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Ideas for an Age of Legends game
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<blockquote data-quote="Steverooo" data-source="post: 1560640" data-attributes="member: 9410"><p>Well, depending upon where you want to go, here are a bunch of ideas that you can accept/reject...</p><p></p><p>First, simply tell all the players that, in the Age of Legend, they are all immortal, unless slain... Thus, no aging. Unless killed, you will live forever. (It has no real game effects, it's just cool!)</p><p></p><p>Next, you might want to say that magic items simply don't exist. Instead, as PCs advance, they gain powers equal to the DMG prices (doubled for slotless items). So, for 4,000 GP, you can gain +5 to Move Silently (as slotless Boots of Elvenkind), or for 2,000 attack @ +1 (as though with a magic weapon). Such magical effects are innate to the PCs, and cannot be dispelled, disjoined, etc. They are Extraordinary abilities.</p><p></p><p>As PCs rise in power, they can add new abilities (Ghost Touch, Flaming, spell-like effects, whatever) as new Extraordinary effects that their PCs have learned to do.</p><p></p><p>In each PC's case, their powers should fit into their class, and character concept. Gandalf, for example, used fire magics. A similar PC might want the Extraordinary powers of such things as Rings of Fire Resistance and Shooting Stars, etc. Later, Magic (+1) weapons, then the flaming ability. Another PC's powers might revolve around Shadow, granting immunity to level draining and/or STR drain, and bonuses to Hide, for instance...</p><p></p><p>At the start of the game, ask the players what they would like their PCs to be able to do, if they could do ANYTHING. Encourage them to go on, in detail. Then, pick three things ordinarily outside the rules, which fit with the character concept, and grant them as Extraordinary Abilities to that PC.</p><p></p><p>These should be things unique to that PC, and things that they can do without trying, and without fail. It shouldn't be spell-like, shouldn't be too powerful (certainly not game destroying), but should be fun, unique, and useful at least once in a game session. The Gandalf-guy might be able to use any fire-based Cantrip at will, without memorization or using up a spell slot. The Shadowdancer might be able to Shadow-jump at will. A Barbarian, Fighter, or Ranger might always be able to find enough fibers to make 60' of rope in any terrain, etc.</p><p></p><p>By putting the abilities of "magic items" within the PCs, instead, it vastly changes the flavor of the game. "Kill'em an' take their stuff" becomes very unimportant, as stuff no longer holds any power - the PCs (and NPCs) now do! Hence, experience becomes the important factor.</p><p></p><p>The extra, Extraordinary Abilities also allows for a bit of extra character customization. A Monk could choose Uncanny Dodge, for example, as could a Fighter or Ranger. A Barbarian or Rogue could start with it, learning a new ability when they "ought" to be learning that one...</p><p></p><p>You might also want to allow some abilities to increase with levels, as a Monk's running abilities do. Or not... Use any ideas, here, that you like, and junk the rest...</p></blockquote><p></p>
[QUOTE="Steverooo, post: 1560640, member: 9410"] Well, depending upon where you want to go, here are a bunch of ideas that you can accept/reject... First, simply tell all the players that, in the Age of Legend, they are all immortal, unless slain... Thus, no aging. Unless killed, you will live forever. (It has no real game effects, it's just cool!) Next, you might want to say that magic items simply don't exist. Instead, as PCs advance, they gain powers equal to the DMG prices (doubled for slotless items). So, for 4,000 GP, you can gain +5 to Move Silently (as slotless Boots of Elvenkind), or for 2,000 attack @ +1 (as though with a magic weapon). Such magical effects are innate to the PCs, and cannot be dispelled, disjoined, etc. They are Extraordinary abilities. As PCs rise in power, they can add new abilities (Ghost Touch, Flaming, spell-like effects, whatever) as new Extraordinary effects that their PCs have learned to do. In each PC's case, their powers should fit into their class, and character concept. Gandalf, for example, used fire magics. A similar PC might want the Extraordinary powers of such things as Rings of Fire Resistance and Shooting Stars, etc. Later, Magic (+1) weapons, then the flaming ability. Another PC's powers might revolve around Shadow, granting immunity to level draining and/or STR drain, and bonuses to Hide, for instance... At the start of the game, ask the players what they would like their PCs to be able to do, if they could do ANYTHING. Encourage them to go on, in detail. Then, pick three things ordinarily outside the rules, which fit with the character concept, and grant them as Extraordinary Abilities to that PC. These should be things unique to that PC, and things that they can do without trying, and without fail. It shouldn't be spell-like, shouldn't be too powerful (certainly not game destroying), but should be fun, unique, and useful at least once in a game session. The Gandalf-guy might be able to use any fire-based Cantrip at will, without memorization or using up a spell slot. The Shadowdancer might be able to Shadow-jump at will. A Barbarian, Fighter, or Ranger might always be able to find enough fibers to make 60' of rope in any terrain, etc. By putting the abilities of "magic items" within the PCs, instead, it vastly changes the flavor of the game. "Kill'em an' take their stuff" becomes very unimportant, as stuff no longer holds any power - the PCs (and NPCs) now do! Hence, experience becomes the important factor. The extra, Extraordinary Abilities also allows for a bit of extra character customization. A Monk could choose Uncanny Dodge, for example, as could a Fighter or Ranger. A Barbarian or Rogue could start with it, learning a new ability when they "ought" to be learning that one... You might also want to allow some abilities to increase with levels, as a Monk's running abilities do. Or not... Use any ideas, here, that you like, and junk the rest... [/QUOTE]
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