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A Non-PHB only game?
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<blockquote data-quote="Emirikol" data-source="post: 3416746" data-attributes="member: 10638"><p>I encourage our players to choose non-PHB spells. That's made the game more interesting. I've not forced them to use non-PHB classes however. I don't think it would be hard.</p><p></p><p>You wouldn't have to mandate it if you just "encouraged" it.</p><p></p><p>For example, Knight, Scout, Non-Spell-Ranger, Samurai, Swashbuckler, Ninja are all the NON-SPELLCASTER classes. You could give them a bonus feat over PHB classes.</p><p></p><p>As for races, you've got a lot more work on your hands. What I did was to create "races" for the humans based on the CONAN game. Sometimes, you can get people to look harder at "culture" rather than just statistics. Here are a few below without cultural details from our house rulebook:</p><p></p><p>Black Tribesman, Northern</p><p>African cultures of Kush, Chaga-Kush, Keshan, Punt, and Zembabwei</p><p>· Skills: Hide, Move Silently, Perform (drums & dance), Survival</p><p>· Environment: Jungle or Grassland</p><p>· Benefit: Proficient in all primitive weapons</p><p>· Drawback: -2 penalty to all fear saves</p><p>· Religion: Derketa (death aspect), Jullah, Ollum-onga, Thog, Set, Dagon, other jungle gods & demons</p><p>· Language (illiterate): Kushite, Keshani, Puntan, or Zembabwean as appropriate</p><p>· Magical affinity: Nyambe or spellcaster</p><p></p><p>Black Tribesman, Northern, Chaga-Kushite Aristocrat</p><p>Aristocrat caste of Kush. Mixed with lighter Stygian blood.</p><p>· As Black Tribesman except:</p><p>· Skills: Perform (ritual), Craft (any), Diplomacy</p><p>· Environment: Kush only</p><p>· Benefit: Bonus feat: skill-based</p><p>· Drawback: lose primitive weapon proficiency</p><p>· Religion: Set</p><p>· Language: Kushite and Stygian</p><p>· Magical affinity: Nyambe, spellcaster, sorcerer, wizard</p><p></p><p>Black Tribesman, Northern, Darfari</p><p>These are maniac cannibal savages of Darfar.</p><p>· As Black Tribesman except:</p><p>· Benefit: Bite attack: a Darfari who is grappling an opponent may bite their victim with a 1d2+1 lethal damage in addition to other unarmed damage.</p><p>· Drawback: Lose primitive weapon proficiency except for primitive bludgeoning weapons</p><p>· Religion: Yog, cannibal demon</p><p>· Language: Darfari (illiterate)</p><p></p><p>Black Tribesman, Southern</p><p>Obscure African cultures of Bakalah, Zamballa, Atlaia, , Amazon, Tibu, Tombalku, Bamul, Ghanata desert, Mandiga, Suba, island, or Wadai tribes. See Road of Kings map p.76 for locations.</p><p>· Skills: Survival, Perform (drums & dance)</p><p>o Islander & coastal: Profession (sailor), Swim</p><p>o Ghanata desert – Ride, Handle animal</p><p>o All others: Hide, Move Silently</p><p>· Environment: Jungle, Desert, Grassland, or Sea (islanders)</p><p>· Benefit: Proficient in all primitive weapons</p><p>· Drawback: -2 penalty to all fear saves</p><p>· Religion: Ollum-onga, Thog, Ajujo the dark, etc.</p><p>· Language (illiterate): Tibu, Tombalku, Southern Islander, Bamulah, Ghanatan, Mandingan, Suba, or Wadai</p><p>· Magical affinity: Nyambe, spirit shaman, spellcaster</p><p></p><p>Cimmerian</p><p>The hillman race of Conan; ancestors of the Atlanteans. Clan names_____________________________________________________________________________________</p><p>· Ability: +2 str, -2 int</p><p>· Skills: climb, move silent, survival; </p><p>· Environment: hills or mountains</p><p>· Benefit: +1 to will saves</p><p>· Drawback: -2 to diplomacy and verbal bluff checks</p><p>· Religion: Crom & Celtic pantheon</p><p>· Language: Cimmerian</p><p>· Magical affinity: None</p><p></p><p>Hyborian – Common Hyborian (Aquilonia, Argos, Nemedia, Border Kingdom, Brythunia, Corinthia, Koth, Khauran, Ophir)</p><p>Hyborian culture is akin to European medieval culture</p><p>· Skills: any three</p><p>· Environment: choose one </p><p>· Benefit: None</p><p>· Drawback: None</p><p>· Religion: Mitra predominates, Wiccana in Brythunia; Bori in Gunderland</p><p>· Language: The language of whichever Hyborian Kingdom they live in. This will be either Bossonian, Nemedian, Aquilonian, Brythunian, Ophirean, Cornthian, Kothic, or Argossean.</p><p>· Magical affinity: bard, cleric, druid (Brythunian only), ranger, sorcerer, spellcaster, wizard</p></blockquote><p></p>
[QUOTE="Emirikol, post: 3416746, member: 10638"] I encourage our players to choose non-PHB spells. That's made the game more interesting. I've not forced them to use non-PHB classes however. I don't think it would be hard. You wouldn't have to mandate it if you just "encouraged" it. For example, Knight, Scout, Non-Spell-Ranger, Samurai, Swashbuckler, Ninja are all the NON-SPELLCASTER classes. You could give them a bonus feat over PHB classes. As for races, you've got a lot more work on your hands. What I did was to create "races" for the humans based on the CONAN game. Sometimes, you can get people to look harder at "culture" rather than just statistics. Here are a few below without cultural details from our house rulebook: Black Tribesman, Northern African cultures of Kush, Chaga-Kush, Keshan, Punt, and Zembabwei · Skills: Hide, Move Silently, Perform (drums & dance), Survival · Environment: Jungle or Grassland · Benefit: Proficient in all primitive weapons · Drawback: -2 penalty to all fear saves · Religion: Derketa (death aspect), Jullah, Ollum-onga, Thog, Set, Dagon, other jungle gods & demons · Language (illiterate): Kushite, Keshani, Puntan, or Zembabwean as appropriate · Magical affinity: Nyambe or spellcaster Black Tribesman, Northern, Chaga-Kushite Aristocrat Aristocrat caste of Kush. Mixed with lighter Stygian blood. · As Black Tribesman except: · Skills: Perform (ritual), Craft (any), Diplomacy · Environment: Kush only · Benefit: Bonus feat: skill-based · Drawback: lose primitive weapon proficiency · Religion: Set · Language: Kushite and Stygian · Magical affinity: Nyambe, spellcaster, sorcerer, wizard Black Tribesman, Northern, Darfari These are maniac cannibal savages of Darfar. · As Black Tribesman except: · Benefit: Bite attack: a Darfari who is grappling an opponent may bite their victim with a 1d2+1 lethal damage in addition to other unarmed damage. · Drawback: Lose primitive weapon proficiency except for primitive bludgeoning weapons · Religion: Yog, cannibal demon · Language: Darfari (illiterate) Black Tribesman, Southern Obscure African cultures of Bakalah, Zamballa, Atlaia, , Amazon, Tibu, Tombalku, Bamul, Ghanata desert, Mandiga, Suba, island, or Wadai tribes. See Road of Kings map p.76 for locations. · Skills: Survival, Perform (drums & dance) o Islander & coastal: Profession (sailor), Swim o Ghanata desert – Ride, Handle animal o All others: Hide, Move Silently · Environment: Jungle, Desert, Grassland, or Sea (islanders) · Benefit: Proficient in all primitive weapons · Drawback: -2 penalty to all fear saves · Religion: Ollum-onga, Thog, Ajujo the dark, etc. · Language (illiterate): Tibu, Tombalku, Southern Islander, Bamulah, Ghanatan, Mandingan, Suba, or Wadai · Magical affinity: Nyambe, spirit shaman, spellcaster Cimmerian The hillman race of Conan; ancestors of the Atlanteans. Clan names_____________________________________________________________________________________ · Ability: +2 str, -2 int · Skills: climb, move silent, survival; · Environment: hills or mountains · Benefit: +1 to will saves · Drawback: -2 to diplomacy and verbal bluff checks · Religion: Crom & Celtic pantheon · Language: Cimmerian · Magical affinity: None Hyborian – Common Hyborian (Aquilonia, Argos, Nemedia, Border Kingdom, Brythunia, Corinthia, Koth, Khauran, Ophir) Hyborian culture is akin to European medieval culture · Skills: any three · Environment: choose one · Benefit: None · Drawback: None · Religion: Mitra predominates, Wiccana in Brythunia; Bori in Gunderland · Language: The language of whichever Hyborian Kingdom they live in. This will be either Bossonian, Nemedian, Aquilonian, Brythunian, Ophirean, Cornthian, Kothic, or Argossean. · Magical affinity: bard, cleric, druid (Brythunian only), ranger, sorcerer, spellcaster, wizard [/QUOTE]
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