herald
First Post
Ok, I'm trying to flesh out a champaign in the style of Swashbuckling Adventures/Freeport and I'm moving the game in to a more Reniassance timeline instead of Medieval.
I'm keeping magic, (My players like magic). And I'm keeping most of the players handbook races. (Kind like the idea of what they might be like a few hundred yaers down the line.
History is going to be that there was a "Magic Lull" in which magic was repressed for a while (by unknown means) and very few people were able to become actual adventuring classes. This period lasted for over 1,000 years, and those that were adventures either left the world behind and went else where or watched thie classes and thier powers fade. Many magical creatures disappeared or dies. Although some still hung around.
So the world falls into a sort of dark age and works it's way forward until it finally enters a sort of Renissance time period. An age of invention and exploration happens. A sort time afterwards, do to some explorers digging into a place that they weren't ready for, Magic is unleased upon the world again.
One hundred years from that moment is where the champaign begins. The world has just learned how to cope with magic, and has started to merge it into thier world view. Adventurers are still rare, and as a general rule, aren't expected to live very long. Players as a general rule start with characters that are young.
Average NPC's are not a week as the average game. A typical guard might be 3-5th level warrior, as schools of defense have cropped up over the many hundreds of years.
Anyways, the world has moved on from being petty countrys into empires and nations.
So looking at the classes I can see how I could use them, and scratching my head at others.
Fighters: The fit almost all games.
Paladins: Knightly orders. I can use that.
Rangers: I imagine them as fronteer spys. I can use them.
Wizards: I want them, and I like the idea of making them as a sort of a Renaissance scientist. I know people don't like mixing science and magic, But I've already started down this path.
Sorcerers: If I have Wizards, I'm going to use Sorcerers.
Rogues: Urban Spys. I love them.
Monks: I'm not going to use them yet. Want to develop the Western part of my game first.
But Clerics is where I get the most trouble. I want a church hierarchy that is not spell users.
The churches that I plan to use have moved away from magic. But they have for the most part not condemd it. I imagine that clerics would be special "troubleshooters" in the church. Like a Inquisiter, (take the negative context out of the name and imagine Sean Connery in the "Name of the Rose".) who looks for those that attack the faithful and stops them.
I also want to stop the Clerics from being the healers of the game. I plan to give Arcane Casters the ability to have a "curing type spell" that will convert lethal damage to subdual damage.
So I guess I want to tweak the cleric. I want him to not be a tank with spells, I want him to be more lightly armored, change the ability to heal (maybe change lethal to subdual for all casters) and bring him into line as a more focused character.
Oh, I should have worked this in earlier. I'm going to use the Dork 20 deck, to make things interesting and I'm going to use action points.
Any thoughts on this? I'm mulling it over in my mind and I need some feedback.
I'm keeping magic, (My players like magic). And I'm keeping most of the players handbook races. (Kind like the idea of what they might be like a few hundred yaers down the line.
History is going to be that there was a "Magic Lull" in which magic was repressed for a while (by unknown means) and very few people were able to become actual adventuring classes. This period lasted for over 1,000 years, and those that were adventures either left the world behind and went else where or watched thie classes and thier powers fade. Many magical creatures disappeared or dies. Although some still hung around.
So the world falls into a sort of dark age and works it's way forward until it finally enters a sort of Renissance time period. An age of invention and exploration happens. A sort time afterwards, do to some explorers digging into a place that they weren't ready for, Magic is unleased upon the world again.
One hundred years from that moment is where the champaign begins. The world has just learned how to cope with magic, and has started to merge it into thier world view. Adventurers are still rare, and as a general rule, aren't expected to live very long. Players as a general rule start with characters that are young.
Average NPC's are not a week as the average game. A typical guard might be 3-5th level warrior, as schools of defense have cropped up over the many hundreds of years.
Anyways, the world has moved on from being petty countrys into empires and nations.
So looking at the classes I can see how I could use them, and scratching my head at others.
Fighters: The fit almost all games.
Paladins: Knightly orders. I can use that.
Rangers: I imagine them as fronteer spys. I can use them.
Wizards: I want them, and I like the idea of making them as a sort of a Renaissance scientist. I know people don't like mixing science and magic, But I've already started down this path.
Sorcerers: If I have Wizards, I'm going to use Sorcerers.
Rogues: Urban Spys. I love them.
Monks: I'm not going to use them yet. Want to develop the Western part of my game first.
But Clerics is where I get the most trouble. I want a church hierarchy that is not spell users.
The churches that I plan to use have moved away from magic. But they have for the most part not condemd it. I imagine that clerics would be special "troubleshooters" in the church. Like a Inquisiter, (take the negative context out of the name and imagine Sean Connery in the "Name of the Rose".) who looks for those that attack the faithful and stops them.
I also want to stop the Clerics from being the healers of the game. I plan to give Arcane Casters the ability to have a "curing type spell" that will convert lethal damage to subdual damage.
So I guess I want to tweak the cleric. I want him to not be a tank with spells, I want him to be more lightly armored, change the ability to heal (maybe change lethal to subdual for all casters) and bring him into line as a more focused character.
Oh, I should have worked this in earlier. I'm going to use the Dork 20 deck, to make things interesting and I'm going to use action points.
Any thoughts on this? I'm mulling it over in my mind and I need some feedback.