example, a full plate doesn't take any damage from strikes that do only 1-5 damage, but takes all damage above that.
  • EVERY mythical or unnatural monster has a special weakness... just like vampires who can't stand sunlight or running water and norwegian trolls "pop" in the sunlight. The raksasha can't take blessed crossbow bolts, so maybe a balor demon dies if it gets pure silver in it's eyes; Beholders take great damage from salt in its central eye; Black unicorns can't take the dust from the crushed horn of a unicorn; Maybe evil fey can't stand the ring of pure silver bells.
    With "ordinary" monsters such as orcs and kobolds, this should probably be avoided, as its easy to exploit when you face the monsters frequently.
  • "Every monster has a purpose: No "natural" monsters. Orcs exist to kill good creatures; the "Black Knights" all exist to combat a specific god; Basilisks are created by the god of stone to punish those who doesn't appreciate stone by turning them into it; and so on...
    This might also be combined with the "every monster has a weakness with good effect. For example, the "Black Knights" can't stand the name of the god they combat spoken out loud.
  • Eliminate monsters, and have the planet itself be the enemy. Safe areas exist, and this is where good races stay. When moving on evil ground, the planet itself attacks, by manipulating and controlling every aspect of nature. Maybe the whole campaign could be centered around stopping this curse?
  • Let the characters play the villains, plotting to take over the world and controlling their evil armies. Let them fight of bands of adventurers trying to stop their reign of terror.
    Afterwards, let them play adventurers taking on the villains they played earlier.


That's what I can get from the top of my head...

More later.
 
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darklight

First Post
Once again, a great thread, mmadsen!
A whole bunch of great suggestion, that I will certainly steal for my own campaign:)

mmadsen said: One of the strength of Kalamar, from what I've heard, is that the gods have different names in different cultures. Perfectly naturaly, yet no one had done it before.

It is not entirely correct that it hasn't been done before. In the old D&D Known World setting (aka. Mystara) that was also the case. Another thing is that there were IMO way too many gods (immortals), AFAIK more than 130, not including the different identities. One thing I do like about this pantheon, is the fact that many of the 'gods' are infact mortals who have ascended to become gods. (I think someone mentioned a similar idea earlier in this thread). This means that it is possible for the PC's to become gods themselves, which might be a cool conclusion of a campaign. :cool:

In my (otherwise rather standard) campaign, set in Mystara, many of the atrocities thought to have been done by orcs/goblins were in fact done by elves, who deliberately made it look like it was done by orcs. The elves aren't evil just for the sake of it, but are very ruthless and singleminded in their quest to ensure the survival of their race. Their numbers have been dwindling, and they really feel the pressure from the younger, more prolific races (humans and orcs mainly). They are therefore trying to create a mindlink between every elf, essentially creating One Mind, thus giving them an advantage over the other races. The focus of the campaign is discovering this grand scheme of the elves, and eventually the party (specifically the dwarf) will get to decide whether to let the elves succeed, or have them be destroyed by the Shadow Elves, who are an unknown factor.

Keep the good stuff coming:)

darklight
 

mmadsen

First Post
Another thing I thougt of, for the more younger audience, instead of having a creature die when it hits 0-(-10) HPs, and leave a bloody carcus, have it crumble into dust and blow away.

Or have it turn to stone... (That's what the Dragonlance Draconians do, right?)

Since you mentioned a younger audience, I thought I'd mention that certain "little changes" make perfect sense for kids: the heroes are animals or children, their allies are animals, the monsters can be defeated through wits, fewer "boom" spells and more cursing or polymorphing, magic items as gifts, no distinction between arcane and divine magic, no Law or Chaos, and lots of other simplifications.
 

Ace

Adventurer
Another neat trick is to raise the magic level. Yes i said raise it.

What I suggest is increasing the "dice" used to randomly generate wizards (in the DMG) to 1d8. Thus your average metropolis will have 3 wizards of 16th level plus.

To make minor magic moreavailable use a "Spellforge" feat. prerequisisite something like 10+ skill so experts can make +1 items or so.

Also using power components is a nice change. Make the players write them out. Want to make a healing potion? No problem. Write out whats in the list. You might be able to buy the stuff for a cure light potion but it will require more effort to get the stuff for higher level potions or elixers

A good list can be had in Hackmaster or the Chivalry and Sorcery Beastiary

Another option is too have a limited list of Mana components. To make say a +1 weapon you need StarMetal. There is no Adamantium Mithril whatever, just one magic metal.
+1 Shield, You need Livewood.

Supplies of Power Material thus become stategic resources and a source of potential adventures
 

Ace

Adventurer
mmadsen said:


Or have it turn to stone... (That's what the Dragonlance Draconians do, right?)

Since you mentioned a younger audience, I thought I'd mention that certain "little changes" make perfect sense for kids: the heroes are animals or children, their allies are animals, the monsters can be defeated through wits, fewer "boom" spells and more cursing or polymorphing, magic items as gifts, no distinction between arcane and divine magic, no Law or Chaos, and lots of other simplifications.

Shoot i'd use those in my game. Simple can be better for Adults too.
 

mmadsen

First Post
Some ideas on magic items - some from other people but I don't recall who:...

Great suggestions, kenjib. I know I've seen some of them before too, but they're good -- and they belong in this thread!

Remove the limitation that all magic weapons and armor have at least a +1 bonus. Also remove the limitation that bonuses are always applied to both to-hit and damage. You could have, for example, a flaming sword (with no other bonuses), a +3 to hit sword that invokes true strike once per day as a free action, or a +2 damage keen sword. Damage resistance is penetrated by total bonus equivalent rather than just bonus value alone.

I agree with this one very strongly! Numerical bonuses lack flavor, and I'd rather see all the magic go into effects that seem magical.

I also like divorcing to-hit and damage; it makes even more sense once you're using armor-as-DR, etc.

You mention magical Damage Resistance. Arthur Tealeaf beat me to the punch in recommending a special weakness for each monster. I much prefer DR with a weakness of silver, or mistletoe, or salt, or whatever to "+3 or better magical weapons".

Give most magic items significant drawbacks and curses. For example, that +2 damage keen sword must see battle once per day or it grows heavier and heavier. The cloak of etherealness is a beacon for strange extra-dimensional predators. Whenever true strike is invoked using the +3 to hit/true strike sword, the user becomes fatigued after striking. Every time the staff of power is used the user must make a will saving throw DC5 +1 cumulative for each additional use. Failure results in a permanent loss of one hit point. The ring of protection +5 only works for one week after it is soaked in the fresh blood of an innocent stranger killed in cold blood.

All good suggestions. Magic items in D&D are even less costly to use than spells; many work all the time with no negative side effects.

Have items gain magical abilities through their usage and history rather than through enchantment.

Another favorite.

Don't use any magic items from the DMG. Instead create all original items. Alternatively, swap the item and the effect. For example, have a crown of invisibility and a cloak of intellect.

Quite useful with meta-gaming players. Analogous to switching around monster descriptions but keeping the old stats.

Require that the creation of an item (not including scrolls, potions, and wands) requires an item research journal. This works just like a spell book. The method for enchanting each item is considered to be a unique spell.

This one seems like a natural.

Use the levelled magic item variant from Dragon.

Anyone have those rules sitting around?

Learning about an item's history unlocks new powers.

Actually, the characters probably don't have to learn about the item's history to unlock the powers; they simply won't know to use them until they learn the history. Maybe the brave Fighter goes to hold off an Orc horde in a mountain pass, and his Masterwork Longsword just keeps scoring criticals...

On another note - for another campaign idea put the characters into an alien environment and center the campaign around trying to get back to the normal world: Stranded in an alien world, shrunk down to the size of ants with no idea how to get back to normal size, trapped via a cave-in in a giant subterranean world that the surface world never knew existed (ala Journey to the Center of the Earth), sent forward in time to an alien future (Time Machine) or back to a primitive past, stranded on a deserted island, etc.

Wonderful suggestion. It's such a literary staple, but it gets overlooked in gaming.

One powerful side effect of most of these scenarios is that there is no longer any civilization - no shops, no treasure, no economy, no magic items, no replacement equipment that the player's can't craft on their own - nothing! If you want to introduce a bit more access to resources you could always introduce a Sleestak (Land of the Lost) type race - natives that are very alien to the characters way of thinking - or a native race that is irrevocably hostile toward the characters so that they must obtain equipment and supplies through scavenging and stealing.

Bringing us back to the earlier "little change" to have no "Village of Hommlet" to return to.
 

mmadsen

First Post
Conan the Barbarian for Third Edition D&D is one of the best D20 dedicated sites I've ever seen, and any D&D player who is also a fan of Robert E Howard must see this site.

Yes, it is a well-done. With the new d20 Call of Cthulhu out, I'm planning on mixing the magic system in for some Conan-esque action: Humans only; variant Fighters, Rogues, and Experts only; Cthulhu-style magic; exotic cultures, exotic locales, a Conan-esque monster palette, etc.
 

Soltares

First Post
>In The Dream, however, it carries over into other traits as well; >they have half the memory of the other races, for instance. They >are smaller humans in every conceivable dimension!

Hmm, so if a Halfling is only 'half' a man, one is left to wonder what his other half is, the half that you can't see... Something fey, something spiritual, something dark and dangerous, just as the visible half is 'cute' and harmless? Hmm, I see an Eloi / Morlock possibility. In the day-time they are Halflings, but at night they transform to Goblyns... Alternately, each Halfling (or Goblyn) birth is a twin birth, with each Halfling having a Goblyn soul-brother, and while one race lives in the open and seems harmless, their evil other halves live in tunnels beneath their cozy homes and raid surrounding communities. If one dies, the other grows ill and dies as well, and if a happy-go-lucky Halfling joins an adventuring party, be assured that his 'evil twin' whom he loves like the brother it is, lurks behind in the shadows...

Great thread!

I have used the idea of unique monsters, in my case Dragons. There is only one Green Dragon, only one Black Dragon, only one White Dragon, only one Red Dragon and only one Blue Dragon. Each owns their own domain and servitor tribes of humanoids, etc. The Red Dragon controls a mountain range, and has a volcanic lair, from which his half-dragon children lord it over local ogre and orc tribes. The Green Dragon has a strange alliance with groups of feral wild elves and goblinoid tribes, whom she pits against each other for her own amusement, from within the forest she rules. The Black Dragon lords it over an oceanside marsh, and his lizard men servants have a culture of their own with rotting aztec and mayan style architecture and religious practices. The White Dragon lacks the clear domain of the others, and does not have a servitor race, but travels the great glacier, warring off and on with local frost giant tribes. The Blue Dragon also doesn't have an obvious servitor race, but the nomadic kobold tribes of the deep desert revere him as their creator and protector, and they keep the desert free of organized groups of other races, as their 'Sky-father' prefers. Assuming any of the Dragons were to breed with another of their kind, their child would be equally unique, a Yellow, or Purple, or Brown, or Orange dragon. Dozens of Dragon types are available in a half-dozen or more sources, even for 3E, so there is no shortage of possible 'unknown' full dragon children, as well as the assorted half-dragon template creatures that serve the draconic overlords.

I also used variant Elves, making them more chaotic and less good. They became more Fey and dangerous, becoming jaded over the centuries of life and caring not a whit for the shorter-lived races. They seem bored and almost asleep most of the time, but when they do feel something they feel it with an intensity that no human could match. When they rage, they do so with a pure hatred that takes no quarter and will slay friend or lover as quickly as foe. When they love, their love becomes an obsession, a part of every breath and thought, and if that intense focus is on a human, he/she will be swept away, and quite likely harmed by the intensity of the affair. Just as suddenly, the Elf can 'lose' this fiery passion, and simply walk away from a befuddled human mate, or someone who thought the Elf was going to destroy his entire village over some unknown slight. Basically, I made them like sharks, they glide placidly along, and then explode into violence. Literally, chaos in form, focussed into intense moments of *living* in an eternal ennui of mere existence.

Ideas I haven't used yet,

Completely remove the Cleric class as written from the game. Add healing spells to Wizards, and create a new Priest class based entirely on channeling positive (or negative, or elemental?) energy in a manner similar to Turning Undead. They would have many more 'Turning' attempts / day as their level increased and their reservoir of sacred (or profane) 'faith' increased. At the time they would also learn how to apply the energy channeled in an assortment of priestly ways, such as healing, blessing / cursing, bolstering / encourage allies, repelling opposing creatures, cleansing a body or an area of intrusions, toxins, hostile magics, etc, warding an area or even damaging or dispelling an opposing force or creature. Turning Undead would only be one of many uses for the channeled positive (or whatever) force, and others, such as healing or warding, would actually be the core functions of the energy, with 'undead turning' being a later development, added through specific class abilities similar to the Feats that a Paladin or Cleric currently can use to modify their Turning abilities in DotF. They wouldn't have a single 'spell.' Just a certain amount of 'feats of faith' / day and a dozen ways to use them.

Change the Sorcerer completely from a tiny variant of the Wizard to a more Fey / Draconic / Outsider touched person, able to channel and tap into the blood of his heritage. He would only gain a few spells compared to the Sorcerer, but they would be spell-like abilities, not cast spells (using the Monster Manual guidelines) and require no material components. Every level he would gain the ability to unlock another power from his blood, or to increase the per day usage of a previous power, based on his Constitution modifier in spell levels (as it is the 'strength of his blood,' not the force of his personality that determines his strength as a Sorcerer). As a less spellcastery force, he might have slightly better armor, weapon and hit point options than a true Wizard, to compensate for his significantly smaller spell list.

A variant Wizard could create talismans or foci of various spells, based on some craft or art skill, instead of casting spells directly. A 'Geomancer' would shape semi-precious stones to unleash their inner magic, drawing them later from a pouch and triggering the magic he has prepared within them. A 'Scribe' would carefully pen a spell down on vellum, to read and activate it later. An 'Alchemist' would brew that same magic into an elixir that she could later drink, to recieve the effects of the spell she has 'cast.' Literally dozens of options exist here, from a Necromancer who harvests the organs and body parts of creatures to trap their inner magic and unleash their stored qualities as spell effects, to an Artificer who creates intricate clockwork mechanisms that produce the arcane effects, or a Woodcarver who makes tiny totems that transform into the desired conjuration, or a Weaver of spells who creates intricate tapestries depicting the effects she seeks to make real, or a Painter who does the same, depicting the scene he wishes to create, much like Alter Reality, or a
Paperfolder who spends time in the midst of combat to fold intricate origami constructions that then take shape into the desired effect. Even a performance art, such as dance or song can be used to trigger a magical effect, although in this case, the 'spell' would be cast during the performance instead of 'constructed' earlier and stored in a bag.

A variant Psion, the Mentalist would become more powerful, but more limited, having less access to powers, but stronger ones individually. So a Mentalist might only focus on Telekinetic manifestations, and would just have the ONE power, Telekinesis, which he could manifest in several ways. While the Wizard is learning to throw that Fireball, he isn't just getting some crap 3d6 Force Blast, he is learning to chuck people through the air and slowly lift warhorses with his mind or animate weaponry to attack... Psi abilities would have an effect chart for the ever increasing singular base power, rather than a laundry-list of specific 'spells' or 'abilities / level' with the chart scaling up as their level increased (assuming they spent it all in one area, if a 7th level Mentalist decides to spend that levels training on Telepathic skills, he'd be a weak Telepath (+1) and a strong Telekinetic (+6) on the chart (modified by whichever stat is relevant to them, probably Wisdom). Such a system could be detailed in probably 4 to 7 pages tops, instead of the list of almost identical spell duplications that they currently have. It would be more like GURPS or Trinity (freeform) Psionics. I'd also stick to themes that were more common in Psi lore, Clairsentience / ESP / Past-viewing / Precognition, Telepathy / Mind Control / Empathy, Telekinesis, Apportation, Aura Reading, Spiritualism, etc. The outre stuff like shapeshifting or 'metacreativity' would be rarer, perhaps representing special side-abilities nabbable at higher levels with special Feats. (I really can't say if the 3E Psionics are worse than the 2E Psionics, since I didn't/don't like either, although the Will and the Way supplement came a long way to improving 2E Psionics.)
 

Ace

Adventurer
Another trick is to file off the name and serial numbers of spells. You do not have to change the effects at all.

An example Tenser Transformation feel very different if it is called Bind War Spirit and when the spell is cast a spirit enters the casters body and effects the spell

Imagine if Teleport had a nimbus of light surround the caster, whisk him through the astral plane and rematerialize him at the destination. Same spell different flavor....

Also I really like to require casters to shout out the spell being cast

Kord grant me Your strength in my time of need to initialize a strength spell.

One of my co-players likes to say things like "I command you back, back into the darkness" when turning undead. IMO this makes a huge difference in the campaign. It makes bah "I'm casting magic missle" into something exciting.

Also while this has been said before let me reiterate "Always detail your magic items." Anything stronger than say a +1 weapon or armor or disposable items ought to have history behind it.

A +2 sword "Pigslayer" used in the Orc Wars is exciting.
A plain Jane +2 weapon is not.

and a final bit of reition. Scalable magic items rock. Make that +1 Sword a +1 icey burst in a couple of levels. Increase the powers as the character gains levels and learnd secrets about the weapon.

Players become very motivated if they here something like "You have a Jurai Rune Mace, Its not better than spell forged (+1) now but as you grow and learn her ways. Aye now, she'll grow too.
 

mmadsen

First Post
Re: Re: Little Changes with Big Flavor

Use unique PC classes to create interesting monster NPC. I've create a whole honorable Mongolia clan of Orcs using Oriental Adventure classes. A samurai class Orc leads them as his sword grows in power. The Shenja are a great "generic" class to replace dedicated spell casters.

Nice touch. Third Edition is such a boon in that respect; you can customize monsters so much with Classes, Skills, and Feats. Orc Barbarians with Rage and Goblin Rogues with Sneak Attack are quite common; Orc Samurai a just a little bit different. (I'm not sure the PCs will notice the game mechanics before the cannon fodder are dead, but... ;) )

Your example points to another "little change":
  • Most of us realize you can use Oriental Adventures to give an exotic flavor to foreign cultures (human or monster) -- but you can also strip the oriental names off most of it for decidely occidental cultures too. Samurai as Knights, Shamans (replacing the martial-arts Feats) in place of Clerics or Druids, arcane Shugenja as elementalist Wizards, Wu Jen as Wizards, Bear Warriors for Tolkien-esque Beornings, elven Blade Dancers, Eunuch Warlock as a non-eunuch specialist Wizard, Kishi Charger as Cavalier, Ninja Spy as mystic assassin, etc.

Give races a strong new theme. Give elves a DR 2 from Cold attacks and a +2 damage from fire attacks and you have Winter Elves with icy weapons.

Cute. It's done all the time for monsters, but not nearly as often for character races. Nice touch.

And, to tie it in with the Compelling Encounters! thread, Winter Elves could be immune to snow and ice penalties. While everyone else is slogging along through three-foot snow -- with no Dex bonus to AC -- the elf can be nimbly dancing across the top of it.

Start off the Party at something than 1st power level -- opps I mean character level. The key to starting a game at 4th, 8th, or 10th level is to craft a background and a world around that level. Higher level characters need to have more obligations, worries and aspirations.

Pendragon does a wonderful job of this, expecting the heroes to build up their lands, look after their people, start a family, etc. I assume Birthright also does a good job of it.
 
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