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<blockquote data-quote="Empirate" data-source="post: 6056443" data-attributes="member: 78958"><p>I'm actually planning to do this in a rather old school-y campaign I'm planning on DMing... whenever I can interest some of my regular players to give it a try.</p><p></p><p>Very much on the 'survival of the fittest' side, we'd be playing lots of one-shot dungeon crawls, with new PCs brought in when and if the old ones die (which I'd make sure to have become a regular occurrence). We'd be starting with 1st level weaklings, who really just happen to have training a notch above the NPCs they're with (core PC classes), but are otherwise exceedingly un-special. Maybe even downright hampered in their potential.</p><p></p><p>But the overall campaign structure is intended to include hexcrawl exploration elements, and also includes building up and defending a settlement of refugees in a hostile archipelago.</p><p></p><p>Furthermore, I'd introduce new classes (non-core, prestige etc.), new spells (again, non-core) etc. only after certain in-game events ("the Tower of Exaggerated Sorcery is discovered, the entrance breached, and the guardians defeated, then three spells of each level from Spell Compendium are available for the Sor/Wiz list") or thresholds reached ("one fighter-type PC must survive to 5th level, then he's allowed to retrain all his levels to Duskblade, and from now on, Duskblades are a playable class option", stuff like that).</p><p></p><p>I will probably include a similar threshold from when on the game will become 'heroic', which allows PCs to roll 4d6, drop lowest (still rolled in order...).</p><p></p><p>In such a hostile game environment, low, random, all-over-the-place ability scores just feel right to me. Especially since the PCs will still be head and shoulders above everybody else (yeah, no magic for sale anywhere, that's right, but there's plenty of stuff lying around in the horrible-monster-infested dungeons!).</p></blockquote><p></p>
[QUOTE="Empirate, post: 6056443, member: 78958"] I'm actually planning to do this in a rather old school-y campaign I'm planning on DMing... whenever I can interest some of my regular players to give it a try. Very much on the 'survival of the fittest' side, we'd be playing lots of one-shot dungeon crawls, with new PCs brought in when and if the old ones die (which I'd make sure to have become a regular occurrence). We'd be starting with 1st level weaklings, who really just happen to have training a notch above the NPCs they're with (core PC classes), but are otherwise exceedingly un-special. Maybe even downright hampered in their potential. But the overall campaign structure is intended to include hexcrawl exploration elements, and also includes building up and defending a settlement of refugees in a hostile archipelago. Furthermore, I'd introduce new classes (non-core, prestige etc.), new spells (again, non-core) etc. only after certain in-game events ("the Tower of Exaggerated Sorcery is discovered, the entrance breached, and the guardians defeated, then three spells of each level from Spell Compendium are available for the Sor/Wiz list") or thresholds reached ("one fighter-type PC must survive to 5th level, then he's allowed to retrain all his levels to Duskblade, and from now on, Duskblades are a playable class option", stuff like that). I will probably include a similar threshold from when on the game will become 'heroic', which allows PCs to roll 4d6, drop lowest (still rolled in order...). In such a hostile game environment, low, random, all-over-the-place ability scores just feel right to me. Especially since the PCs will still be head and shoulders above everybody else (yeah, no magic for sale anywhere, that's right, but there's plenty of stuff lying around in the horrible-monster-infested dungeons!). [/QUOTE]
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