Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Attempt at a Lankhmar Conversion---Need Advice/Input [Long]
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="AFGNCAAP" data-source="post: 91366" data-attributes="member: 871"><p>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.</p><p></p><p>Races Available:</p><p>*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.</p><p></p><p>*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.</p><p></p><p>*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:</p><p> *Ice Gnomes</p><p> *Half-Elves (originally based on the appearance of "winter elves" on the 1st Ed. encounter charts for Nehwon in </p><p><em>Deities & Demigods</em>.</p><p> *Half-Orcs (only for a "liberal" version of Lankhmar---the end result of some evil wizard's experiements)</p><p> *Spirit Folk (possibly the end result of a dalliance between some feminine nature spirit & mortal adventurer).</p><p></p><p>*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.</p><p></p><p>Classes Available:</p><p>*Unchanged Classes: Barbarian, Fighter, Monk, Rogue.</p><p></p><p>*Modified Classes: Bards & Rangers---need to give them suitable replacements for complete loss of spellcasting ability.</p><p></p><p>*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.</p><p></p><p>*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.</p><p></p><p>*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.</p><p></p><p>*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.</p><p></p><p>Magic:</p><p>*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.</p><p></p><p>*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).</p><p></p><p>*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.</p><p></p><p>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:</p><p></p><p>*Fafhrd, NG male Northerner-human barbarian/bard (maybe ranger/bard, but I don't really recall Fafhrd fighting w/ 2 weapons frequently).</p><p></p><p>*Grey Mouser, N male human rogue/black mage/fighter (maybe throw in Duelist prestige class, or have it in place of fighter).</p><p></p><p></p><p>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.</p><p></p><p>EDIT: Couldn't type in the residents of Klesh as listed in the 2nd Ed. book---filter doesn't like it. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="AFGNCAAP, post: 91366, member: 871"] 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 [I]Deities & Demigods[/I]. *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. :) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Attempt at a Lankhmar Conversion---Need Advice/Input [Long]
Top