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Creating a full viking world, need an outside oppinion
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<blockquote data-quote="ErikTheRed" data-source="post: 6551709" data-attributes="member: 6791715"><p>First of all, thanks for all the answers, guys. I'll try to adress everything you said. I think I have a much better formed Idea of what I want now.</p><p></p><p>1) I'll stick to D&D. The system draws heavilly on Tolkien, who in turn draws heavilly from norse mythology.</p><p></p><p>2) I see most people liked the first option! that's nice because I am much more confortable with it. I think that's the path I will follow. I had already on my mind to use the low level monster stats to build my trolls, but it is very good to see some getting to the same conclusion.</p><p></p><p>3) The problem of the raids is a real one. My world is a fantasy form of scandinavia, and thus it is surrounded by other lands, such as russian plains, an empire of franks and a rich island where they could find arthurian kings, knights and monsters. Also, it is not a "complete" world. It is full of unknown regions where your vikings can find pretty much everything, including mages.</p><p></p><p>4) Yes! my bards are called Skalds an my Druids are called Gothi. But they are essentially the same as in PH. I am adding rules to allow the druid to sacrifice his shapeshifting abilities and instead chose to cast healing and domain spells. I will have to test this of course, but i think it is pretty balanced. The magic ingredients disapear, and a rune kit will be the magic focus for casters. That said, I am convinced now that I did the right thing getting rid of mages but keeping druids. I don't think having casters is a problem. People in the Sagas know some spells. I have don't even have a problem with Call Lighting. What I feel would be bad for the setting is a Fireball, a Magic Missile and Chain Lightning.</p><p></p><p>5) I liked the "trollborn" idea. It would make the half-orc a better character, even if it means a more human-like being. Tey could be the result of seduction by a Huldra. Also, I think my giant leaders will have illusion spells. The Dwarves and elves will have a diferent solution, though. They have "colonies" in midgard. Elfs in the woods, dwarves underground. The ones who are born in midgard are normal PC characters, but their living ancestors, with long lifespans, are outsiders and can be banished. This would make these races live apart from each other, for fear that their ancestors being killed or banished, thus ending their civilizations.</p><p></p><p>I have a much clearer Idea of what I want to do now.</p></blockquote><p></p>
[QUOTE="ErikTheRed, post: 6551709, member: 6791715"] First of all, thanks for all the answers, guys. I'll try to adress everything you said. I think I have a much better formed Idea of what I want now. 1) I'll stick to D&D. The system draws heavilly on Tolkien, who in turn draws heavilly from norse mythology. 2) I see most people liked the first option! that's nice because I am much more confortable with it. I think that's the path I will follow. I had already on my mind to use the low level monster stats to build my trolls, but it is very good to see some getting to the same conclusion. 3) The problem of the raids is a real one. My world is a fantasy form of scandinavia, and thus it is surrounded by other lands, such as russian plains, an empire of franks and a rich island where they could find arthurian kings, knights and monsters. Also, it is not a "complete" world. It is full of unknown regions where your vikings can find pretty much everything, including mages. 4) Yes! my bards are called Skalds an my Druids are called Gothi. But they are essentially the same as in PH. I am adding rules to allow the druid to sacrifice his shapeshifting abilities and instead chose to cast healing and domain spells. I will have to test this of course, but i think it is pretty balanced. The magic ingredients disapear, and a rune kit will be the magic focus for casters. That said, I am convinced now that I did the right thing getting rid of mages but keeping druids. I don't think having casters is a problem. People in the Sagas know some spells. I have don't even have a problem with Call Lighting. What I feel would be bad for the setting is a Fireball, a Magic Missile and Chain Lightning. 5) I liked the "trollborn" idea. It would make the half-orc a better character, even if it means a more human-like being. Tey could be the result of seduction by a Huldra. Also, I think my giant leaders will have illusion spells. The Dwarves and elves will have a diferent solution, though. They have "colonies" in midgard. Elfs in the woods, dwarves underground. The ones who are born in midgard are normal PC characters, but their living ancestors, with long lifespans, are outsiders and can be banished. This would make these races live apart from each other, for fear that their ancestors being killed or banished, thus ending their civilizations. I have a much clearer Idea of what I want to do now. [/QUOTE]
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