Iron_Chef
First Post
NO MAGIC OPTION
Everything at level 1 is the same. But when you level, you don't gain a new HD, only your CON bonus. With no magic to complicate matters, this seems a quick-n-dirty solution to running that kind of setting using 3e. All "magic" is essentially parlor tricks using craft (alchemy), sleight of hand or the perform skill, or perhaps the heal skill in the case of clerical "miracles." All spell-like and supernatural abilities are removed; only extraordinary abilities are unaffected.
The only class needed is the expert, with the following modifications: The expert gets bonus feats as a fighter does, but he may choose his bonus feats from the full list available. In addition, he may either choose either the "Offense" or "Defense" option at creation.
Offense Option: BAB as fighter, one good save of his choice, 4 skill points + Int mod/level (x4 at first level).
Defense Option: BAB as rogue, two good saves of his choice, 8 skill points + Int mod/level (x4 at first level).
Non-human races and PrCs would need to be carefully evaluated, modified or restricted (DM's call). Monsters would be ridiculously rare, natural creatures misinterpreted by peasants into being supernatural menaces or absent altogether.
Most DMG XP awards are halved and "leveling" requires twice as much XP.
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LOW MAGIC OPTION
To introduce some magic in, you can use arcane and divine magic either as per Call of Cthulu d20 (where anyone can learn spells but spells cause ability damage or other nastiness to cast), or you can limit all spells to 3rd level, making arcane or divine caster classes 5 level PrCs that can be multiclassed into at 3rd level.
Arcane PrC Prereqs: 5+ ranks Spellcraft (or Occult Lore if using Call of Chtulhu), 4+ ranks Profession (Occultist).
Divine PrC Prereqs: 8+ ranks Knowledge (Religion), 4+ ranks Profession (Cleric).
One could even limit magic to the "invisible" kind, any spells with a perceivably supernatural manifestation are removed, leaving buffs, curses, emotion affecting, enchantments, fear, and other "invisible" spells. Fireball, Summon Monster and Teleport would not exist, for example. "Miracles" (magic) might sometimes be accompanied by some obscure sign or portent (interpreted by the caster), which can be pointed out to "prove" the existence of magic (according to the caster, but easily dismissable by anyone else).
Other "magical" classes, like the bard, healer, marshall or paladin (from the MHB) could also work as 5 level PrCs.
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Anyway, these are just a bunch of ideas right off the top of my head, which I'm thinking of using for a campaign or two I'm considering without switching rules sets. Please point out any problems my house rules might cause. Hope they prove useful to others interested in a "grim and gritty" setting (historical, mythical or otherwise). They might be real good for settings like Harn, Lankhmar, etc. when you want to use d20 for its convenience (everybody playing knows the rules).
Everything at level 1 is the same. But when you level, you don't gain a new HD, only your CON bonus. With no magic to complicate matters, this seems a quick-n-dirty solution to running that kind of setting using 3e. All "magic" is essentially parlor tricks using craft (alchemy), sleight of hand or the perform skill, or perhaps the heal skill in the case of clerical "miracles." All spell-like and supernatural abilities are removed; only extraordinary abilities are unaffected.
The only class needed is the expert, with the following modifications: The expert gets bonus feats as a fighter does, but he may choose his bonus feats from the full list available. In addition, he may either choose either the "Offense" or "Defense" option at creation.
Offense Option: BAB as fighter, one good save of his choice, 4 skill points + Int mod/level (x4 at first level).
Defense Option: BAB as rogue, two good saves of his choice, 8 skill points + Int mod/level (x4 at first level).
Non-human races and PrCs would need to be carefully evaluated, modified or restricted (DM's call). Monsters would be ridiculously rare, natural creatures misinterpreted by peasants into being supernatural menaces or absent altogether.
Most DMG XP awards are halved and "leveling" requires twice as much XP.
__________________
LOW MAGIC OPTION
To introduce some magic in, you can use arcane and divine magic either as per Call of Cthulu d20 (where anyone can learn spells but spells cause ability damage or other nastiness to cast), or you can limit all spells to 3rd level, making arcane or divine caster classes 5 level PrCs that can be multiclassed into at 3rd level.
Arcane PrC Prereqs: 5+ ranks Spellcraft (or Occult Lore if using Call of Chtulhu), 4+ ranks Profession (Occultist).
Divine PrC Prereqs: 8+ ranks Knowledge (Religion), 4+ ranks Profession (Cleric).
One could even limit magic to the "invisible" kind, any spells with a perceivably supernatural manifestation are removed, leaving buffs, curses, emotion affecting, enchantments, fear, and other "invisible" spells. Fireball, Summon Monster and Teleport would not exist, for example. "Miracles" (magic) might sometimes be accompanied by some obscure sign or portent (interpreted by the caster), which can be pointed out to "prove" the existence of magic (according to the caster, but easily dismissable by anyone else).
Other "magical" classes, like the bard, healer, marshall or paladin (from the MHB) could also work as 5 level PrCs.
_______________
Anyway, these are just a bunch of ideas right off the top of my head, which I'm thinking of using for a campaign or two I'm considering without switching rules sets. Please point out any problems my house rules might cause. Hope they prove useful to others interested in a "grim and gritty" setting (historical, mythical or otherwise). They might be real good for settings like Harn, Lankhmar, etc. when you want to use d20 for its convenience (everybody playing knows the rules).