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House rules for a "ninja" game
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<blockquote data-quote="Andor" data-source="post: 4170873" data-attributes="member: 1879"><p>Ok, first things first, it's not really a ninja game. However there has been a lot of pressure on the locals to develop similar stealthy fighter traditions due to a string of conquering empires that have kept the area subjegated for most of their history.</p><p></p><p>So I'm going for a lot of that highly skilled, lightly armoured combatant feel. And I hope to add some real tension to combat, while perhaps making it slightly less lethal.</p><p></p><p>The campaign is centered on a region with several distinct ethnic/cultural groups who have all developed their own parallel "ninja" traditions. The current empire governing the area is a Centaur dominated empire modeled vaugely after the Mongol model although I'll be stealing from the roman/greek stylistic tradition. About 6 month ago the centaurs all withdrew for reasons unclear to the locals and the goblinoid jannisaries they left behind are growing confused and restless without guidance. The locals have convened a secret counsel to discuss the idea of throwing off the yoke of the empire and forming their own political union. This is where the PCs come in... </p><p></p><p>Each clan will have a different focus, and each will have different resources they produce/need leading to divergent goals and each has secrets, some of which the PCs may reveal, each will also have at least one secret they are convinced will lead to their total destruction if it is revealed. </p><p></p><p>So for options I'm planning on using the gestalt rules with one class being fixed based on the ninja tradition of the culture. So far I'm thinking of Ninja, Swordsage and Soulblade as fixed classes with Warlock, Spellthief, Scout, Binder and Dragon Shaman as possible other options I haven't decided yet. </p><p></p><p>Probably the characters will get 5 free craft/profession/knowledge skills as disguise training. </p><p></p><p>There will be a class based dodge bonus to armour class although not using the same chart as UA. This dodge bonus will be capped along with dex by armour max dex bonus.</p><p></p><p>Instead of adding to AC I'm thinking of using one or both of the armour as dr and damage conversion (as page 113 of UA). This would make result in an armoured combatant almost always surviving combat, although possibly in unconciousness. </p><p></p><p>Nontheless, I plan on making armour unattractive generally by using a hot climate, and enforcing the armour check penalties in a stealth heavy campaign. </p><p></p><p>There will be a clan that specialized in heavy armour and the feats to us it in the hot climate, but I'm undecided about them being available to the initial group of PCs.</p><p></p><p>I also like the weapon group rules from UA, and it occurs to me that it's easy to make cultural weapons groups to reflect different sets of default weapons. Oh. And there will be no difference between the sickle and the kama. *pet peeve*</p><p></p><p>Any thoughts?</p></blockquote><p></p>
[QUOTE="Andor, post: 4170873, member: 1879"] Ok, first things first, it's not really a ninja game. However there has been a lot of pressure on the locals to develop similar stealthy fighter traditions due to a string of conquering empires that have kept the area subjegated for most of their history. So I'm going for a lot of that highly skilled, lightly armoured combatant feel. And I hope to add some real tension to combat, while perhaps making it slightly less lethal. The campaign is centered on a region with several distinct ethnic/cultural groups who have all developed their own parallel "ninja" traditions. The current empire governing the area is a Centaur dominated empire modeled vaugely after the Mongol model although I'll be stealing from the roman/greek stylistic tradition. About 6 month ago the centaurs all withdrew for reasons unclear to the locals and the goblinoid jannisaries they left behind are growing confused and restless without guidance. The locals have convened a secret counsel to discuss the idea of throwing off the yoke of the empire and forming their own political union. This is where the PCs come in... Each clan will have a different focus, and each will have different resources they produce/need leading to divergent goals and each has secrets, some of which the PCs may reveal, each will also have at least one secret they are convinced will lead to their total destruction if it is revealed. So for options I'm planning on using the gestalt rules with one class being fixed based on the ninja tradition of the culture. So far I'm thinking of Ninja, Swordsage and Soulblade as fixed classes with Warlock, Spellthief, Scout, Binder and Dragon Shaman as possible other options I haven't decided yet. Probably the characters will get 5 free craft/profession/knowledge skills as disguise training. There will be a class based dodge bonus to armour class although not using the same chart as UA. This dodge bonus will be capped along with dex by armour max dex bonus. Instead of adding to AC I'm thinking of using one or both of the armour as dr and damage conversion (as page 113 of UA). This would make result in an armoured combatant almost always surviving combat, although possibly in unconciousness. Nontheless, I plan on making armour unattractive generally by using a hot climate, and enforcing the armour check penalties in a stealth heavy campaign. There will be a clan that specialized in heavy armour and the feats to us it in the hot climate, but I'm undecided about them being available to the initial group of PCs. I also like the weapon group rules from UA, and it occurs to me that it's easy to make cultural weapons groups to reflect different sets of default weapons. Oh. And there will be no difference between the sickle and the kama. *pet peeve* Any thoughts? [/QUOTE]
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