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Attempt at a Lankhmar Conversion---Need Advice/Input [Long]
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<blockquote data-quote="AFGNCAAP" data-source="post: 161430" data-attributes="member: 871"><p>Well, a little bit...</p><p></p><p>If I decide to provide a bonus feat for each spell level for the ranger, & can do the same for bards & assassins (potentially). Bards would gain 7 bonus feats this way---I may have some of the bonus feats set in stone (perhaps Skill Focus or the like).</p><p></p><p>I intended to allow monks in Lankhmar (they seem to be suitable for some unique followers of Issek of the Jug, maybe Aarth), but I forgot about their supernatural abilities like timeless body & perfect self. Then again, barbarians gain damge reduction at higher levels (though it's an extraordinary ability instead of supernatural or spell-like). The more I work on the conversion, the more I'm tempted to just allow fighters & rogues only. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>I'm still undecided on Lankhmar arcane spellcasters; rereading "Ill Met in Lankhmar" has made me reconsider making them a sort of sorcerer---Hristomilo used a scroll during his death smog spell, so wizards may work out better.</p><p></p><p>The key thing I that I want to be able to convert the stuff without having to draw on several different sources for material; it'll be more of a hindrance than a help if my conversion requires that players own at least as many D&D books as I do.</p><p></p><p>Since I was intending on having a strict as well as a lenient rules set for the conversion, I think I'll have to indicate which classes may have to be disallowed, depending on which style of game is preferred.</p><p></p><p>Here's what I've got so far:</p><p></p><p><strong>Races:</strong> </p><p>Humans: As is---no Favored Class modifiers or skills becoming Class Skills at the moment. No stat modifiers. However, each culture will be written up w/ guidelines (suggestions for placing stats, preferred classes, preferred weapons/armor/equipment, etc.)</p><p></p><p><em>Demi-Humans:</em></p><p>For lenient games, these will be allowed--no CR modified races at all, though (those are exclusively NPC races). Here's what I have so far:</p><p>Native: Nehwon Ghouls, Ice Gnomes</p><p>Very Plausible: Spirit Folk (children of humans & nature spirits--given the amorous exploits of the Twain, this is very feasible)</p><p>Lenient Games Only: Half-Elves (elves being an NPC race only---no subraces; very few & far between); Half-Orcs (the by-product of a black wizard's experiments, either w/ half-orcs as the result, or half-orcs being a by-product of the experimental creature [orcs] & humans).</p><p></p><p><em>NPC Races:</em></p><p>Genasi: Air Genasi could be the Arillians (ala Frixifrax), or the result between Arillian & human daliances; Water Genasi could be used for Simorgyans (or Water Genasi-Weresharks for the vicious Simorgyans). Fire & Earth Genasi are feasible as well.</p><p>Slitheren (Ratmen from CC): For the rats of Lankhmar below.</p><p>Aasimar & Tieflings: A bit of a stretch, but feasible for lenient games. </p><p>Invisbles of Stardock</p><p>Quarmall Humans---only race able to select Psion class</p><p>Elves & Orcs: only in lenient games---they should be very sparsely used.</p><p>Lycanthropes: They lose their damage reduction.</p><p>Lich: Suitable for Khakht & a few others</p><p>Ghost: Great for the denizens of Shadowland</p><p></p><p><strong>Classes:</strong></p><p>Readily Useable: Fighter, Rogue, Barbarian</p><p>Some Modification Needed: Ranger, Bard</p><p>Lenient Games: Monk (due to supernatural abilities)</p><p>Prohibited: Cleric, Druid, Paladin, Sorcerer, Wizard*, OA classes</p><p>Heavily Modified/New Classes: White & Black Wizards. Here's what I'm considering now.</p><p></p><p> *White Wizards (uses a modified version of the Druid spell list, borrowing some from the Cleric, Shaman, & perhaps Shugenja lists) Must be Good-Aligned, uses Wisdom to determine spellcasting ability. Can gain familiar only if 5th level or higher.</p><p></p><p> *Black Wizards (uses the standard Wizard/Sorcerer spell list, borrowing some form the Wu Jen). Must be non-Good aligned at first, but Evil-Aligned by 5th level. Uses Intelligence to determine spellcasting ability. Gain taboos/deformities at 5th level & higher. Can gain familiar only if 5th level or higher.</p><p></p><p>Both white & black wizards can choose to specialize in a school of magic; however, certain schools are allowed, while others aren't. Some existing schools are Air, Earth, Fire, Ice, Water, Metal, Wood.</p><p></p><p>Both white & black wizards may multiclass freely while 4th level or lower; however, they must devote themselves to magic by 5th level; they cannot gain any more levels in other classes (barring certain prestige classes, of course) once they are 5th level or higher; they can choose to continue gaining levels in other classes, but cannot rise above 4th level unless devoting their lives to magic.</p><p></p><p>More Crunchy Bits:</p><p> *A list of NPCs, including where & when they lived (& died).</p><p> *Rules for Social Level (pretty much straight from 2nd Ed., but w/ some modifications)</p><p> *Info on the Gods & Powers</p><p> *Monsters of Lankhmar</p><p> *Campaign Recommendations, including where & when to start campaigns (& the poltlines involved at the time).</p><p></p><p>How's all this sound? Still could do w/ some ideas for Assassins, Bards, Rangers, & Monks without a lot of need for additional books.</p></blockquote><p></p>
[QUOTE="AFGNCAAP, post: 161430, member: 871"] Well, a little bit... If I decide to provide a bonus feat for each spell level for the ranger, & can do the same for bards & assassins (potentially). Bards would gain 7 bonus feats this way---I may have some of the bonus feats set in stone (perhaps Skill Focus or the like). I intended to allow monks in Lankhmar (they seem to be suitable for some unique followers of Issek of the Jug, maybe Aarth), but I forgot about their supernatural abilities like timeless body & perfect self. Then again, barbarians gain damge reduction at higher levels (though it's an extraordinary ability instead of supernatural or spell-like). The more I work on the conversion, the more I'm tempted to just allow fighters & rogues only. ;) I'm still undecided on Lankhmar arcane spellcasters; rereading "Ill Met in Lankhmar" has made me reconsider making them a sort of sorcerer---Hristomilo used a scroll during his death smog spell, so wizards may work out better. The key thing I that I want to be able to convert the stuff without having to draw on several different sources for material; it'll be more of a hindrance than a help if my conversion requires that players own at least as many D&D books as I do. Since I was intending on having a strict as well as a lenient rules set for the conversion, I think I'll have to indicate which classes may have to be disallowed, depending on which style of game is preferred. Here's what I've got so far: [B]Races:[/B] Humans: As is---no Favored Class modifiers or skills becoming Class Skills at the moment. No stat modifiers. However, each culture will be written up w/ guidelines (suggestions for placing stats, preferred classes, preferred weapons/armor/equipment, etc.) [I]Demi-Humans:[/I] For lenient games, these will be allowed--no CR modified races at all, though (those are exclusively NPC races). Here's what I have so far: Native: Nehwon Ghouls, Ice Gnomes Very Plausible: Spirit Folk (children of humans & nature spirits--given the amorous exploits of the Twain, this is very feasible) Lenient Games Only: Half-Elves (elves being an NPC race only---no subraces; very few & far between); Half-Orcs (the by-product of a black wizard's experiments, either w/ half-orcs as the result, or half-orcs being a by-product of the experimental creature [orcs] & humans). [I]NPC Races:[/I] Genasi: Air Genasi could be the Arillians (ala Frixifrax), or the result between Arillian & human daliances; Water Genasi could be used for Simorgyans (or Water Genasi-Weresharks for the vicious Simorgyans). Fire & Earth Genasi are feasible as well. Slitheren (Ratmen from CC): For the rats of Lankhmar below. Aasimar & Tieflings: A bit of a stretch, but feasible for lenient games. Invisbles of Stardock Quarmall Humans---only race able to select Psion class Elves & Orcs: only in lenient games---they should be very sparsely used. Lycanthropes: They lose their damage reduction. Lich: Suitable for Khakht & a few others Ghost: Great for the denizens of Shadowland [B]Classes:[/B] Readily Useable: Fighter, Rogue, Barbarian Some Modification Needed: Ranger, Bard Lenient Games: Monk (due to supernatural abilities) Prohibited: Cleric, Druid, Paladin, Sorcerer, Wizard*, OA classes Heavily Modified/New Classes: White & Black Wizards. Here's what I'm considering now. *White Wizards (uses a modified version of the Druid spell list, borrowing some from the Cleric, Shaman, & perhaps Shugenja lists) Must be Good-Aligned, uses Wisdom to determine spellcasting ability. Can gain familiar only if 5th level or higher. *Black Wizards (uses the standard Wizard/Sorcerer spell list, borrowing some form the Wu Jen). Must be non-Good aligned at first, but Evil-Aligned by 5th level. Uses Intelligence to determine spellcasting ability. Gain taboos/deformities at 5th level & higher. Can gain familiar only if 5th level or higher. Both white & black wizards can choose to specialize in a school of magic; however, certain schools are allowed, while others aren't. Some existing schools are Air, Earth, Fire, Ice, Water, Metal, Wood. Both white & black wizards may multiclass freely while 4th level or lower; however, they must devote themselves to magic by 5th level; they cannot gain any more levels in other classes (barring certain prestige classes, of course) once they are 5th level or higher; they can choose to continue gaining levels in other classes, but cannot rise above 4th level unless devoting their lives to magic. More Crunchy Bits: *A list of NPCs, including where & when they lived (& died). *Rules for Social Level (pretty much straight from 2nd Ed., but w/ some modifications) *Info on the Gods & Powers *Monsters of Lankhmar *Campaign Recommendations, including where & when to start campaigns (& the poltlines involved at the time). How's all this sound? Still could do w/ some ideas for Assassins, Bards, Rangers, & Monks without a lot of need for additional books. [/QUOTE]
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