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<blockquote data-quote="Ultramyth" data-source="post: 1586445" data-attributes="member: 16417"><p>You've made some excellent points here, all of which are of keen interest. Indeed, d20 fantasy campains are in a shift towards the renaissance, at least as far as the social aspects go. The 'dark ages' historically were undoubtably caused by church dogma, which of course is unlikely to occur in a d20 setting, especially one such as the forgotten realms for example.</p><p></p><p>The issue of how a society arrives at a renaissance is an issue I've been struggling to tackle. The focus on the actual renaissance is a social and technological one, and one of the things I was going to go over is a revision of the same basic elements presented in the DMG discussing creating a campaign world. One of the directions I am going is toward the economical reasons for the Age of Exploration, that also takes place during the renaissance. Trade is the reason for this, and while religious freedom is not necessarily the catalyst for a renaissance in a fantasy campaign, trade is far more likely.</p><p></p><p>As far as weapons and armour are concerned, indeed, yes, there are the foundations of renaissance era arms in the PHB, however, you might have noticed for example, the rapier looks more like a sabre in that book. The artwork in general does not reflect historical weapons. That always bothered me, and so, every 'real' weapon in this book shall be based off a historical weapon.</p><p></p><p>The 'new' arms are there, even if many of them only reflect cosmetic changes, to provide variety to players:</p><p></p><p style="text-align: center"><img src="http://www.ultramyth.com/images/blades.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p>The above is a sample of the weapons artwork.</p><p></p><p>Armour too, changes some things. Historically, it was in its height at the start of the renaissance, and in its decline by the end. I've added penetration rules to firearms that reflect this change, though I've also added some fantasy components - dwarven-forged armour designed in such a fashion that incoming bullets are likely to bounce off it. In this way, perhaps in later eras armour will still be common.</p><p></p><p>Again, here variants are what is offered: Different types of plate armour, and ideas for customising it. Also, there's rules to encompass cheap plate armour manufacture. This is where the savage races become more deadly, because now cheap, moulded plate armour is available en masse.</p><p></p><p>Equipment covers basically everything from the globe map, to the pocket watch and kegs of gunpowder, as well as a few authentic alchemical compounds, basically, a more complex version of alchemist's fire. Also you'll find early telescopes and microscopes, and some prices will fall as items become more common.</p><p></p><p>I also wanted to feature ship variants, since this is indeed the time of exporation. In a short span of two hundred years, ships evolve from the galley to the galleon, and all manners of cannon are mounted on ships. I've not heard of your d20 naval products, but if you could email me a copy of your d20 rules that are open game, I'd be happy to conform. A ship list or statistics of any relevant vessel types you might have also in OG could be good. That is what the licence is about after all.</p></blockquote><p></p>
[QUOTE="Ultramyth, post: 1586445, member: 16417"] You've made some excellent points here, all of which are of keen interest. Indeed, d20 fantasy campains are in a shift towards the renaissance, at least as far as the social aspects go. The 'dark ages' historically were undoubtably caused by church dogma, which of course is unlikely to occur in a d20 setting, especially one such as the forgotten realms for example. The issue of how a society arrives at a renaissance is an issue I've been struggling to tackle. The focus on the actual renaissance is a social and technological one, and one of the things I was going to go over is a revision of the same basic elements presented in the DMG discussing creating a campaign world. One of the directions I am going is toward the economical reasons for the Age of Exploration, that also takes place during the renaissance. Trade is the reason for this, and while religious freedom is not necessarily the catalyst for a renaissance in a fantasy campaign, trade is far more likely. As far as weapons and armour are concerned, indeed, yes, there are the foundations of renaissance era arms in the PHB, however, you might have noticed for example, the rapier looks more like a sabre in that book. The artwork in general does not reflect historical weapons. That always bothered me, and so, every 'real' weapon in this book shall be based off a historical weapon. The 'new' arms are there, even if many of them only reflect cosmetic changes, to provide variety to players: [CENTER][IMG]http://www.ultramyth.com/images/blades.jpg[/IMG][/CENTER] The above is a sample of the weapons artwork. Armour too, changes some things. Historically, it was in its height at the start of the renaissance, and in its decline by the end. I've added penetration rules to firearms that reflect this change, though I've also added some fantasy components - dwarven-forged armour designed in such a fashion that incoming bullets are likely to bounce off it. In this way, perhaps in later eras armour will still be common. Again, here variants are what is offered: Different types of plate armour, and ideas for customising it. Also, there's rules to encompass cheap plate armour manufacture. This is where the savage races become more deadly, because now cheap, moulded plate armour is available en masse. Equipment covers basically everything from the globe map, to the pocket watch and kegs of gunpowder, as well as a few authentic alchemical compounds, basically, a more complex version of alchemist's fire. Also you'll find early telescopes and microscopes, and some prices will fall as items become more common. I also wanted to feature ship variants, since this is indeed the time of exporation. In a short span of two hundred years, ships evolve from the galley to the galleon, and all manners of cannon are mounted on ships. I've not heard of your d20 naval products, but if you could email me a copy of your d20 rules that are open game, I'd be happy to conform. A ship list or statistics of any relevant vessel types you might have also in OG could be good. That is what the licence is about after all. [/QUOTE]
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