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General Tabletop Discussion
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Mechanics of Revived Settings; your thoughts?
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<blockquote data-quote="DammitVictor" data-source="post: 7389066" data-attributes="member: 6750908"><p><strong>Spelljammer</strong></p><ul> <li data-xf-list-type="ul">In-depth sailing and nautical combat rules, including 3D tactics. Spelljamming rules, helm rules, drains spells but not <em>all spells</em>. No helmsman subclass, ever, but a feat.</li> <li data-xf-list-type="ul">All kinds of planet-building and sphere-building tools. Think <em>Barbarians of the Aftermath</em>.</li> <li data-xf-list-type="ul">Please, for the love of Gygax, either <em>well-researched, realistic</em> firearms rules or <em>deliberately stylized</em> firearms rules; don't base the firearms rules on a bunch of crap you only think is true.</li> <li data-xf-list-type="ul">No firearm class, please, but feats and combat styles that are compatible with firearms.</li> <li data-xf-list-type="ul">No rules for crippling Clerics outside of their home sphere. Make the intersphere movement of religions a <em>thing</em>, but make it a <em>more interesting thing</em>.</li> <li data-xf-list-type="ul"><strong>Races - Bare Minimum:</strong> Giff, Hadozee, Lizardfolk (with subraces), Orc (with subraces, including Scro), <strong>Races - Better:</strong> Thri-Kreen (with Xixchil subrace) Goblin/Hobgoblin, Bionoid (Elf Subrace). If there's page count to spare, the rest of Chapter Two of <em>Complete Spacefarer's Handbook</em> probably wouldn't be too awful.</li> </ul><p></p><p><strong>Dark Sun</strong></p><ul> <li data-xf-list-type="ul"><strong>Races - Minimum:</strong> Athasian subraces for all the standard races that <em>exist</em> on Athas, plus Thri-Kreen (with subraces), Mul, and Half-Giant. <strong>Better:</strong> Aarakocra, Dray (not Dragonborn), Pterran, Gith (with savage Gith subrace). <strong>Best:</strong> A sidebar telling players that if something doesn't <em>exist</em> in the setting, they don't get to <em>play</em> it.<br /> <strong>Classes:</strong> This section needs to be extensively murdered. Basically, I want <em>Dark Sun</em> to be <em>Dark Sun</em>; the 4e approach was <em>adequate</em>, but not what I'd have preferred. This is my <em>best solution</em>:<ul> <li data-xf-list-type="ul">Elemental Domains for the Cleric. Maybe even Paraelemental.</li> <li data-xf-list-type="ul">Templar is a separate class from Cleric. Like a Paladin/Warlock, with a Pact for each Sorcerer-King, and roughly a melee/smite Oath, an EB/blaster Oath, and a protection/healing Oath. (Templar is good for all three, but these are specializations.) Templar replaces Paladin <em>and</em> Warlock.</li> <li data-xf-list-type="ul"><em>Mystic</em>.</li> <li data-xf-list-type="ul">Gladiator subclass for Fighter, "Bard" subclass for Rogue.</li> </ul></li> <li data-xf-list-type="ul">Rules for psionic wild talents that do not cost character resources and that improve with level. Feats that build upon this. A psionic combat system that everyone gets to play with.</li> <li data-xf-list-type="ul">Preserving and defiling rules that make defiling attractive to players.</li> <li data-xf-list-type="ul">Expanded wilderness survival rules, starvation and thirst. Diseases, too.</li> </ul></blockquote><p></p>
[QUOTE="DammitVictor, post: 7389066, member: 6750908"] [b]Spelljammer[/b] [list][*]In-depth sailing and nautical combat rules, including 3D tactics. Spelljamming rules, helm rules, drains spells but not [i]all spells[/i]. No helmsman subclass, ever, but a feat. [*]All kinds of planet-building and sphere-building tools. Think [i]Barbarians of the Aftermath[/i]. [*]Please, for the love of Gygax, either [i]well-researched, realistic[/i] firearms rules or [i]deliberately stylized[/i] firearms rules; don't base the firearms rules on a bunch of crap you only think is true. [*]No firearm class, please, but feats and combat styles that are compatible with firearms. [*]No rules for crippling Clerics outside of their home sphere. Make the intersphere movement of religions a [i]thing[/i], but make it a [i]more interesting thing[/i]. [*][b]Races - Bare Minimum:[/b] Giff, Hadozee, Lizardfolk (with subraces), Orc (with subraces, including Scro), [b]Races - Better:[/b] Thri-Kreen (with Xixchil subrace) Goblin/Hobgoblin, Bionoid (Elf Subrace). If there's page count to spare, the rest of Chapter Two of [i]Complete Spacefarer's Handbook[/i] probably wouldn't be too awful.[/list] [b]Dark Sun[/b] [list][*][b]Races - Minimum:[/b] Athasian subraces for all the standard races that [i]exist[/i] on Athas, plus Thri-Kreen (with subraces), Mul, and Half-Giant. [b]Better:[/b] Aarakocra, Dray (not Dragonborn), Pterran, Gith (with savage Gith subrace). [b]Best:[/b] A sidebar telling players that if something doesn't [i]exist[/i] in the setting, they don't get to [i]play[/i] it. [b]Classes:[/b] This section needs to be extensively murdered. Basically, I want [i]Dark Sun[/i] to be [i]Dark Sun[/i]; the 4e approach was [i]adequate[/i], but not what I'd have preferred. This is my [i]best solution[/i]: [list][*]Elemental Domains for the Cleric. Maybe even Paraelemental. [*]Templar is a separate class from Cleric. Like a Paladin/Warlock, with a Pact for each Sorcerer-King, and roughly a melee/smite Oath, an EB/blaster Oath, and a protection/healing Oath. (Templar is good for all three, but these are specializations.) Templar replaces Paladin [i]and[/i] Warlock. [*][i]Mystic[/i]. [*]Gladiator subclass for Fighter, "Bard" subclass for Rogue.[/list] [*]Rules for psionic wild talents that do not cost character resources and that improve with level. Feats that build upon this. A psionic combat system that everyone gets to play with. [*]Preserving and defiling rules that make defiling attractive to players. [*]Expanded wilderness survival rules, starvation and thirst. Diseases, too.[/list] [/QUOTE]
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