Campaign Setting - Wuxia?

Technik4

First Post
Is there a d20 setting that closely follows movies like Crouching Tiger, Hidden Dragon. I'd seen the movie before, but recently bought it for $15 on dvd and after watching it again it just gives me a thrill.

Some things that would make it difficult to convert from d&d:

Very Low Magic Setting, one of the great heroes can be brought low by poison when the antidote isnt brewed quickly enough. Its not just ask the local cleric for a level 2 spell, its life or death.

Few magical items. Characters are powerful because characters are strong and fast, not because of the trinkets they wield. However, powerful magic items can cause even relative character strengths to blur (in the movie the possesor of the Green Destiny could slice any weapon used against you).

Much bigger emphasis on fighting styles and maneuvers than vanilla D&D, cinematic combat. Detailed explanations of different clans and their fighting techniques (used via feats and prcs) would be integral to the combat.

Lower selection of starting classes, especially due to the de-emphasis on magic. Perhaps the core PC classes would only be Fighter, Barbarian, Rogue, Monk, Samurai, and Sohei (if using OA).

Life and Death on the edge of a sword, probably use a grim 'n gritty type system or VP/WP. I was even thinking of a system where you cannot wound the other person except by taking a large to hit penalty, all damage is applied to weapons otherwise. Something like that.


Any thoughts?

Technik
 

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WotC made a game pre d20 called Dragon Fist, but they sold it to Green Ronin. It was a wuxia based game. It was a free download, but I don't know if it's on wizard's site still. Do a google search and see if you can download it, or wait till Green Ronin makes it in print, which they claim to be doing.

Eldorian Antar
 

You might also look Feng Shui for some ideas. They're published by Atlas games which also did a d20 cross-over.

That's a nice game, though the setting/antagonists are a little unsatisfying.

Lots of great info/inspritions for Wuxia and HK action.

Not exactly low magic, just that magic works very differently.
 

Technik4 said:
Is there a d20 setting that closely follows movies like Crouching Tiger, Hidden Dragon. I'd seen the movie before, but recently bought it for $15 on dvd and after watching it again it just gives me a thrill.

Some things that would make it difficult to convert from d&d:

Very Low Magic Setting, one of the great heroes can be brought low by poison when the antidote isnt brewed quickly enough. Its not just ask the local cleric for a level 2 spell, its life or death.

Wuxia, low magic? Har har. Did you not notice the people flying around, bouncing off lake tops, and walking on tree branches? These are powers that any high-level D&D character worth their salt will have. Also, check out _A Chinese Ghost Story_ some time. The swordsman guy in that literally uses a machine-gun magic missile spell to blast groups of undead to pieces. Or _Stormriders_ for some majorly flash-bang special effects, including what looks remarkably like an Otiluke's resilient sphere.

Few magical items. Characters are powerful because characters are strong and fast, not because of the trinkets they wield. However, powerful magic items can cause even relative character strengths to blur (in the movie the possesor of the Green Destiny could slice any weapon used against you).

Characters in D&D can easily be thought of as strong and fast, as a result of the trinkets they wield. Imbued magic provides a ready-made rationale for using D&D-style magic item mechanics in an ostensibly "low-magic" world. See the nemuranai chapter in Magic of Rokugan, the samurai's ancestral daisho in OA, and the levelled weapons article in Dragon 289 for details. And the fact remains that, however you slice 'n dice it, wuxia characters command a great array of powers that can only be described as magical: killing or paralyzing someone with one touch, flying through the air, throwing lightning bolts and fireballs, and healing incurable diseases with mystic herbs.

Much bigger emphasis on fighting styles and maneuvers than vanilla D&D, cinematic combat. Detailed explanations of different clans and their fighting techniques (used via feats and prcs) would be integral to the combat.

D&D combat can be as cinematic as you want, or as dry and tactically oriented as you want. Where you set the "yoicks and away" slider is entirely up to you.

Lower selection of starting classes, especially due to the de-emphasis on magic. Perhaps the core PC classes would only be Fighter, Barbarian, Rogue, Monk, Samurai, and Sohei (if using OA).

Shamans and sorcerers who command arsenals of boom spells are staples of wuxia films. Not everything is as deliberately low-key as CTHD.

Life and Death on the edge of a sword, probably use a grim 'n gritty type system or VP/WP. I was even thinking of a system where you cannot wound the other person except by taking a large to hit penalty, all damage is applied to weapons otherwise. Something like that.

Grim 'n gritty? Har har. Did you not notice the barroom brawl where Zhang Ziyi's character lays waste to a huge gang of thugs? Highly trained martial artists wading through hordes of mooks is a staple of wuxia. It's only when they meet someone whose kung fu (read: level) is equal to theirs, that they get into trouble. Which is basically just like what happens in D&D: if there's a large disparity in levels/HD between two sides, then the stronger side can be counted on to dispatch the weaker side with ease. It's when levels are nearly equal that things really get interesting.

D&D at high levels _is_ wuxia, meaning fantasy that's highly fantastical, with characters who command a great array of supernatural powers. In fact, it's wuxia to such an extent that when you try to use it to emulate more low-key settings (eg most quasi-Western fantasy), that you run into problems.
 
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Well perhaps I wasn't as familiar with the word "wuxia" as I thought. I was mostly trying to get the feel of CTHD, in which there was no magic. There was flying, which was described as being able to lower your density, and wasn't anything like d&d flying where for a 3rd level spell (potion, magic item, armor, whatever you like really) you get 90 ft movement and perfect maneuverability.

While wuxia characters may command a great deal of "magical" power, supernatural power that can't be explained as "natural, I was trying to get at the difference between a hero from CTHD and a hero from D&D. There was all of 1 "supernatural" or "magical" weapon in the movie, along with a large variety of weapons which probably ranged from low-quality to masterwork to masterpiece (improved masterwork, from WoT) with different materials.

There was also some poison, and an interesting staff which could shoot poison needles. No one wore magical chainmail or had a cloak of magical resistance. Don't get me wrong here, I love d&d, I was just inquiring as to whether the d20 system could support such a drastic change. Characters who would not be created by looking at a wealth table.

Would it require some new mechanics? Well, it seems to me that it would. Maybe giving characters more feats and more ability bonuses to start. As I said in the original post, there would have to be a lot of feats/prcs devoted to some of the fighting techniques d&d doesn't emulate. Like floating to a building top, or across water, or deflecting 20-30 poison needles coming at you and reflecting some of them at the person who shot them.

D&D is nice, but at high levels magic cast from spellcasters or begotten of items emulates everything. Magic defines a character almost as much as the character itself, and this is what I want to get away from, for a setting like this.

In the movie, people knew of Li Mu Bai, and that his sword was The Green Destiny. Without the sword, he was still a hero. If you take away most of a d&d's characters possessions (non-spellcasters), they aren't really heroes anymore.

Technik
 

Technik4 said:
Well perhaps I wasn't as familiar with the word "wuxia" as I thought. I was mostly trying to get the feel of CTHD, in which there was no magic.

How on earth is being able to fly, no matter how it's handwaved, not magic? It's something that only extremely skilled/unique individuals can achieve; it's definitely against the laws of physics; by any sensible definition of the word (ie outside D&D-land), that's magic. There was plenty of magic in CTHD, you're just choosing to define it as "not magic" for your own ends.

There was flying, which was described as being able to lower your density, and wasn't anything like d&d flying where for a 3rd level spell (potion, magic item, armor, whatever you like really) you get 90 ft movement and perfect maneuverability.

Ring of jumping + boots of S&S or air walk == wuxia stunts all day long. There are plenty of ways to achieve enhanced mobility other than the standard fly spell.

While wuxia characters may command a great deal of "magical" power, supernatural power that can't be explained as "natural, I was trying to get at the difference between a hero from CTHD and a hero from D&D. There was all of 1 "supernatural" or "magical" weapon in the movie, along with a large variety of weapons which probably ranged from low-quality to masterwork to masterpiece (improved masterwork, from WoT) with different materials.

There was also some poison, and an interesting staff which could shoot poison needles. No one wore magical chainmail or had a cloak of magical resistance. Don't get me wrong here, I love d&d, I was just inquiring as to whether the d20 system could support such a drastic change. Characters who would not be created by looking at a wealth table.

Ah yes, the "too many magic items" story. Time to dig out the MaoR quote again....

The kami move through all things, even man-made creations such as swords, armor, and figurines. Usually these spirits are in a deep slumber, rarely taking an interest in the events of the mortal world. When they become awakened, they fill the item in which they reside with vibrant energy, and it becomes a "nemuranai". Such awakened items take on magical properties.

...

Though Rokugan is often perceived to be a setting lacking in magic items, this perception is largely due to the nature of nemuranai. Superstition is a powerful force, and the kami are very reactive to human emotion. Most Rokugani carry at least one "lucky" item to ward off evil spirits, prevent disease, increase battlefield prowess, or provide some similar blessing. If carried long enough and believed in fervently, the spirit living within an item may be awakened by the attention. A shugenja who casts detect magic on a busy street in Otosan Uchi would be surprised to discover how many lucky charms and ancestral heirlooms hold some minor measure of power (effectively becoming haori of resistance, rings of protection, stones of good luck, etc). These nemuranai are such an ingrained part of everyday life that Rokugani pay them little mind.

The magic of spontaneously enchanted nemuranai is derived from a strong kinship between item and owner. If such an item is stolen, it will cease to function as magical. Thus, such items have very little value as treasure. Nemuranai generally do not mind being transferred if the new owner is similar to its original owner in alignment, honor, family, clan, or demeanor, and the transfer of ownership was not involuntary. If the nemuranai is given freely by its former possessor, the enchantment remains in almost all cases.
-- Magic of Rokugan, pp.57-58

Now that's Rokugan, and some of the specific details won't necessarily translate to all settings, but the basic point is clear. You can easily think of magic items as being imbued in some way to hold some portion of their wearer's power, and thus becoming an intrinsic part of him. Under this paradigm, the "gold piece" values given in the DMG can be thought of more as "power points", giving some abstract measure of the potency of each individual item. Magic items can thus be turned from something external to a character, to something intrinsic.

The benefits of doing this are many:
- You don't have to spend time reinventing the wheel. The DMG already gives lots of precalculated power point values, and even gives suggested power point limits by character level. There's no need to create and balance your own system, fun though that might be for some.

- Compared to a regular D&D game, it removes much of the looting mentality that tends to be commonplace. You can play a noble, upstanding type who refuses to hoard treasure, and not feel screwed for it.

- The bad guys can also have imbued items, which won't function for the good guys. This makes moot the cardinal principle of treasure placement: never give an NPC an item you don't want the PCs to get their hands on.

I'm actually using something like this right now in my Britannia 3E campaign. It's working quite well. In fact, in the last session, the knight leapt 30 feet into the air with a ring of jumping and boots of S&S, and smacked a dragon in the head. You couldn't get a more wuxia moment, and it's not even a wuxia game.

Would it require some new mechanics? Well, it seems to me that it would.

Not that many. Personally, I'd just use one of the six million martial artist classes floating around, along with appropriate feats, and pair it with something like the above.

In the movie, people knew of Li Mu Bai, and that his sword was The Green Destiny. Without the sword, he was still a hero. If you take away most of a d&d's characters possessions (non-spellcasters), they aren't really heroes anymore.

If you really want to simulate things to the Nth degree, you want to play something like Ninja Hero (which genuinely does look like a good product, really). If you want to play D&D with a minimal degree of mucking around with game mechanics, you shift your underlying paradigm, as given above.


Hong "stealth pimp" Ooi
 
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I think the Oriental Adventures PrC Blade Dancer ( i think thats its name) was specifically designed after the crouching tiger hidden dragon characters.
 

daTim said:
I think the Oriental Adventures PrC Blade Dancer ( i think thats its name) was specifically designed after the crouching tiger hidden dragon characters.

IIRC, in the interview with James Wyatt (OA author), he said that the inspiration was the swordsman from the Chinese Ghost Story movies. Certainly the nifty sword-enchantment abilities would come from there, as opposed to something more subdued like CTHD.

In any event, the blade dancer has one flaw: since (as said before) high-level D&D tends to resemble wuxia anyway, it really doesn't have a niche. Yes, it can jump and tumble all over the place. So can everyone else, with the aid of winged boots or fly spells. And its swordfighting abilities, while definitely flashy, don't really match or surpass other high-level fighter or barb PrCs for smackdown potential.
 

Eldorian said:
WotC made a game pre d20 called Dragon Fist, but they sold it to Green Ronin. It was a wuxia based game. It was a free download, but I don't know if it's on wizard's site still. Do a google search and see if you can download it, or wait till Green Ronin makes it in print, which they claim to be doing.

It was my impression that Green Ronin was going to make a 3e version of it and release that. ("Dragon Fist will take advantage of Wizards of the Coast’s Open Game License" - press release) Dragon Fist was (Green Ronin head honcho) Chris Pramas' project when he was at WotC.
 
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I'll pitch in this vote for Epic Level Handbook. Just read what those high ranking skills can accomplish. Escape Artist through a wall of force. Balancing on a cloud. Forging handwriting you've never seen... it's not my bag to say the least, but ELH certainly had a VERY Wuxia feel to me.
 

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