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Little Changes with Big Flavor
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<blockquote data-quote="Ace" data-source="post: 136251" data-attributes="member: 944"><p>I like the Ice Pyramids idea but I suppose I am biased as I tried the same thing IMC, only the Pyramids were ruins from a pole shift. Once The Northern Desert Now The The Ice Wastes.</p><p>I can only say Frozen Mummies rule.</p><p></p><p>Now as to a few of small changes that bring big flavor</p><p></p><p>First: Climate Tweaking. </p><p>Most games assume basic "European Temperate" weather. One thing you can do is make it warmer. Not a tropic climate but a climate like Southern California. It would have interesting changes on armour and weapons and food to boot.</p><p></p><p>Second: Get rid of Turning.</p><p>Clerics become quite different without Turn Undead and similar powers. You can gives them the ability as a spell if you like. Without Turning undead become much tougher and scarier.</p><p>A realted option is to allow minor Undead to be made as a magic item. Say third level spell cost 5xp per HD to animate. This doesn't count against the limit. </p><p>My world Building buddy does this with a glowing pearl in the mouth as a focus (ala the new D20 COC spell coincidently) I use a small token but the net effect is the same and it allows some big undead armies.</p><p>Combined with the no turn option can you say "Survival Horror"</p><p></p><p>Third:</p><p>Tweak spells. Lightning Bolt can become "Fire Line" with no real game balance issues. Fire Ball can become Ice Ball and so on. </p><p>Forbiddance can be changed from "alignement restricted" to faith restricted and so on.</p><p>The FX on a spell can always be tweaked. Fly surrounds the user witha glowing aura, Leviatate produces a tiny puff of wind.</p></blockquote><p></p>
[QUOTE="Ace, post: 136251, member: 944"] I like the Ice Pyramids idea but I suppose I am biased as I tried the same thing IMC, only the Pyramids were ruins from a pole shift. Once The Northern Desert Now The The Ice Wastes. I can only say Frozen Mummies rule. Now as to a few of small changes that bring big flavor First: Climate Tweaking. Most games assume basic "European Temperate" weather. One thing you can do is make it warmer. Not a tropic climate but a climate like Southern California. It would have interesting changes on armour and weapons and food to boot. Second: Get rid of Turning. Clerics become quite different without Turn Undead and similar powers. You can gives them the ability as a spell if you like. Without Turning undead become much tougher and scarier. A realted option is to allow minor Undead to be made as a magic item. Say third level spell cost 5xp per HD to animate. This doesn't count against the limit. My world Building buddy does this with a glowing pearl in the mouth as a focus (ala the new D20 COC spell coincidently) I use a small token but the net effect is the same and it allows some big undead armies. Combined with the no turn option can you say "Survival Horror" Third: Tweak spells. Lightning Bolt can become "Fire Line" with no real game balance issues. Fire Ball can become Ice Ball and so on. Forbiddance can be changed from "alignement restricted" to faith restricted and so on. The FX on a spell can always be tweaked. Fly surrounds the user witha glowing aura, Leviatate produces a tiny puff of wind. [/QUOTE]
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