Midkemia Character Builder for D&D 4.0

bobcat_grad

First Post
I'm in the process of building a character builder for use with D&D 4.0 but centered around the Raymond Feist's world of Midkemia (from books like Magician:Apprentice, Magician:Master, Silverthorn, and The Darkness at Sethanon).

It's meant to be used side by side with the D&D Insider Character Builder with the following division of responsibilities:

Midkemian Character Builder:
Race selection, Class Selection, Ability Selection, Skill Training, Backgrounds, Deities, Details, and a configuration section that allows you to make adjustments (based off of selections made in the D&D builder).

D&D Builder:
Powers, Feats, Equipment

I've started a blog detailing the process at World of Midkemia for D&D 4.0 and will be releasing additional posts over the next couple of weeks. As I'm getting the builder ready for a campaign I'll be running in a couple month's time, I will be releasing a version of it with in the month.

For those of you that are fans of the books of Feist and D&D gameplay, take a minute if you can and read the posts and look at the screen shots. Any feed back I get on the content I may incorporate prior to release.

Thanks!

World of Midkemia for D&D 4.0
 

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I don't have the time for an elaborate feedback but I found some possible mistakes.

1) Your races do not seem balanced. I don't know whether that was your design goal or not though.

2) When one compares the "races" in Medkemia when it comes to the fighter role it's

Dwarf > Tsurani > Keshian.

I've taken three of the more traditional martial "races" for comparison. I've only taken 3 for ease of analysis.

Dwarves can fight longer and better then humans, which is one of the factors that allow a smaller number of Dwarves to fight against a larger group. For their smaller size they are stronger and durable then humans.

If you have read the Empire trilogy you would understand that Tsurani soldiers are ridiculously diligent in their training, treating everything like some life and death struggle.

Keshians on the other hand are not necessarily that martial, have you read Prince of the Blood? Its really only the "Dogs of War" that are martial. For the most part Keshians resemble more the Eastern side of the Kingdom rather then the more frontier parts such as Crydee.

However when looking at your race bonuses Keshians seem to be overpowered as a choice for fighter. They get +2 to Str and Con, they have more skill bonuses (+9 in total) again all to skills fighters find important. Furthermore they get a natural armour bonus, better charging abilities AND an encounter power for extra hitting and damage.

Dwarves on the other hand aren't physically as strong as them. This means that in certain cases they will be at a -1 to hitting and damaging when they use strength. And they only slightly outshine Keshians in their legendary Dwarven Endurance. On another note whatever you do, give them the power to never get lost underground. It's a minor, but very telling difference in their race

Tsurani are peculiar in your game. In the novels their military strategies usually revolve around going head first into the enemy. No guile, no real strategy. However in your game they seem to be the "Rogue race". It's an interesting choice. However the thought of Tsurani armed almost solely with short swords bothers me for some reason, and daggers seem laughable.

3) Eledhel, Moredhel and Glamredhel are not three different races. You might want to read the chapter where the Elf "returns", he fits right in for a reason. The change was mostly internal. It's nice if you want more diverse races but it doesn't reflect the stories as well.

Also Tsurani have more innate dexterity and stealth then Elves and can therefore, on average outshoot them. Except of course in the forest where Elves have a stealth advantage, but only about half the one Tsurani usually have

4) Perhaps you'll want to strip ability and certain other bonusses away from the races. Instead of that give each race a choice of Backgrounds that only that race can have. This means that 2 Keshians can be totally difference since one has a "Dog of War" background which resembles the bonuses you gave them while a "Noble" background would resemble some of the more refined Keshians. Do of course allow people access to the mechanical aspects of the background while ignoring the "fluff" around it. A Keshian Noble or Courtesan background might have the right mechanics for a Keshian rogue for instance.

This would require more knowledge of the books however but would allow for a more versatile system to truly mirror the books.

Hmm, not too bad for an idea I thought up while writing this post.
 

I see what you're saying

To be honest, I've spent the bulk of my time getting the features and functions of the application working and not as much time on the details of race design (beyond making the choice).

You make some good points regarding the Tsurani and I will revisit the race. One of the reasons I'm doing the preview posts (and why I did the races first) is to get feedback from Midkemia fans to point out inconsistencies or offer advice. Regarding the elven races, I know moredhel and eledhel are indistinguishable once they return, but if I didn't sub-divide them, I'd have about 5 races. So, I'm trying to make them similar, but with some different options to give them something unique.

Regarding backgrounds, I actually implemented a background similar to what you mentioned. A more detailed explanation will be put out in a few days on the blog, but here's a summary. Each character has 10 background points to spend. Those points are used to 'purchase' a Geographical, Occupational, Societal, and Player's Choice background. Depending on the benefit conferred by a background, the cost ranges from 1-6. So you could take a really great Occupational background, but you'd have to skimp on the other three. It's up to the player. While many of these backgrounds are open to all races and classes, about half of the ones I've come up with so far are only available to certain races and classes - so actually, 'Dog Soldier' is one of the background choices for Keshian (along with Trueblood and some others off the top of my head I can't think of right now.)

Check back in a day or so. I'm doing the write up for classes today, backgrounds are probably going to be tomorrow.
 

Yes, but I should note that in my concept, Kesians wouldn't have +2 to Strength and Constitution unless they have the Dogs of War background.

It simply doesn't fit with the culture for another BUT then to have so many advantages martially. But anyway, enjoy.
 

Yes, but I should note that in my concept, Kesians wouldn't have +2 to Strength and Constitution unless they have the Dogs of War background.

It simply doesn't fit with the culture for another BUT then to have so many advantages martially. But anyway, enjoy.

I'm confused by the last part. The backgrounds will not confer any ability bonuses, mostly just skill bonus, perhaps a weapon proficiency, using Dex as a base for hitpoints instead of Con, etc.

I'm not sure how conferring abilities to a sub-race (Keshians, who are humans) is any less arbitrary and realistic than saying all Elves in D&D get +2 Dex, +2 Wisdom.
 


Apparently I've raised the ire of Raymond Feist himself and have been warned to not proceed with any additional publishing of information on this project.

So.... that's all folks.
 

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