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Fiendish Resistance Campaign idea
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<blockquote data-quote="Raddu" data-source="post: 3105259" data-attributes="member: 25791"><p>Frozen DM:</p><p>Thanks for the encouragement. Psionics...just forgot to add them to class list. Thanks, I'll update it. ANother thing I forgot to mention was that I'm not using the core psionics, I'm using the Psychics Hanbook, which has a skill based system that seems more like mental powers to me than spells wrapped in psychic energy like the XPH seems. The effect it has is that psionics becore much more versatile and broad, but not as powerful as magic...which is ok by me. Also there are less flashy powers...no balls of acid..more personal powers, etc. And very few psionic items. Last night a friend and I were fleshing out the world a bit and decided that psionics were around about 200 years before the gods came..at least they started to slowly manifest in mortals, however, most people saw it and thought it was sorcerery so those with psionics were shunned at best or often outright killed. WHen the gods left a large portion of the population manifested wild talents, which caused a lot of people to believe they were fiend blooded and many people died at the hands of their loved ones. Since, there have been displays of powerful psionics in people that are obviously "good" and in the past couple of hundred years they have become accepted. I was thinking of making one of the leaders of a nation or knightly order be a psion.</p><p></p><p>I gave the players a brief synopsis of the world and everyone seemed to be intrigued and eager to play the alternate magic systems, since we've not used them in any of our other games. I'm not sure how the secondary magic systems are going to work in place of the primary, it's something I'll have to keep my eye on.</p><p></p><p>I really liked the only AD&D where dwarves couldn't be wizards...its ok that D&D changed that so there could be worlds where dwarves are wizards, but I wanted to go back to that idea. I thought about using the spellless ranger, but then I thought about the Scout and thought it would be good enough, I may look at the spell less ranger again to be included.</p><p></p><p></p><p>Diaglo: </p><p>BardStephenFox is on the spot. What I was thinking...acid rain is not common, although enough that they have protection and it's not like it's, 1d6 damage per round...it's just light stinging acid..not enough to slough skin off, but enough to peel paint and cause red rashes on your skin and generally make you uncomfortable. A little meaner than real life acid rain. Basically its caused by "the taint" of the fiends mixing with natural storm clouds, thus making tainted storms. See Heroes of Horror for more info on The Taint.</p><p></p><p>Good questions...the gods have left, but the mortals survive. The will to live is strong and all hope is not lost. Some still have faith in the gods, others survive for their children's sake. After the gods left the mortals have slowly found new powers to bolster their strength and the tide is slowly turning.</p><p></p><p>BardStephenFox:</p><p>You have it! Hope is eternal. Here's the campaign idea I was thinking of....</p><p></p><p>I'm going to have the players pick a class that they want to be. But not make a character. Say one of them picks Warblade. Then I will have them pick another class with the idea that...if they couldn't be a Warblade what would they be? Then once everone has done that have them make the character using the second class,say fighter. I'm starting the campaign just before year 0, literally...the characters wake up...and each of them is spoken to by the gods...they say..you will do great things. Then the gods leave. The characters have met previously in the ORder of the Black Scrolls and somehow find a book that transports them through time to the time when the first character discovers Blade Magic and that character is actually the one who discovers it....then they are transported to another time so another character can discover a magic, I'll have unique things for each character to accomplish to have a place in history even if they dont discover a magic. Then when everyone is where they want to be, they'll come to the "current" time and the campaign will begin in ernest...I figure around 8th or 9th level. Everythign up to that point will be a history lesson for the players and a "prelude" for the characters. What do you think?</p></blockquote><p></p>
[QUOTE="Raddu, post: 3105259, member: 25791"] Frozen DM: Thanks for the encouragement. Psionics...just forgot to add them to class list. Thanks, I'll update it. ANother thing I forgot to mention was that I'm not using the core psionics, I'm using the Psychics Hanbook, which has a skill based system that seems more like mental powers to me than spells wrapped in psychic energy like the XPH seems. The effect it has is that psionics becore much more versatile and broad, but not as powerful as magic...which is ok by me. Also there are less flashy powers...no balls of acid..more personal powers, etc. And very few psionic items. Last night a friend and I were fleshing out the world a bit and decided that psionics were around about 200 years before the gods came..at least they started to slowly manifest in mortals, however, most people saw it and thought it was sorcerery so those with psionics were shunned at best or often outright killed. WHen the gods left a large portion of the population manifested wild talents, which caused a lot of people to believe they were fiend blooded and many people died at the hands of their loved ones. Since, there have been displays of powerful psionics in people that are obviously "good" and in the past couple of hundred years they have become accepted. I was thinking of making one of the leaders of a nation or knightly order be a psion. I gave the players a brief synopsis of the world and everyone seemed to be intrigued and eager to play the alternate magic systems, since we've not used them in any of our other games. I'm not sure how the secondary magic systems are going to work in place of the primary, it's something I'll have to keep my eye on. I really liked the only AD&D where dwarves couldn't be wizards...its ok that D&D changed that so there could be worlds where dwarves are wizards, but I wanted to go back to that idea. I thought about using the spellless ranger, but then I thought about the Scout and thought it would be good enough, I may look at the spell less ranger again to be included. Diaglo: BardStephenFox is on the spot. What I was thinking...acid rain is not common, although enough that they have protection and it's not like it's, 1d6 damage per round...it's just light stinging acid..not enough to slough skin off, but enough to peel paint and cause red rashes on your skin and generally make you uncomfortable. A little meaner than real life acid rain. Basically its caused by "the taint" of the fiends mixing with natural storm clouds, thus making tainted storms. See Heroes of Horror for more info on The Taint. Good questions...the gods have left, but the mortals survive. The will to live is strong and all hope is not lost. Some still have faith in the gods, others survive for their children's sake. After the gods left the mortals have slowly found new powers to bolster their strength and the tide is slowly turning. BardStephenFox: You have it! Hope is eternal. Here's the campaign idea I was thinking of.... I'm going to have the players pick a class that they want to be. But not make a character. Say one of them picks Warblade. Then I will have them pick another class with the idea that...if they couldn't be a Warblade what would they be? Then once everone has done that have them make the character using the second class,say fighter. I'm starting the campaign just before year 0, literally...the characters wake up...and each of them is spoken to by the gods...they say..you will do great things. Then the gods leave. The characters have met previously in the ORder of the Black Scrolls and somehow find a book that transports them through time to the time when the first character discovers Blade Magic and that character is actually the one who discovers it....then they are transported to another time so another character can discover a magic, I'll have unique things for each character to accomplish to have a place in history even if they dont discover a magic. Then when everyone is where they want to be, they'll come to the "current" time and the campaign will begin in ernest...I figure around 8th or 9th level. Everythign up to that point will be a history lesson for the players and a "prelude" for the characters. What do you think? [/QUOTE]
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