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Low-Magic Campaign Experiment
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<blockquote data-quote="the Jester" data-source="post: 2228610" data-attributes="member: 1210"><p>I'm posting here the document detailing the basic rule changes in an experimental campaign I'm going to run. Basically I'm seriously tweaking the amount of magic available. I'm going to do other things to compensate, though, and I think it will prove fun and exciting for everyone involved. Anyway, here's the first part of the document; I'll add to it as I keep working on it. I'm actually prolly about 75% done, but I'm going to stretch the posting out over a couple of days so as not to throw a mass of stuff at people all at once.</p><p></p><p>Anyway, here it is.</p><p></p><p>***</p><p></p><p>The Year is 271 After the Founding. The Kingdom of Pellinsia fell fifty years ago. Now the warring barons and dukes struggle for supremacy in a world of shifting alliances, betrayed allegiances and bloody blades. Most history has been lost, and adventurers scramble to recover lost lore. Armies clash frequently as territory changes bloody hands. Violence is common and terrible monsters stalk the wilds between islands of civilization.</p><p> </p><p>The Year 271 Campaign is the first in what may become a series of experiments exploring different campaign styles and rules variants. The Year 271 Campaign is intended to explore a lower-wealth, low-magic variant. It will be set some 28,000 years after the ‘current’ game time (c. 370 O.L.G., a calendar that no longer even exists in the Year 271 campaign) in a small sheltered barony surrounded by threats, all part of the shattered kingdom. This barony, called Kamenda, will host the initial forays of the pcs. </p><p> </p><p>The rule set in use will be modified in a number of significant ways, laid out below. In general, the changes are designed to achieve a specific campaign feel- a world where the past holds fantastic glories that may yet be unearthed, but where the present is full of savagery. Civilization is not very civilized, and savagery is savage indeed.</p><p></p><p><strong><em>Rule Changes for the Year 271 Campaign:</em></strong></p><p><strong></strong></p><p><strong>Character Generation</strong></p><p>All characters are rolled using 4d6/drop lowest and arrange to taste. In addition, all characters begin play with 1d4 Wyrd. As they advance in level, characters may increase an ability score every third level (3rd, 6th, 9th, etc), rather than every fourth level.</p><p></p><p>All characters gain a feat at first level and at every odd level (1st, 3rd, 5th, etc), rather than every third level. </p><p></p><p>There are many changes made to the options available to pcs. These are broken down below. In some cases these changes are absolute (such as with what classes are available). In other cases, further choices may open up throughout the campaign (such as ‘new’ feats being discovered through ancient records). </p><p></p><p><strong>Races</strong></p><p>The Year 271 Campaign features a predominantly human realm. The demihuman races have retreated from most contact with them. However, there are still a few racial options available for pcs: Human, Dwarf, Half-Elf, Half-Orc and Halfling.</p></blockquote><p></p>
[QUOTE="the Jester, post: 2228610, member: 1210"] I'm posting here the document detailing the basic rule changes in an experimental campaign I'm going to run. Basically I'm seriously tweaking the amount of magic available. I'm going to do other things to compensate, though, and I think it will prove fun and exciting for everyone involved. Anyway, here's the first part of the document; I'll add to it as I keep working on it. I'm actually prolly about 75% done, but I'm going to stretch the posting out over a couple of days so as not to throw a mass of stuff at people all at once. Anyway, here it is. *** The Year is 271 After the Founding. The Kingdom of Pellinsia fell fifty years ago. Now the warring barons and dukes struggle for supremacy in a world of shifting alliances, betrayed allegiances and bloody blades. Most history has been lost, and adventurers scramble to recover lost lore. Armies clash frequently as territory changes bloody hands. Violence is common and terrible monsters stalk the wilds between islands of civilization. The Year 271 Campaign is the first in what may become a series of experiments exploring different campaign styles and rules variants. The Year 271 Campaign is intended to explore a lower-wealth, low-magic variant. It will be set some 28,000 years after the ‘current’ game time (c. 370 O.L.G., a calendar that no longer even exists in the Year 271 campaign) in a small sheltered barony surrounded by threats, all part of the shattered kingdom. This barony, called Kamenda, will host the initial forays of the pcs. The rule set in use will be modified in a number of significant ways, laid out below. In general, the changes are designed to achieve a specific campaign feel- a world where the past holds fantastic glories that may yet be unearthed, but where the present is full of savagery. Civilization is not very civilized, and savagery is savage indeed. [b][i]Rule Changes for the Year 271 Campaign:[/i] Character Generation[/b] All characters are rolled using 4d6/drop lowest and arrange to taste. In addition, all characters begin play with 1d4 Wyrd. As they advance in level, characters may increase an ability score every third level (3rd, 6th, 9th, etc), rather than every fourth level. All characters gain a feat at first level and at every odd level (1st, 3rd, 5th, etc), rather than every third level. There are many changes made to the options available to pcs. These are broken down below. In some cases these changes are absolute (such as with what classes are available). In other cases, further choices may open up throughout the campaign (such as ‘new’ feats being discovered through ancient records). [b]Races[/b] The Year 271 Campaign features a predominantly human realm. The demihuman races have retreated from most contact with them. However, there are still a few racial options available for pcs: Human, Dwarf, Half-Elf, Half-Orc and Halfling. [/QUOTE]
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