• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Bloodline Rules in your Game?

Jraynack said:
However, I also want to reach the power gamer crowd as well without being overbalanced.

First, thanks for the kind words!

I consider myself to be an optimizer. Whenever I see LA in any form, it immediately makes me leery. Almost always, LA is not worth it.

I think something that would work better for your purposes would be one or both of these approaches:

1) Modify the base races to create more ECL+0 subraces, similar to the elvish sub-races or the environmental racial variants from UA.
2) Create PrCs or Paragon Classes (similar to the racial paragons from UA) for each clan/bloodline. The Ruathor PrC would be a good example for this approach.
 

log in or register to remove this ad

nittanytbone said:
Whenever I see LA in any form, it immediately makes me leery. Almost always, LA is not worth it.

I agree. I feel that if I produce anything that has LA or Exp. penalty, that I make it worth it - I have found in playtesting all the products we produce, if a player, or group of players labels anything as a "must have" and <always> takes it (especially true within a group), it is usually broken.

nittanytbone said:
I think something that would work better for your purposes would be one or both of these approaches:

1) Modify the base races to create more ECL+0 subraces, similar to the elvish sub-races or the environmental racial variants from UA.
2) Create PrCs or Paragon Classes (similar to the racial paragons from UA) for each clan/bloodline. The Ruathor PrC would be a good example for this approach.

Thanks - we will definitely look at this for an option. In some of our earlier Poor Gamer's Almanacs we did paragon classes for people from different regions.
 

We have released a sneak peak of our new Bloodline system. In the Feudal Lord Campaign Setting, bloodlines allow characters to track their great heritage while granting them access to some awesome abilities.

The bloodline featured in this web enhancement is taken from our upcoming Feudal Lords Dwarven Guide. Keep in mind, as the dwarves would say "nothing is set in stone" - if you have suggestions on how to improve the system or would like to offer a critique - please post HERE and let us know!

Click HERE to download this week's free web enhancement!

Furthermore, thanks for all the suggestions and guidance. It really did make us reavaluate the bloodline rules we intended to use from UA. We find that these new rules will harmonize with the other uses we intend for action points, while placing restrictions (other than lvl. adj. or some other XP drain) so that not everyone will want a bloodline trait.

We fell that these new rules will both appeal to the power gamer and the role-player. Anyway, let us know.
 

This is an interesting mechanic that you have developed here. Tying the abilities to the Action Point/Blood points. Very Interesting. I know nothing about your other products or other mechanics that tie into this, but....

Is there at any point an increase in the ECL from having these Bloodlines. The example shown looks like that it might be warranted at some point, but possibly not. If not, how does it
balance out?

EDIT: BTW,thanks for posting the preview.
 

Comments

Some questions about some of the abilities:

Runic Cipher (Sp): You can cast detect magic, read magic, and arcane mark at will. If you drop below your reserve, any arcane marks you produced fade away.

Some of the abilities such as Armorer's Mark depend on the Arcane mark which will vanish once their reserve gets too low. It definitely appears as though this is intentional.

The wording of theses abilities does specify that the Arcane Mark must come from the Runic Cipher ability. It appears that a dwarven sorcerer or wizard just start creating arcane marks from their personal spell list to generate these abilities.


One last thing the Blood Reserve does not seem to be defined anywhere, unless I missed it which is quite possible as I have read this rather quickly.
 

FreeXenon said:
Is there at any point an increase in the ECL from having these Bloodlines. The example shown looks like that it might be warranted at some point, but possibly not. If not, how does it balance out?

Firstly, it requires three feats to have a greater bloodline; two for lesser; and one for least. Though the special abilities might be a little more powerful then a feat, you also have to look at the minimum level which a character can acquire such feats - 1st, 6th, and 12th. At these levels, the special abilities given by the bloodlines are useful, but not overpowering.

Second, and the most important, is the reserve of the action/blood points. In order for a character to keep the abilities, they will rarely spend their points as freely as other characters without bloodlines. Since once you get below your reserve, you can't use that bloodline ability again until you level - when you regain you action/blood points.

FreeXenon said:
Some of the abilities such as Armorer's Mark depend on the Arcane mark which will vanish once their reserve gets too low. It definitely appears as though this is intentional.

Yes, this was intentional.

FreeXenon said:
The wording of theses abilities does specify that the Arcane Mark must come from the Runic Cipher ability. It appears that a dwarven sorcerer or wizard just start creating arcane marks from their personal spell list to generate these abilities.

The mark must come from the Cipher ability. It should mention such. Thanks for catching this point.

FreeXenon said:
One last thing the Blood Reserve does not seem to be defined anywhere, unless I missed it which is quite possible as I have read this rather quickly.

It is under the "Bloodlines" header right beneath "Prerequisites" and right above "Bloodlines of Kings Durin and Dvalin"

Anything else, just let us know. We will still have to playtest the system, but it seems sound on paper. Just when developing other bloodlines, there is a possibility to give them too powerful abilities (or too many lesser abilities; causing someone on the fence about them decide not to take one). But this is also the problem when developing feats and prestige classes.
 

taferial said:
I tried the Titan major bloodline on a character (fighter/ paladin) started at 1st and adventured through to 17th (shackled city).

I made some bad choices dureing his career ill be the first to admit, but the loss of three character levels seemed to be the bigest mistake I made. I lost 3 hit dice, a couple of feats, +3 attack, saves and got affected a lot more by "if player is x level or lower" type spells.

I didn't catch this earlier, but IIRC that isn't how bloodlines work. They are effectively "d0" hit dice. You count as being higher level than your rolled hit dice would indicate for the purposes of spells.

Of course, you're still hosed for BAB and saves.
 

Into the Woods

Remove ads

Top