Autumn Kingdoms (Homebrew Setting Design)

DireWereTeddy

First Post
Hello everyone!

So, I've started working on a new setting. I've retired my old setting which was mainly used for freeform roleplay instead of actual tabletop campaigns and I'm starting fresh. I have some ideas and I figure starting a thread on here will give me some feedback as I work and maybe keep focused and working instead of getting distracted.

[-]I'm mainly considering using E6. I really like it but most of my experience is with D&D 3e and so I'm not sure if I want to use 3.5e or Pathfinder. I'm likely to put a lot of work into conversions and house rules for the setting, at least if I use most of my ideas.[/-]

Update: I've decided to use E6 with Pathfinder.

I want to find some way to separate bonuses for races and cultures. I think this is an elegant way to prevent from having three different types dwarfs or five different elves and is a more realistic mirror of reality. Basically, during character creation, you'd pick your race and then pick a culture associated with your race.

For classes, I'm going to need an alternate magic system because I don't like Vancian magic and I want some way to differentiate the different casting classes further than simply 'prepared' and 'spontaneous'.

I'm also a fan of prestige classes but I'm not sure the best way to make them work for E6 or if I should even use them at all? I certainly feel that some of them can be altered or rewritten as core classes, especially with only needing 6 levels. Duelist is the one that comes to mind most readily. I've considered rewriting some/all of the base classes as 6 level classes specifically for this campaign. I've also considered making racial substitution levels. I don't know yet.

Fluff, I'm still working on and I'll further develop as I go. I intend for this to be a semi-medieval/renaissance world, though some cultures may be less developed, and maybe, some more so. I've considered humans not being the dominant culture/race, maybe with dwarfs or elves in their place. I do want my races and their cultures to be different from the stereotypes, but also still recognizable.

So, yeah. Long post, nothing solid or crunchy yet. Just a lot of rambling that should at least help me organize my thoughts. So, feedback?

Dwarfs - Added 9 Feb 2013
 
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... I would probably stick with 3.5 if you intend on doing E6. Pathfinder offers a significant boost in power and flexibility in the lower levels by effectively removing 'dead' levels, meaning that even at a cap of 6 they are much more effective than standard 3.5 classes. To that end, PF also encourages single-classing by making a more-or-less even power gain across 20 levels, so a player may be missing out on the really good stuff built into the classes.

Some game systems (d20 Iron Kingdoms off the top of my head) give racial bonuses to human subcultures based on the area in which they were created. If you're looking for more/less, you could crib Pathfinder's racial design and create your own alternate racial abilities table for your dwarves and elves.

Adapting the 3.5 Expanded Psionics system for standard casting is possible and is one of my favorite 3.5 Vancian fixes; Monte Cook's Arcana Unearthed/Evolved sort of combines vancian with psionics-style augmentations and spontaneous casting... it's also a very good substitute magic system. Finally, I always recommend Elements of Mythic Earth available from our own EnWorld store, offering a skills-based magic system for use with d20. I find the modern one is simpler and more refined than the version designed for fantasy, but ymmv.

Prestige classes as your won core classes works well, especially if ALL of your "core" classes are redesigned prestige classes. You'd have to pick and choose, but it would be easy to use the regular core classes as a guideline.

It's a taste issue for me, but in game where my max level is 6, I would never waste a level with a racial sub-level (with the possible exception of the Faen race in Cook's AU/AE, mentioned above).

Changing fluff for the races is great, especially if you pick a different sub-race of a culture to be the "main" representative. Example: Sylvan Elves are the dominant elf race, making their 'kingdom' rife with fey and sylvan creatures (centaurs, fairies, elven cats/dogs). Or create a race of seafaring Dwarves that are more Viking instead of hill/mountain dwarves. Halflings become the dominant city-dwelling race and are the new face of the avant-garde in aristocracy.

Ideas. I have lots. :D
 

I definitely like the concept, and will be following this thread while you work out mechanics. If I see anything I can offer a suggestion on or question that can be answered, I'll pop in. :)
 

... I would probably stick with 3.5 if you intend on doing E6. Pathfinder offers a significant boost in power and flexibility in the lower levels by effectively removing 'dead' levels, meaning that even at a cap of 6 they are much more effective than standard 3.5 classes. To that end, PF also encourages single-classing by making a more-or-less even power gain across 20 levels, so a player may be missing out on the really good stuff built into the classes.

I actually think I am going to use Pathfinder. I like the changes they've made to skills, the skill list, and combat maneuvers. I'm not worried about them being more effective than standard 3.5 classes, since I only need to keep balance within what I use for the setting. Even more so, the more I think about it, the more I'm seriously considering a major rehaul on several of the classes anyways, so I can use the Pathfinder rules with classes designed specifically for the setting. I do like the encouragement of single-classing. I don't want multi-classing or advanced/prestige classes to be necessary.

Some game systems (d20 Iron Kingdoms off the top of my head) give racial bonuses to human subcultures based on the area in which they were created. If you're looking for more/less, you could crib Pathfinder's racial design and create your own alternate racial abilities table for your dwarves and elves.

That's basically what I intend to do. The base race will only have benefits that are 'natural' essentially, inherent to what they are. For example, a character won't gain a bonus against orcs and goblinoids just because they're a dwarf. That's gained from the particular culture they're from (though I don't intend to include that particular bonus for dwarfs).

Adapting the 3.5 Expanded Psionics system for standard casting is possible and is one of my favorite 3.5 Vancian fixes; Monte Cook's Arcana Unearthed/Evolved sort of combines vancian with psionics-style augmentations and spontaneous casting... it's also a very good substitute magic system. Finally, I always recommend Elements of Mythic Earth available from our own EnWorld store, offering a skills-based magic system for use with d20. I find the modern one is simpler and more refined than the version designed for fantasy, but ymmv.

Yeah, a spell point system seems to be the most common fix for it. I'll have to look into Arcana Unearthed/Evolved and Elements of Mythic Earth. Thanks for the suggestions!

Prestige classes as your won core classes works well, especially if ALL of your "core" classes are redesigned prestige classes. You'd have to pick and choose, but it would be easy to use the regular core classes as a guideline.

It's a taste issue for me, but in game where my max level is 6, I would never waste a level with a racial sub-level (with the possible exception of the Faen race in Cook's AU/AE, mentioned above).

I actually hadn't thought of using redesigned prestige classes for all the base classes. I'll have to think about that. I know there are some prestige classes that I feel make more sense as base classes. Things like the duelist or the assassin.

Why do you not take racial substitution levels? Is it a feeling that they're inferior to what they replace? I'm personally fond of them as a player, and I think they're a great world-building tool as a DM. Though, I'm more likely to use cultural sub-levels instead.

Changing fluff for the races is great, especially if you pick a different sub-race of a culture to be the "main" representative. Example: Sylvan Elves are the dominant elf race, making their 'kingdom' rife with fey and sylvan creatures (centaurs, fairies, elven cats/dogs). Or create a race of seafaring Dwarves that are more Viking instead of hill/mountain dwarves. Halflings become the dominant city-dwelling race and are the new face of the avant-garde in aristocracy.

I'm likely to be rewriting both fluff and mechanics for the races, once I decide what I'm including. I want to avoid the stereotypes associated with the races, but also try to stay true to the origins of them and their legacy within the game. We'll see how it goes. But it's funny that you mention seafaring dwarfs. That's what I'm considering for the major dwarf culture, though not Viking based.

Ideas. I have lots. :D

I know the feeling.

I definitely like the concept, and will be following this thread while you work out mechanics. If I see anything I can offer a suggestion on or question that can be answered, I'll pop in. :)

I'm glad to hear that! I've started working on the races so I should hopefully have something concrete to share here in the next few days.
 

Autumn Kingdoms Dwarfs

So, here's the base race for dwarfs in the Autumn Kingdoms. I know that they look a little weaker at first glance than standard races, but the culture benefits will make up for that. They're not much different form standard dwarfs.

I removed all the benefits that seemed to be derived from the stereotypical dwarf culture. Then I removed the darkvision, because these dwarfs don't spend as much time underground, and the charisma penalty, because they don't have an inherent racial insularness that seems common in their typical depictions. I then added the natural armor bonus because their racial benefits felt a little sparse and it seemed like a good way to further play up their natural toughness. They're not just healthy and durable, but their skin and muscle is actually denser, making them harder to wound.

My initial thoughts were to actually give them damage resistance instead of natural armor. That may change down the road. I'm not sure yet. I'm still trying to decide on what the best balance between racial benefits and cultural benefits. My two thoughts at the moment are to either make races as strong as standard and then give them cultural benefits on top of that or to make them roughly half as strong and then let cultural benefits bring them up to equivalent. I'm working on everything using the latter until I make a final decision. Of course, I'd love thoughts and feedback.

Autumn Kingdoms Dwarfs

Dwarf legends tell of how they were born of the sea. They average around five feet in height, with a broad chests and strong shoulders. Dark eye and hair colors are predominant, along with medium olive toned skin.

Ability Scores: Dwarfs are mentally and physically tough. They gain a +2 racial bonus to Constitution and a +2 racial bonus to Wisdom.
Size: Dwarfs are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Dwarfs are humanoids with the dwarf subtype.
Base Speed: Dwarfs have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Hardy: Dwarfs gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarfs receive a +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground.
Dense Body: Dwarfs gain a +1 natural armor bonus to their AC.
 

I like the race. I would like to break it down using the PF racebuilder, so that you can see how it stands up to other core races (assuming they all remain options to play).

So, compared to PF Dwarves, these lose: Darkvision (2rp), Defensive Training (1rp), Greed (1rp), Hatred (1rp), Stonecunning (1rp), and Weapon Familiarity (2rp). Total -8rp

They gain: Dense Body (2rp), Flexible Ability Scores (2rp). Racial total now = 7rp; 3-4rp less than any other race.

If you're looking to have the race be comparable to its kin, I have the following suggestions that may help bring it in line. I'm not assuming you'll use all, but rather choose from them what you feel is best:


Defense Traits: Bond to the Land - Water (2rp), Mountain-Born (1rp), rename it Ocean-born and change altitude fatigue to something more ocean-appropriate.
Feats and Skills: Water Child (4rp)
Movement Traits: Terrain Stride - water (1rp)
Senses Traits: Low-light vision (1rp), Water Sense (1rp) actually this is usually prereq outsider, but it could be a fun defining trait of the race that speaks to their origins. Maybe increase the value to 2 or 3 rp in exchange for dropping hte prereq.
Other Traits: Hold Breath (1rp)

Hope that helps :) Looking forward to seeing more of these.
 

That is an awesome resource! Thanks man! After playing with it some, I've found that it supports my general expectations about the non-human races, well, dwarfs at least. About half of their 'racial' benefits actually come from the culture of their civilization. That's something I'm trying to separate from the racial benefits.

I'm thinking that I might give them low-light vision. I'm going to try and get the first two culture packages done, which I hope I can post later today. I think that will provide a better picture of what I'm trying to achieve.
 

Glad to help. If you have other ideas in mind that you don't immediately see a trait for there, post them here and I or somebody else can help you figure out their value.
 

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