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How much tweaking do you do in your world?
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<blockquote data-quote="bwgwl" data-source="post: 166987" data-attributes="member: 3876"><p>i don't like changing rules, but i don't mind changing other components of the game.</p><p></p><p>the world i'm working on now is based on a middle eastern theme. there's a monotheistic Islam-style religion. the world only has 3 gods (LN, NG, and CE), with the "Islam" religion being the worship of the LN god.</p><p></p><p>i've thrown in just about everything i like from the eastern mediterranean, the middle east, africa, and south asia. so i have a classical greek culture, desert nomad and urban sedentary arabs, phoenician merchants, a theocratic egyptian empire, an aggressive persian empire, an indian subcontinent, turkish steppe nomads, and african iron kingdoms.</p><p></p><p>i've just about totally reworked the races.</p><p></p><p>humans are the same.</p><p></p><p>dwarves are slightly different (main difference is a Dex penalty instead of Cha, but an armor bonus from thick skin).</p><p></p><p>none of the other PHB races exist.</p><p></p><p>goblinoids are the only humanoid race, and are not genetically or even usually culturally evil. goblins have game-mechanical stats similar to halflings. trolls are just Large size goblins, and hobgoblins are people with a mixture of goblinoid and human blood. goblins and hobgoblins are very common and available as PC races.</p><p></p><p>aasimars, tieflings, and genasi (the <em>beni azalim, beni umashim,</em> and <em>beni djinn</em> as they are called in this world) are all templates so they can apply to any race and not just humans.</p><p></p><p>all PHB classes are in, as are the samurai (called the <em>kshatriya</em>) and shaman from OA. many classes have one or two additional class skills.</p><p></p><p>druids (renamed <em>kahins</em>) don't have that silly armor and weapon restriction, but are only proficient in simple weapons and light armor.</p><p></p><p>bards (renamed <em>rawis</em>) get 6 skill points per level, but their perform-related abilities are now almost all language-dependent (since rawis give extemporaneous speeches or tell stories rather than sing or play music). this is a bigger limitation that it might first seem because this world lacks the concept of a "Common" language.</p><p></p><p>paladins (renamed <em>ghazis</em>) can choose to have their <em>detect</em> and <em>smite</em> abilities work against chaos instead of evil, since the only god that allows ghazis is Lawful Neutral and thus actually more concerned with fighting Chaos than Evil. ghazis can freely multi-class with cleric of the same deity.</p><p></p><p>monks are now explicitly tied to certain religious orders, and may freely multi-class with cleric of the same deity.</p><p></p><p>rangers can choose to focus on melee, missile, or mounted combat. melee gets TWF at 1st level and Ambidexterity at 2nd. missile gets Point Blank Shot at 1st and Precise Shot at 2nd. mounted gets Mounted Combat at 1st and Ride-By Attack at 2nd. these aren't "virtual" feats; they aren't limited by what type of armor the ranger is wearing. they are <em>bonus</em> feats, which means you must meet all prerequisites to gain the benefits. so no dual-wielding rangers unless they have Dex 15+.</p><p></p><p>sorcerers power their magic internally, and thus don't need to use material components unless they are given an explicit gp cost.</p><p></p><p>wizards power their spells by bargaining with outsiders: azalim (celestials), umashim (fiends), or djinn (any type of elemental genie). this is just a special effect and doesn't have any game rules, but if anyone runs a wizard in this world, i'll make sure to have this affect the campaign in subtle (or maybe not-so-subtle) ways.</p><p></p><p>i've decided not to use any official prestige classes -- only homebrewed PrCs that are based on organizations or cultural "fighting styles" or "magical traditions."</p><p></p><p>i have my own aforementioned celestials (the azalim, who are any Lawful instead of any Good), fiends (the umashim, who can be CE, NE, or CN), and djinn (all types of elemental genies). i'm also making up my own dragons (who are elemental-based instead of metal- or color-coded) and giants.</p><p></p><p>whew! i guess i'm changing more than i thought. i didn't realize how long this was going to be when i sat down to write it. i had been thinking my changes weren't all that extensive.</p></blockquote><p></p>
[QUOTE="bwgwl, post: 166987, member: 3876"] i don't like changing rules, but i don't mind changing other components of the game. the world i'm working on now is based on a middle eastern theme. there's a monotheistic Islam-style religion. the world only has 3 gods (LN, NG, and CE), with the "Islam" religion being the worship of the LN god. i've thrown in just about everything i like from the eastern mediterranean, the middle east, africa, and south asia. so i have a classical greek culture, desert nomad and urban sedentary arabs, phoenician merchants, a theocratic egyptian empire, an aggressive persian empire, an indian subcontinent, turkish steppe nomads, and african iron kingdoms. i've just about totally reworked the races. humans are the same. dwarves are slightly different (main difference is a Dex penalty instead of Cha, but an armor bonus from thick skin). none of the other PHB races exist. goblinoids are the only humanoid race, and are not genetically or even usually culturally evil. goblins have game-mechanical stats similar to halflings. trolls are just Large size goblins, and hobgoblins are people with a mixture of goblinoid and human blood. goblins and hobgoblins are very common and available as PC races. aasimars, tieflings, and genasi (the [i]beni azalim, beni umashim,[/i] and [i]beni djinn[/i] as they are called in this world) are all templates so they can apply to any race and not just humans. all PHB classes are in, as are the samurai (called the [i]kshatriya[/i]) and shaman from OA. many classes have one or two additional class skills. druids (renamed [i]kahins[/i]) don't have that silly armor and weapon restriction, but are only proficient in simple weapons and light armor. bards (renamed [i]rawis[/i]) get 6 skill points per level, but their perform-related abilities are now almost all language-dependent (since rawis give extemporaneous speeches or tell stories rather than sing or play music). this is a bigger limitation that it might first seem because this world lacks the concept of a "Common" language. paladins (renamed [i]ghazis[/i]) can choose to have their [i]detect[/i] and [i]smite[/i] abilities work against chaos instead of evil, since the only god that allows ghazis is Lawful Neutral and thus actually more concerned with fighting Chaos than Evil. ghazis can freely multi-class with cleric of the same deity. monks are now explicitly tied to certain religious orders, and may freely multi-class with cleric of the same deity. rangers can choose to focus on melee, missile, or mounted combat. melee gets TWF at 1st level and Ambidexterity at 2nd. missile gets Point Blank Shot at 1st and Precise Shot at 2nd. mounted gets Mounted Combat at 1st and Ride-By Attack at 2nd. these aren't "virtual" feats; they aren't limited by what type of armor the ranger is wearing. they are [i]bonus[/i] feats, which means you must meet all prerequisites to gain the benefits. so no dual-wielding rangers unless they have Dex 15+. sorcerers power their magic internally, and thus don't need to use material components unless they are given an explicit gp cost. wizards power their spells by bargaining with outsiders: azalim (celestials), umashim (fiends), or djinn (any type of elemental genie). this is just a special effect and doesn't have any game rules, but if anyone runs a wizard in this world, i'll make sure to have this affect the campaign in subtle (or maybe not-so-subtle) ways. i've decided not to use any official prestige classes -- only homebrewed PrCs that are based on organizations or cultural "fighting styles" or "magical traditions." i have my own aforementioned celestials (the azalim, who are any Lawful instead of any Good), fiends (the umashim, who can be CE, NE, or CN), and djinn (all types of elemental genies). i'm also making up my own dragons (who are elemental-based instead of metal- or color-coded) and giants. whew! i guess i'm changing more than i thought. i didn't realize how long this was going to be when i sat down to write it. i had been thinking my changes weren't all that extensive. [/QUOTE]
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