D&D General Neolithic D&D


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The Players are the real problem here. They need to be wholly on board with this, lest every choice they make ends up making a knight in shining armor, or a swashbuckling sailor from whatever limited resources their given.

Players need to make and play neolithic characters, rather than characters in a neolithic setting.
 

people forget that the Sumerians first emerged in the neolithic culture, though admittedly late neolithic and they didnt become literate until later.

Anyway while I'd get rid of Wizard, thats because the Arcane-Divine split hasnt happened and instead all magic comes from divine bargains. Whether thats Clerics, Warlocks or Scorcerers is cultural but it makes sense for Wise-ones to be holed up in caves and sacred sites carving proto-runes and making 'inspired' paintings. Tattoos also work and are kinda portable. IMC Ive used Quipu (Incan knotted cords) as scrolls to give these wise-ones some flexibility.

IMC I also have Paladins represented by 'Champions' inspired warriors who allow themselves to be possesses by dangerous spirits in order to channel the spirits power.

No heavy armour but Weapons I didnt bother to change since if everyone is using Stone then theres no need, and its easier for me to imaging that my Short sword is made from obsidian shards in a wooden handle than having to actually stat up a new weapon.
Champions, you say...

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Been kicking this idea around since 2E.

Barbarian Handbook and Combat and Tactics.

Few classes wouldn't exist and if you enforced spell components.....

Sulfur would be unavailable in a lot of areas. No wizards limited options for other classes.
 
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I have been nerding out a little over neolithic archaeology, from Gobekli tepe to Catalhoyuk and so on, and I was thinking about how you could do D&D in (a fantastical version of) that time period.

What classes would be important? What races? What equipment? What rules? What changes would you need from typical D&D set in its sort of if you squint Medieval-ish setting to one at the very dawn of civilization?

Have you ever run a neolithic D&D campaign, or other fantasy RPG? How did it go? What sorts of adventures and things did you focus on?
A neolithic version of D&D is not far that removed from Dark Sun. It's probably one of the better starting points if you are not using the Planegea setting, which I am personally somewhat lukewarm about.

I have not personally run a neolithic D&D game, though I have run Paleomythic: A Roleplaying Game of Stone & Sorcery and the Snow & Blood micro-setting for ICRPG. I have Primal Quest but I haven't played it yet. I also worked a bit on creating a paleolithic version of the Odd-like games (e.g., Into the Odd, Mausritter, Cairn, etc.).

I have also mused elsewhere about making a neolithic version of Dragonbane, with the Mage likely being the biggest challenge due to its grimoire. However, there is probably less tinkering involved with Dragonbane than with D&D 5e as Professions amount to a single heroic ability, a small list of core skills, and rolling a d6 for starting gear. The skill and equipment list is also quite mutable.

I would probably eliminate full caster classes or rework them to be half-caster classes.
I would potentially just make them all Warlocks who are dealing with intermediate powers of the world that they don't understand: e.g., Fey Horned Lord, Celestials and Fiends, Primal Spirits, etc. Create about four or so spell lists (e.g., Spirit, Primal, Arcane, etc.), and your patron determines which of those spell lists you choose. With the 2024 version, you could potentially just prohibit Invocations being used for level 6th+ spells or prohbit the grimoire invocation. The ability to prohibit or switch out Invocations probably makes the Warlock the easiest to adjust the dials and knobs of the class.

Champions, you say...
Monte Cook's Arcana Evolved also had Champions, which were sort of like the game's version of clerics/paladins though more like paladins with 5e cleric domain subclasses. Champions had causes like Magic, Death, Life, Battle, etc. I could see Neolithic Champions championing similar cause, but also other ones including Civilization/Cities, Nature, Commerce, or Exploration.

Also major props for having a Champion of Labor. In a campaign about five years ago, I played my Dwarf Forge Cleric as an exactly that. I had full control over the nature of my deity, so they had a male and female aspect. The male aspect was the miner and smith, as represented by the hammer, while the female aspect was the farmer and brewer, as represented by the sickle. Loads of fun.
 

The Third and Fourth Ages (and the end of the Second Age) of JRR Tolkien’s legendarium correspond to a fantastical Neolithic. There's even a fantasy Atlantis to explain where all the megalithic building is coming from. It probably helps to have a lower magic level than default 5E, so you might be able to use AiME for this.
 




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