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<blockquote data-quote="Arthur Tealeaf" data-source="post: 139619" data-attributes="member: 2086"><p>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!</p><p></p><p>Now...</p><p></p><p></p><ul> <li data-xf-list-type="ul">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!<br /> </li> <li data-xf-list-type="ul">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 <em>everywhere</em> .<br /> </li> <li data-xf-list-type="ul">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.<br /> </li> <li data-xf-list-type="ul"> 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. <br /> With "ordinary" monsters such as orcs and kobolds, this should probably be avoided, as its easy to exploit when you face the monsters frequently.<br /> </li> <li data-xf-list-type="ul">"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...<br /> 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.<br /> </li> <li data-xf-list-type="ul">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?<br /> </li> <li data-xf-list-type="ul">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.<br /> Afterwards, let them play adventurers taking on the villains they played earlier.</li> </ul><p></p><p></p><p>That's what I can get from the top of my head...</p><p></p><p>More later.</p></blockquote><p></p>
[QUOTE="Arthur Tealeaf, post: 139619, member: 2086"] 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... [list] [*]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 [I]everywhere[/I] . [*]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. [/list] That's what I can get from the top of my head... More later. [/QUOTE]
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