(3.5) Campaigns I'd still like to play at some point

If you've played it, I do have one major concern. The Greenbond seems extremely weak, and only realy good at healing and positive energy magic, whilst the Magister looks like a Wizard, only better. They get all complex spells automatically, d6 HD, and instead of a theif-baiting spellbook, an awesome staff that not only is darn near impossible to destroy/steal, but even gives the magister a bunch of extra powers! I know AE's spells are weaker than 3.5, but it still looks like a bit much to me.
Oh my, no. Greenbonds can deal out as much damage as Magisters. Also, AE's spells weaker? Seriously - that's a line of bull, in my experience. Yeah, there's no Magic Missile, but everything else is both more flexible and more potent.

Back to Greenbonds... they're insanely powerful with just one or two feats. They have a wealth of spells, and can do as much heavy lifting as a magister without too much effort.

Really, pick up any of the elemental or energy spell feats - fire is probably the easiest - and they are throwing around Sorcerous Blasts of that element around left and right. (Sorcerous Blast is basically fireball, but better in every way - you can choose the element when you cast it, it has longer range, and if you center it on a guy they have to successfully save twice for half.)

-O
 

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Oh, another one.

Scarred Lands. It a huge setting jam packed with moody villains and exotic places. I'd love to make an epic game running the PCs around the world, traveling a variety of places in a desperate effort to stave off some sort of doom associated with the threats of the setting.

Necromancer's City of Brass - I know very little of this product, but it just looks like it would be cool.

You don't own it? It's really impressive. The city is loaded with a variety of plot hooks to leads players on a number of interesting adventures, and the "dungeons" that they should eventually end up facing off with are daunting indeed.
 

Medieval superheroes. Inspired by the classic Kulan Gath storyline in X-Men, Busiek's homage to same and Gaiman's 1602. Ken Hite also explored the concept in the excellent Suppressed Transmission. Could use D&D or M&M, the latter would help make each character more unique, an important aspect of the genre.

This is essentially the theme of my longest standing D&D campaign universe, a cross between medieval fantasy and the Legion of Super Heroes. Initially played in a somewhat 'traditional' D&D milieu (1st ED), it evolved into something akin to Justice League Unlimited set in the world of Final Fantasy Online.

The later installments of the campaign also featured an element similar to that described by StreamoftheSky, with players playing multiple characters. Each character can be sent to various locations for various missions so players can try plating different character types in a single campaign.

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Castle Whiterock/Rappan Athuk/World's Largest Dungeon. I'd like a good long dungeon crawl with interesting aspects to them.
 

As a player, plenty of adventures I still want to play. As a DM... nothing, I am done with 3.x edition after I finish up Age of Worms.

I'd like to play in Shackled City, perhaps Castle Whiterock or Savage Tide as well.
 


I read 1602 and found it a lot of fun but I'm unfamiliar with Kulan Gath. What is that?

Sorcerer who generally tries to reshape the world into a medieval fantasy version of itself, with the various heroes re-imagined as supernatural champions, warriors and monsters, all working for him. He's been a Spider-man, X-Men and Avengers foe at various times.

-A game based on Suikoden, where the "party" isn't constant. There's 108 different characters, and different parties are sent out for different tasks, each time the players controlling one of them.

I'd love to play a Legion of Super-Heroes sort of game, where there are 25+ heroes at the headquarters, and you end up playing different members of different mission teams at different times. I kinda love playing lots of different characters, rather than one for a long time, so this could be awesome.

I'm also a fan of really extravagant settings. Al-Qadim and Kara-Tur both were amazingly cool, and I'd love to play around in either setting again.

Any Scarred Lands game. (Any Trinity, Aberrant or Adventure! game, for that matter).

Any Arcana Unearthed game where I get to play a Magister, Witch, Warmain, Greenblood, etc. and don't have to play an Akashic who gets to make a single skill roll (which the party Magister out-rolls her on), requires the entire party's collection of healing potions and magics to stay alive, and inflicts 5 pts of damage to a single mob after 4 combat-filled hours (during which the Magister did over 400 pts of damage by turning every single spell he had into some form of Heightened or Diminished Sorcerous Blast). Given how much I love half of the classes of that game, I feel cosmically ripped-off that my only experience with the game involved a skill-heavy character that sucked so hard stuck in a purely combat-driven set of encounters.
 
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Any Arcana Unearthed game where I get to play a Magister, Witch, Warmain, Greenblood, etc. and don't have to play an Akashic who gets to make a single skill roll (which the party Magister out-rolls her on), requires the entire party's collection of healing potions and magics to stay alive, and inflicts 5 pts of damage to a single mob after 4 combat-filled hours (during which the Magister did over 400 pts of damage by turning every single spell he had into some form of Heightened or Diminished Sorcerous Blast). Given how much I love half of the classes of that game, I feel cosmically ripped-off that my only experience with the game involved a skill-heavy character that sucked so hard stuck in a purely combat-driven set of encounters.
Ha! Yep, in my years of running AE, my players tried every class except the Akashic and Runethane. Despite my pleading. (Well, that's not quite accurate - I did have one guy who multiclassed Akashic-Magister, and another with a multiclassed Oathsworn-Runethane, but no single-classed characters of either, and never beyond 6th level or so.)

And yeah, the whole Magister-melting-high-level-spells-for-lower-level-ones and the Heightened vs. Diminished stuff made them insanely powerful. One of the flaws of the system was that, by 13th level, the melee characters just couldn't keep up anymore. The magister and greenbond together just fried every opponent I threw against them.

Sorcerous Blast is merrily abusive. :) I had forgotten until your post about the heightened (change type to energy and increase damage dice to 1d8 and max to 15d8) and diminished (same damage, single target) versions.

Add any template on top of it, and it's even crazier. "Oh no, 20 gold for an extra 2d6 damage? How will I ever cope?"

-O
 



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