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<blockquote data-quote="Gold Roger" data-source="post: 3032004" data-attributes="member: 33904"><p>Leave your hands of fearun. It's really high power high fantasy, which guy 2 propably won't like. I'd say stick with a somewhat generic homebrew. Nothing big, just a small town with sorrounding (about a days work). The blanks can be filled in over time or by the players.</p><p></p><p>For the dragon dude sorcerer/dragon disciple sounds about right. If you use non core stuff, you might want to look at the dragon shaman from the PHB and with the Draconomicum, Races of Dragon and the upcomming Dragon Magic you can make almost every class dragon themed.</p><p></p><p>The second guy might be a bit more complicated. D&D is generally far more bend on high power/high magic. However, there are some simple means by which a lower power/magic feel can be evoced, mostly by changing the window dressing:</p><p></p><p>Keep civil spellcasters a little out of sight, sorround divine NPC's with a lot of woozaboo and pretentiousness. Either remove magic item trade or dress it up in a way that it doesn't look like "ye olde magic walmart"(or Kaufhof). Instead of giving single magic items give few items that start out small, but improve over time and combine the effect of many items (a fighters sword may over time combine the abilities of a flaming burst weapon +1, a belt of giant strength, a item of fire resistance and a ring of elemental control, even though it started out as Sword +1 that did +1 extra fire damage). I'd also slow down advancement considerably, to about 1/4 of the DMG combat xp.</p><p></p><p>So except for the item und xp rules changes I'd advice you to "cheat" your player so it stays standart D&D, but doesn't look to much like it.</p><p></p><p>There are no adventures that come imediatly to my mind, sadly.</p><p></p><p>PS: Wo in Deutschland seid ihr denn?</p></blockquote><p></p>
[QUOTE="Gold Roger, post: 3032004, member: 33904"] Leave your hands of fearun. It's really high power high fantasy, which guy 2 propably won't like. I'd say stick with a somewhat generic homebrew. Nothing big, just a small town with sorrounding (about a days work). The blanks can be filled in over time or by the players. For the dragon dude sorcerer/dragon disciple sounds about right. If you use non core stuff, you might want to look at the dragon shaman from the PHB and with the Draconomicum, Races of Dragon and the upcomming Dragon Magic you can make almost every class dragon themed. The second guy might be a bit more complicated. D&D is generally far more bend on high power/high magic. However, there are some simple means by which a lower power/magic feel can be evoced, mostly by changing the window dressing: Keep civil spellcasters a little out of sight, sorround divine NPC's with a lot of woozaboo and pretentiousness. Either remove magic item trade or dress it up in a way that it doesn't look like "ye olde magic walmart"(or Kaufhof). Instead of giving single magic items give few items that start out small, but improve over time and combine the effect of many items (a fighters sword may over time combine the abilities of a flaming burst weapon +1, a belt of giant strength, a item of fire resistance and a ring of elemental control, even though it started out as Sword +1 that did +1 extra fire damage). I'd also slow down advancement considerably, to about 1/4 of the DMG combat xp. So except for the item und xp rules changes I'd advice you to "cheat" your player so it stays standart D&D, but doesn't look to much like it. There are no adventures that come imediatly to my mind, sadly. PS: Wo in Deutschland seid ihr denn? [/QUOTE]
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