Arcana Unearthed meets Dawnforge

Acid_crash

First Post
Both are great games, Arcana Unearthed for its races and classes, Dawnforge for their races (including racial traits, racial talents and tranformations), new classes, legendary classes, and awesome setting...

Has anyone thought of possibly combining the greater aspects of both into one, mainly taking the AU races and classes and putting them into the Dawnforge world? I think the AU races and classes would be a good fit, at least the non-magic using ones. But for those who have either played Dawnforge, read the entire book and understand the new magic rules in DF, which I have not done yet but will within the next couple days, how compatible would the AU magic system work in DF? What kind of changes would be needed to the new DF classes to make them work with the AU magic system? and one last question, what cool racial traits and transformations would you give for the races in AU? I can already think of a few cool ideas but I have so many going through my mind that any other ideas or comments would be most welcome.
 

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Acid_crash said:
Both are great games, Arcana Unearthed for its races and classes, Dawnforge for their races (including racial traits, racial talents and tranformations), new classes, legendary classes, and awesome setting...

Interesting idea. As a fan of Monte's book and a developer working on Dawnforge right now, I agree that the two settings complement each other. In theme, anyway. Mechanics-wise, there are plenty of distinct differences, of course.

Off the top of my head, I'd say the races would port quite well. The giants could be "pseudo-giants" or ur-ogres . . . either taking over after the giants' reign fades, or acting as their ambassadors. The sibeccai would, similarly, be giant thralls. The Faen would be perfect allies to the dawn elves. Litorians may compete with the lowlanders, highlanders, or trueborn for land and resources, or may be a nice foil for the yuan-ti. The verrik are interesting . . . they could have come from Itheria, could be part of tiefling society, or could take the place of the madoc as the original residents of the Dreaming Isles. Finally, of course, the mojh would be the holy men of the lizardfolk of Tamerland.

The race rituals and racial levels from AU conflict pretty directly with the racial talents and transformations of Dawnforge. You'd want to pick one or the other.

The non-spellcasting classes would fit in just fine. Tiefling unfettered, trueborn champions, saltblood akashics, minotaur warmains, lizardfolk greenbonds . . . pretty cool possibilities, there. The spellcasting classes are another matter. At first glance, I'd imagine that the AU spellcasting classes would be underpowered in Dawnforge unless you ported over the magic rules as well . . . and the spell templates and ability to tailor spells by powering them with varying levels would then make the Dawnforge spellcasting classes, and spellcasting in general, overpowered. The reason for this is that, with racial talents/transformations allowing for lots of bonus spells, you take away Monte's limiting factor of the number of spells per day, and with the normal spellcasting classes, you take away Monte's limiting factor of the number of spells known.

Still, as long as you're complete (keeping each book's classes with its spellcasting rules), you should be fine. Just keep an eye out for racial talents and transformations that grant bonus spells. I'd make those off-limits.

Have fun!
 

Thanks for the reply I was wondering if anyone was going to respond. :D

I read the magic rules in Dawnforge, and I have to say that I really like them. Of course, I don't like Vancian magic, so I have already kind of decided that I am going to do a variant magic system using spell points instead of spell slots, and use this for all spellcasting classes used in the game. I didn't read the whole book yet so I don't know what options for psionics are used in Dawnforge, but it seems that psionics don't play a major factor in the game and for now I'm not going to worry about it. I also know I won't be using the ceremonial rules and feats from AU, and maybe not the spell templates, but I do like the diminished and heightened effects for spells in AU...now if I only had the capacity for doing that with the PHB spells also.

I will adopt your suggestions for how most of the AU races will port over into Dawnforge, those are awesome suggestions and really fit in well. As of right now, here is what I'm doing with the classes situation:

- Champion replaces Paladin
- Magister/Wizard will become one class and follow all arcane rules in DF book.
- will use Archer class from another source
- will keep Rogue, Barbarian, Monk, Ranger, Bard
- will keep Akashic, Mage Blade, Runethane, Totem Warrior, Unfettered, Warmain, Witch, Oathsworn
- no Greenbond, Cleric, Druid, Fighter, Paladin
- debating Sorceror
- debating adding in Gem Magic and the Gem Master and Gem Sorceror from R.A. Sal's Demon Wars campaign setting...I think that they could fit in Dawnforge.

Also going to add in rules for Personal Growth Weapons from FFG S&S book. I won't be starting this for a while yet, so I do have some time, but I do like to get ideas from other people.
 

Acid_crash said:
...I do like the diminished and heightened effects for spells in AU...now if I only had the capacity for doing that with the PHB spells also...

Hey! I didn't respond before, since i don't have DF. About heightened and diminished effects for spells - i thought the complete book of eldritch might was coming out this week as pdf and this includes such versions for all spells contained as well as conversion guidelines for spells in general. This might be a good help for you.

Apart from that another suggestion for your pondering of psionics: If you introduce power points anyway, why not have a wizard/magister choose which set of spells to use? One uses arcane, the other psionics, both have the same powerpoints but a totally different approach. Or something like that...

Dougal, retired gnomish Illusionist - now reborn as a quickling magister
 

I like the idea of the combo. Haven't got Dawnforge yet, but it's on the list.
:)

Dougal DeKree said:
I thought the complete book of eldritch might was coming out this week as pdf and this includes such versions for all spells contained as well as conversion guidelines for spells in general.

He was asking about the Player's Handbook spells too. CBoEM will have heightened/diminished versions of only CBoEM spells. The AU Dungeon Master's Screen (available as pdf) has a spell conversion guide in it talking mainly about the principles. Finally, on www.diamondthrone.com, there's 2/3 of a series up with conversions of clerical spells. Those conversions are more than just heightened/diminished versions, but there's no reason that you can't take what's there to get heightened and diminished versions of the straight PH spells.

If you would be interested, if you get anything together (and get permission from the Dawnforge people), you could submit the article for next month's Alternate Settings theme. :D
 

You've got your Dawnfroge in my AU...

I've just finished a quick once through of Dawnforge. I have to agree that AU and Dawnforge would make for some intereting gaming! I'm looking forward to whatever you come up with.

I would also like to say how cool it is to see one of the Dawnforge developers chiming in with his insights about incorporating other D20/OGL material into his world. Thanks.
 

Once something's out in the world . . .

Harker Wade said:
I would also like to say how cool it is to see one of the Dawnforge developers chiming in with his insights about incorporating other D20/OGL material into his world. Thanks.

Just to clarify, Greg Benage developed the setting; I just get to work on supplements. I do feel pretty intimately familiar with the setting, though, enough to spout my opinions on message boards. ;)

I'd be psyched to hear how it turns out, and also to hear any other folks' thoughts on the combination.
 

Dawnforge and Midnight,

Two sides of the same cool coin. But toss in others, you get yourself some interesting exchanges. ;)
 


There is one problem that I think is easy to figure out when trying to combine some of these elements into one campaign world, and that is magic and magic spells. Dawnforge is based on D&D, this we all know, and the problem is now trying to figure out how to do this. Because DF is based on D&D, I have decided to use those spells and not AU...now the problem is what to do with the spellcasting classes in AU. The Magister is easy, he replaces the wizard and uses all wizard spells and gains spells like wizards. The Mage Blade, Witch, and Runethane, however, are not that easy.

All three of these classes are really cool, and I think they would fit in well with the world of Dawnforge. What PHB spells would you put into a specific spell's list for each of these three classes?
 

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