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House rules to keep my "Thieves Guild" campaign from getting out of control
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<blockquote data-quote="Azlan" data-source="post: 2726518" data-attributes="member: 2340"><p>In this thread, <a href="http://www.enworld.org/showthread.php?t=153775" target="_blank">http://www.enworld.org/showthread.php?t=153775</a>, I presented my "Thieves Guild" campaign. Our first session for this campaign will be this coming Sunday afternoon.</p><p></p><p>Someone mentioned to me that maybe D&D 3.5 wasn't ideal for such a campaign. I think maybe that someone is right. However, my players (half of whom are not veteran role-playing gamers) really like D&D 3.5, and they're averse to going out and buying new books for a different role-playing system. So, I'm having to make do with D&D 3.5.</p><p></p><p>Even so, as I prepared for this campaign I realized I needed to make major changes to D&D 3.5 in order to keep this particular campaign, with its special setting and constraints, from getting out of control.</p><p></p><p>The first major change I made is to increase the level of certain spells by one. These spells include...</p><p></p><p>- All locomotion and transportation spells, e.g. Jump, Levitate, Fly, Dimension Door, and the various teleport spells.</p><p></p><p>- All invisibility spells.</p><p></p><p>- All spells that change a person's form and/or appearance, including Giant Growth, Disguise Self, Alter Self, and Polymorph.</p><p></p><p>- All spells that create something useful and permanent, from out of thin air. These spells include Create Water, Create Food, and Minor/Major Creation. (While these spells may seem innocuous, in this campaign they could wreck havoc on the city-state's economy and job market.)</p><p></p><p>- Fireball</p><p></p><p>- Charm Person</p><p></p><p>These spells are too powerful, as is, to allow in a campaign that is entirely contained within a city-state, where interaction with NPC's will be far more common, and confrontations with monsters far less common, than in a typical D&D campaign. By increasing the levels of these spells by one (for example, by increasing Fireball from a 3rd level to a 4th level spell), I make them more difficult to attain.</p><p></p><p>Magic items that provide powers based on these spells will have their costs increased.</p><p></p><p>Can you think of any other spells I should do likewise with? What about the various illusion spells, such as Silent Image, Minor/Major Image, and Hallucinatory Terrain? These spells could be very powerful in a city setting.</p><p></p><p>Also, I'm wanting to discuss here other major changes to D&D 3.5 that I made, or that I should make, in order to keep my "Thieves Guild" campaign from getting out of control.</p></blockquote><p></p>
[QUOTE="Azlan, post: 2726518, member: 2340"] In this thread, [url]http://www.enworld.org/showthread.php?t=153775[/url], I presented my "Thieves Guild" campaign. Our first session for this campaign will be this coming Sunday afternoon. Someone mentioned to me that maybe D&D 3.5 wasn't ideal for such a campaign. I think maybe that someone is right. However, my players (half of whom are not veteran role-playing gamers) really like D&D 3.5, and they're averse to going out and buying new books for a different role-playing system. So, I'm having to make do with D&D 3.5. Even so, as I prepared for this campaign I realized I needed to make major changes to D&D 3.5 in order to keep this particular campaign, with its special setting and constraints, from getting out of control. The first major change I made is to increase the level of certain spells by one. These spells include... - All locomotion and transportation spells, e.g. Jump, Levitate, Fly, Dimension Door, and the various teleport spells. - All invisibility spells. - All spells that change a person's form and/or appearance, including Giant Growth, Disguise Self, Alter Self, and Polymorph. - All spells that create something useful and permanent, from out of thin air. These spells include Create Water, Create Food, and Minor/Major Creation. (While these spells may seem innocuous, in this campaign they could wreck havoc on the city-state's economy and job market.) - Fireball - Charm Person These spells are too powerful, as is, to allow in a campaign that is entirely contained within a city-state, where interaction with NPC's will be far more common, and confrontations with monsters far less common, than in a typical D&D campaign. By increasing the levels of these spells by one (for example, by increasing Fireball from a 3rd level to a 4th level spell), I make them more difficult to attain. Magic items that provide powers based on these spells will have their costs increased. Can you think of any other spells I should do likewise with? What about the various illusion spells, such as Silent Image, Minor/Major Image, and Hallucinatory Terrain? These spells could be very powerful in a city setting. Also, I'm wanting to discuss here other major changes to D&D 3.5 that I made, or that I should make, in order to keep my "Thieves Guild" campaign from getting out of control. [/QUOTE]
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