Homebrew hell

buzz

Adventurer
As sort of a corollary to the books you actually use thread, I figured I'd ask:

What's the most disparate collection of sources you've used for a campaign or individual adventure?

E.g., "I replaced arcane magic with The Psychics's Handbook and then used a modified Jedi class for divine chacters, stuck in races I converted from Talislanta, and then replaced the d20 with 3d6 and used a hex map. I then ran them through an adventure for Vampire: Dark Ages I converted on the fly. Oh, and we use the crit tables from Rolemaster."

Not that I've done anything like this, mind you. I tend to be pretty timid about "rolling my own." Just curious as to what wild and crazy antics people are up to. :)
 

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Well...I'm toying with the warforged [from Eberron] + saurials [from the Forgotten Realms] + the vanara [Oriental Adventures] + the mariner class [Dragonlance] + various pirate stuff [Skull + Bones] + the ninja core class [from a recent Dragon] + big robots [Mecha Crusade minigame].

And maybe vitality points / wound points [Star Wars, originally] and action points [d20 Modern].

[Everyone should use action points. I love them.]

And I'm thinking about using action points to fuel an Adventure!-style dramatic editing mechanic.
 

In terms of campaign worlds, one of the ideas I brainstormed for the world design concept was based on the methodology of the Battletech CCG: steal cool stuff from all of the successful games (worlds). I only got as far as a large collection of disparte countries (greyhawk) with various form of high magic (realms) centered around a large city with a huge cultural mix (lankhmar) where most of the diplomacy went on. The nations would be more prosperous to the NW and less prosperous/more militant to the SE, because of the dangerous cursed lands to the SE where doomsayers always claimed a great evil was rising (middle earth). Legends of the cursed lands are intertwined with legends of the elves who disappeared long ago, but conflicting reports of their return are surfacing (dragonlance with elves in place of dragons).
 


In my new campaign setting, I'm really kicking things up a notch ('BAM!' ;)) with Unearthed Arcana. Out of that book, I'm using:
- Weapon Group Feats
- Themed Summoning Lists
- Traits
- Thug Variant and Urban Ranger
- Variant Paladins
- Bloodlines
- Domain Sorcerers
- Magic Rating

I'm also using heavily modified firearm rules from the Iron Kingdoms. And I mean heavily modified.
I also stole the Gun Mage from the Privateer Press free .pdf, updated it to 3.5, and tweaked it a little.

Thri-Kreen play a fairly big part in the world. I also got rid of Orcs and Halflings entirely and replaced them with Half-Giants (modified Half-Ogre from Savage Species), Goblinoids, and Kobolds.

I'm thinking of stealing the Warforged from Eberron because they are damn cool, but I haven't decided yet.
 

If theres free material on the WotC website, I probably have it saved to my hard drive. I probably have half of it saved, I guess.
I use at least some of it.
 
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Oh, Lord. My IK campaign is a mish-mash of 3.5 SRD, 3.0 IK stuff, Arcana Unearthed, and Unearthed Arcana, with a bit of FFG's Sorcery and Steam. My "main" campaign is mostly straight AU, but with homebrew races and setting, I'm about to introduce some psionics, and one of the players wants to multiclass to barbarian. I had a short-lived thing with some siblings that was mostly AU and UA.
 

Oh, wow. My campaign setting is extremely chimeric in nature.
  • Homebrew races
  • Three classes from D&D, one from Rokugan, two from Midnight, one from Monte Cook's Arcana Unearthed.
  • Magic from d20 Call of Cthulhu, and Unearthed Arcana's incantations.
  • Sanity from CoC/UA
  • Firearms from Freeport.
  • Action points
  • Armor as damage conversion
  • Class/level-based AC progression (I think they call it Defense bonus in UA)
  • Changed MDT, but a failure doesn't kill you outright, it takes you to -1.
  • IK-like steamjacks and stuff. Monsternomicon and Book of Fiends are the most used sourcebooks in my game.
  • Airships by Bastion Press.
  • Masterwork and mastercraft weapons, as in Wheel of Time since there is a singular dearth of magic weapons.
 

Oh, and also a weapon fumble rule. Thinking about using a table a player of mine whipped up, if he remembers to bring it. ;)

Oh, again... my battlemat curls up if the square side is up, so I've been using the hex side for this campaign as well. Although I rolled it the other way last time, so I'll probably convert back to squares.
 
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