DQG - Lost Prehistorica

davewoodrum said:
I'm glad you liked the product... if you have anything you might like to see in future Lost Prehistorica products let me know... I cannot promise anything, but I'm quite open to considerations at this time of development.

Hmmm. Alternate core classes to replace the wizard and bard might not be a bad idea. Since book-learnin' isn't so common in a setting like that. Maybe some sort of witch doctor to replace the wizard. The bard could probably just get by with some changes to the spell list to be more in line with either a native storykeeper or warrior skald type.

Maybe a few monster templates like "devlolving" monsters to more primitive and savage versions of themselves. For example, what would a mind flayer or a dragon from a lost world or stone-age setting be like.

Guidelines for setting up a simple barter based economy. That would probably be fairly tough, though.

Sample religions (maybe with new domains) for traditions based on ancestor worship, animism (nature spirits), or animal/beast cults.
 

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...we're actually looking at new core classes for LP: Magic. The barter based system was somewhat hinted at with the coverage of raw gems.... as with the staple tribes presented in the main book, LP: Tribes will include notes as to what each tribe considers as "currency"... if anything at all. Some tribes trade with crude gems, others the coins that have washed up with the treasures from nearby suken ships, others teeth and bone, and yet others trade merely the goods that they need.
The lost lands presents a unique perspective towards trading... in one aspect trading could merely be done on a basis of what something is worth normally in silver or gold (or copper).... if the DM desires though, objects requiring more advanced craftsmanship (swords and the like) could be worth a considerable amount more.
 


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