Enworld Co-OP Campaign Setting

Now, the thing about this humans-as-original-invaders idea--and it's not a bad thing, from my point of view--is that it limits the range of life forms that would be living on the world before the aberrations show up to take it back. Logically, the only things living there should be: (1) the descendants of the original invaders (who might include races other than humans), (2) whatever the invaders brought with them, deliberately or otherwise (this would mostly be domesticated animals and crop plants, I think), and (3) any native creatures that could survive the invasion and altered environment (so maybe oozes and some minor aberrations and magical beasts, maybe a virus or something that turns terrestrial animals into dire creatures, maybe some dopplegangers living undetected among the humans).

We could work multiple PC races into this by letting the human invaders have a few slave races of their own (orcs? lizardfolk?), and possibly by throwing in some mutations caused by the aberrations or the alien environment (I always thought D&D needed a "dire" template that could be applied to humanoids).
 

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GreatLemur said:
Now, the thing about this humans-as-original-invaders idea--and it's not a bad thing, from my point of view--is that it limits the range of life forms that would be living on the world before the aberrations show up to take it back. Logically, the only things living there should be: (1) the descendants of the original invaders (who might include races other than humans), (2) whatever the invaders brought with them, deliberately or otherwise (this would mostly be domesticated animals and crop plants, I think), and (3) any native creatures that could survive the invasion and altered environment (so maybe oozes and some minor aberrations and magical beasts, maybe a virus or something that turns terrestrial animals into dire creatures, maybe some dopplegangers living undetected among the humans).

We could work multiple PC races into this by letting the human invaders have a few slave races of their own (orcs? lizardfolk?), and possibly by throwing in some mutations caused by the aberrations or the alien environment (I always thought D&D needed a "dire" template that could be applied to humanoids).

Actually imho limiting the range of 'species' isn't a bad thing (imc for instance I have no landbased mammals except giant bats (native), dogs and Boar(introduced by humans))

Also if the original humans were advanced then they may have had introduced exotic animals through zoo's and for sport (hunting) - just like they did on earth (see Moose in New Zealand for example) - so we might get a situation that has Unique monsters instead of whole overbalanced ecologies:)

Also if we go with the Ancient Terraforming artifacts (which I think is great) then some may have already malfunctioned and spilt mutagenic 'fallout' which allows weird monsters and races to develop even prior to the Chuul reclamation

I like this...
 


Do it as Greyhawk and Forgotten Realms were meant to be: a large world of diverse cultures playing real-politics with a bunch of dangerous behind-the-scenes plots with a darker dash of Howard-esque fantasy.
 


GreatLemur said:
...Unless the original human invaders set up artifacts to terraform the world, and all the aberrations have to do is destroy them. Oh, that could be really cool. So maybe the world has been dotten by these giant stone structures that everyone has forgotten are responsible for maintaining their environment in a survivable form. Now, the invaders--really the original inhabitants of the world--have shown up, and by destroying the mysterious structures, they're letting the world's true atmosphere and biosphere return.

I wouldn't make the "true atmosphere" truly unbreathable - that would be too harsh since the humans wouldn't be able to create technological countermeasures, thus seriously limiting exploration into the "Dark Zones" (the areas reclaimed by the chuul.

How about this instead: Many plants in the Dark Zones emit pollen that have an intoxicating and euphoric effect on humans if exposed to them for too long. Humans can prevent this by wearing primitive "filter masks" (basically, layers of thin cloth put before their mouths and noses and held in place by carved wooden frames). However, some humans have become addicted to this effect and now live permanently in the Dark Zones as primitive and rather crazed tribes.
 

Jürgen Hubert said:
I wouldn't make the "true atmosphere" truly unbreathable - that would be too harsh since the humans wouldn't be able to create technological countermeasures, thus seriously limiting exploration into the "Dark Zones" (the areas reclaimed by the chuul.

I imagined that it was something like a green house effect with high levels of CO2 and H2O resulting in higher temperatures and much lower oxygen levels. We could probably add in higher levels of methane and SO3 (thus acid rain) in the truly abberant zones.

The artifacts are essentailly air purifiers designed to increase 02 levels and remove toxic fumes.

(PS please forgive the pseudo-science)

How about this instead: Many plants in the Dark Zones emit pollen that have an intoxicating and euphoric effect on humans if exposed to them for too long. Humans can prevent this by wearing primitive "filter masks" (basically, layers of thin cloth put before their mouths and noses and held in place by carved wooden frames). However, some humans have become addicted to this effect and now live permanently in the Dark Zones as primitive and rather crazed tribes.

I like this idea and it still works with the air purifier idea. As the Chuul destroy the filters the temperatures rise and gas mixtures change thus creating environments where the formerly dormant or underdeveloped Zone Plants (most of which are sulfur synthesizing algae/fungus colonies) not only flourish but become malignant.Especially once their toxic spores are released...
 

Roman said:
Magic functions as a ripple in the calm surface of reality. The magical field of the world can be thought of as a series of interconnected puddles, pools, lakes, seas and oceans of magic connected with streams and rivers of magical energy.

Casting a spell disturbes the surface and creates ripples spreading outward. Depending on the strength of the spell, these can be detected by mages and other magically attuned creatures at a distance. Casting too many, too powerful spells too quickly in succession, can, depending on the size of the local pool, exceed the capacity of the pool to absorb these ripples and thus can result in the failure of the spells and/or unintended magical effects.

Hmmm... let me think about this.

Perhaps it's worth borrowing some mechanics from WFRP for this. In WFRP, you can theoretically cast spells as often as you want, but you have to rull a number of d10s and add them together to reach a so-called "casting number" - the spell only succeeds if the number is reached.

Furthermore, each time you roll multiple numbers with these d10s (for example, if you roll "5" two times), Something Bad happens. The spell still goes off, but you have to deal with some nasty side effects. These range from "your hair stands up for 1d10 minutes" for doubles to "you are sucked into a parallel dimension and die screaming" as the nastiest result for quadruples.

Now, how can we use this for D&D? Well, let's say arcane magic works like this:

You don't have to keep track of spell slots and don't have to memorize spells. You can attempt to cast a spell as often as you want. However, each time you want to cast a spell, you have to make a Spellcraft roll.

The base DC is equal to 10 + (spell level)x5. You can Take 10 on this if you are not rushed and outside of combat.

The DC will be modified by the number and level of spells that have been cast "recently" and "in the same area". Add the highest spell level that has been cast to the DC, as well as +1 for each additional spell that has been cast at this location.

"Recently" is an amount of time that depends on the spell level. The effects of a 1st level spell probably shouldn't linger for more than an hour, while the effects of a 9th level spell should linger for days, if not weeks.

"In the same area" likewise depends on the spell level. For a 1st level spell, this would perhaps be 10 meters. For a 9th level spell, we are probably talking about dozens of miles.

Additional effects - such as being in the Dark Zones, or close to magical artifacts that calm the local magical field - can also modify the DC.

If you fail the Spellcraft roll by 5 or less, you have to roll two dice. If they come up as doubles, you will have to roll on a "Side-Effect table" to see what happens. If you fail by 6-10 points, you have to roll three dice. If you roll doubles, you have to roll on the same table, but if you roll triples, you will have to roll on a table with more severe side effects. And so on - for each 5 points by which you fail, you will have to roll another dice, and for each additional multiple you get, the side-effects will be more severe.


This system would be another way of balancing arcane magic (though it shouldn't affect divine magic - divine magic comes directly from otherworldly entities). However, I'm not sure if this isn't too much bookkeeping to keep track of where what amount of spells has been cast. Furthermore, this system has not been playtested, so it's hard to say how well it would work in general practice.
 

Jürgen Hubert said:
Hmmm... let me think about this.

Perhaps it's worth borrowing some mechanics from WFRP for this. In WFRP, you can theoretically cast spells as often as you want, but you have to rull a number of d10s and add them together to reach a so-called "casting number" - the spell only succeeds if the number is reached.

Furthermore, each time you roll multiple numbers with these d10s (for example, if you roll "5" two times), Something Bad happens. The spell still goes off, but you have to deal with some nasty side effects. These range from "your hair stands up for 1d10 minutes" for doubles to "you are sucked into a parallel dimension and die screaming" as the nastiest result for quadruples.

Now, how can we use this for D&D? Well, let's say arcane magic works like this:

You don't have to keep track of spell slots and don't have to memorize spells. You can attempt to cast a spell as often as you want. However, each time you want to cast a spell, you have to make a Spellcraft roll.

The base DC is equal to 10 + (spell level)x5. You can Take 10 on this if you are not rushed and outside of combat.

Actually, Jürgen, we'd be better off adapting the system from Advanced d20 Magic.

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The entire system is already DC based. And is balanced by either adding the energy point system, or the VP/WP system from UA, or use the system already presented. I've got the book, and most of it is Open Content. I can make an SRD out of the PDF easily.

:)
 

Sir Elton said:
Actually, Jürgen, we'd be better off adapting the system from Advanced d20 Magic.

The entire system is already DC based. And is balanced by either adding the energy point system, or the VP/WP system from UA, or use the system already presented. I've got the book, and most of it is Open Content. I can make an SRD out of the PDF easily.

:)

If we start doing things like that, we should better be sure that everything we do is SRD compliant. Thus, no referencing to things like mind flayers, non-OGC books, and so forth - and no using Wikis on sites like Wikia.com, which have Open Licences of their own which could clash with the OGL.

Personally, I'd rather not take the risk, but the decision is up to you...
 

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