AFGNCAAP
First Post
Well, since I still have some of the 1st & 2nd Ed. Lankhmar stuff lanying around, as well as all of the stories, I figured to work on a Lankhmar conversion just for the heck of it. Here's a few things I've brainstormed so far, & I would really appreciate some feedback on it.
Races Available:
*Human: have a "generic" human for the majortiy of Lankhmarts & many other cosmopolitan folk, & additional info for specific cultures, ala the Clan Humans from OA. Cultures I've considered are pretty much from the 2nd Ed. book: Northerners, Land Mingols, Sea Mingols, residents of Klesh, & Eevanmarenseers.
*Nehwonian Ghoul: essentially human, except for the transperent flesh & visible skeleton. Not sure how to work out their benefits from this attribute from 2nd Ed. to 3rd.
*Additional Races: I thought that, for a bit more liberal Nehwon setting (for some who might see the low-magic setting to be a bit restrictive), I'd include stats for creating characters of non-human races. Maybe include a guideline rule to restrict the # of non-human members of the group to half or a quarter of the group's size (1 or 2 of a 4 member group, for example). The races I've considered including are:
*Ice Gnomes
*Half-Elves (originally based on the appearance of "winter elves" on the 1st Ed. encounter charts for Nehwon in
Deities & Demigods.
*Half-Orcs (only for a "liberal" version of Lankhmar---the end result of some evil wizard's experiements)
*Spirit Folk (possibly the end result of a dalliance between some feminine nature spirit & mortal adventurer).
*NPC Races: I also considered providing info for races available for NPCs, either for weird allies or supernatural opponents for the party to face. Genasi, Tieflings, & Aasimar for something supernatural, modified Nezumi stats for human-size rats from Lankhmar Below, info for Simorgyans, Invisibles of Stardock, humans from Quarmal, & maybe a few other creatures.
Classes Available:
*Unchanged Classes: Barbarian, Fighter, Monk, Rogue.
*Modified Classes: Bards & Rangers---need to give them suitable replacements for complete loss of spellcasting ability.
*Forbidden Classes: OA classes (pre-samurai Asian-style cultures, like the Mongols), Cleric, Druid, Paladin (too many abilities would have to be removed/changed to work in Lankhmar), Psion (see NPC Classes), Psychic Warrior, Sorcerer, Wizard.
*New Classes: Black Mage, White Mage. I was thinking of how magic sort of worked in Nehwon, & I really don't recall the use of spellbooks. I figured on basing these 2 classes on sorcerers, but with a few changes, like multiclassing restrictions (forbidding multiclassing, with the exception of certain prestige classes after a certain level), different spell lists (an arcane list of cleric/druid/shaman spells for the white mage; a sorcerer/wizard/wu jen style list for the black mage), AL requirements, potential "school" spell lists, ala the OA Shugenja, plus a few other things.
*Prestige Classes: A few from 3rd Ed. could work (like the Duelist), some would need to be modified if not reinvented (the Assassin for members of the Slayers' Guild), as well as a few new prestige classes: Elemental Mages (different from what's in tome & Blood---it would include Ice as a path instead of having it be a part of Water; maybe include Wood & Metal as well), Lankhmar Guild Thieves, Priests for various deities of Nehwon (sorta based on how priests were designed in the 2nd Ed. Lankhmar rules), etc.
*NPC Classes: Aristocrats, Commoners, Experts, & Warriors would be available. Adepts would not---might use them as part of the design element for white/black mages. Maybe allow Psion as an NPC class for humans of Quarmal.
Magic:
*PCs can only use arcane magic---no divine magic. The gods are more prone to punish than reward their followers. A few opponents, OTOH, would be exclusively divine magic.
*Not sure of increasing casting times: maybe provide such rules for a more conservative Nehwon game. Require mages to have at least a spell component pouch to cast spells (& maybe a holy symbol to boot, though the magic's still arcane).
*Maybe provide rules for placing caps on the total plusses a magical item can have: maybe up to +6 in bonuses/abilities instead of +10. Allow for PCs to come across more masterwork items as treasure, or even rare alloys which simulate materials such as darkwood, mithral, or adamantine.
Well, that's what I have so far. I'd really need to work out this system before I attempt to build characters w/ it. I can only guess at what the Twain would be:
*Fafhrd, NG male Northerner-human barbarian/bard (maybe ranger/bard, but I don't really recall Fafhrd fighting w/ 2 weapons frequently).
*Grey Mouser, N male human rogue/black mage/fighter (maybe throw in Duelist prestige class, or have it in place of fighter).
I'd genuinely appreciate any feedback you could offer on this. Like I said, just doing this for fun, & I figure there's a few Lankhmar fans out there who'd might like to chime in.
EDIT: Couldn't type in the residents of Klesh as listed in the 2nd Ed. book---filter doesn't like it.
Races Available:
*Human: have a "generic" human for the majortiy of Lankhmarts & many other cosmopolitan folk, & additional info for specific cultures, ala the Clan Humans from OA. Cultures I've considered are pretty much from the 2nd Ed. book: Northerners, Land Mingols, Sea Mingols, residents of Klesh, & Eevanmarenseers.
*Nehwonian Ghoul: essentially human, except for the transperent flesh & visible skeleton. Not sure how to work out their benefits from this attribute from 2nd Ed. to 3rd.
*Additional Races: I thought that, for a bit more liberal Nehwon setting (for some who might see the low-magic setting to be a bit restrictive), I'd include stats for creating characters of non-human races. Maybe include a guideline rule to restrict the # of non-human members of the group to half or a quarter of the group's size (1 or 2 of a 4 member group, for example). The races I've considered including are:
*Ice Gnomes
*Half-Elves (originally based on the appearance of "winter elves" on the 1st Ed. encounter charts for Nehwon in
Deities & Demigods.
*Half-Orcs (only for a "liberal" version of Lankhmar---the end result of some evil wizard's experiements)
*Spirit Folk (possibly the end result of a dalliance between some feminine nature spirit & mortal adventurer).
*NPC Races: I also considered providing info for races available for NPCs, either for weird allies or supernatural opponents for the party to face. Genasi, Tieflings, & Aasimar for something supernatural, modified Nezumi stats for human-size rats from Lankhmar Below, info for Simorgyans, Invisibles of Stardock, humans from Quarmal, & maybe a few other creatures.
Classes Available:
*Unchanged Classes: Barbarian, Fighter, Monk, Rogue.
*Modified Classes: Bards & Rangers---need to give them suitable replacements for complete loss of spellcasting ability.
*Forbidden Classes: OA classes (pre-samurai Asian-style cultures, like the Mongols), Cleric, Druid, Paladin (too many abilities would have to be removed/changed to work in Lankhmar), Psion (see NPC Classes), Psychic Warrior, Sorcerer, Wizard.
*New Classes: Black Mage, White Mage. I was thinking of how magic sort of worked in Nehwon, & I really don't recall the use of spellbooks. I figured on basing these 2 classes on sorcerers, but with a few changes, like multiclassing restrictions (forbidding multiclassing, with the exception of certain prestige classes after a certain level), different spell lists (an arcane list of cleric/druid/shaman spells for the white mage; a sorcerer/wizard/wu jen style list for the black mage), AL requirements, potential "school" spell lists, ala the OA Shugenja, plus a few other things.
*Prestige Classes: A few from 3rd Ed. could work (like the Duelist), some would need to be modified if not reinvented (the Assassin for members of the Slayers' Guild), as well as a few new prestige classes: Elemental Mages (different from what's in tome & Blood---it would include Ice as a path instead of having it be a part of Water; maybe include Wood & Metal as well), Lankhmar Guild Thieves, Priests for various deities of Nehwon (sorta based on how priests were designed in the 2nd Ed. Lankhmar rules), etc.
*NPC Classes: Aristocrats, Commoners, Experts, & Warriors would be available. Adepts would not---might use them as part of the design element for white/black mages. Maybe allow Psion as an NPC class for humans of Quarmal.
Magic:
*PCs can only use arcane magic---no divine magic. The gods are more prone to punish than reward their followers. A few opponents, OTOH, would be exclusively divine magic.
*Not sure of increasing casting times: maybe provide such rules for a more conservative Nehwon game. Require mages to have at least a spell component pouch to cast spells (& maybe a holy symbol to boot, though the magic's still arcane).
*Maybe provide rules for placing caps on the total plusses a magical item can have: maybe up to +6 in bonuses/abilities instead of +10. Allow for PCs to come across more masterwork items as treasure, or even rare alloys which simulate materials such as darkwood, mithral, or adamantine.
Well, that's what I have so far. I'd really need to work out this system before I attempt to build characters w/ it. I can only guess at what the Twain would be:
*Fafhrd, NG male Northerner-human barbarian/bard (maybe ranger/bard, but I don't really recall Fafhrd fighting w/ 2 weapons frequently).
*Grey Mouser, N male human rogue/black mage/fighter (maybe throw in Duelist prestige class, or have it in place of fighter).
I'd genuinely appreciate any feedback you could offer on this. Like I said, just doing this for fun, & I figure there's a few Lankhmar fans out there who'd might like to chime in.
EDIT: Couldn't type in the residents of Klesh as listed in the 2nd Ed. book---filter doesn't like it.

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