OGL Swords & Sorcery?

RFisher said:
Never get rid of gaming material. You may be thinking it's unlikely to be used today, but tomorrow it'll be exactly what you need.
Unfortunately (and embarrassingly) I was put in a position where I could either sell it and eat or have it be destroyed and not eat...
I couldn't decide whether I wanted to split BAB between melee & ranged. You could make it cost more, but I don't think you'd have to. Max-ranks based on level ensures that it can't get too out of control like it could in a more "pure" skill-based system. In a S&S campaign, I don't mind everyone maxing BAB. (Though I doubt my group would.) That may even be part of this idea's appeal when juxtaposed against standard D&D.

Having the characters have to split their BAB between attack bonus & defense bonus (rather than having a separate defense skill) can also be interesting. Without the ever increasing hp, people are probably going to be more concerned with defense than attack bonus.
I kind of dig the idea of all PCs just having full BAB, but I'm also torn the same way I am between having a few more generic classes and actually having a bunch of class options... I like Hobo's options for other classes to include, because with just Barbarian, Fighter and Rogue I don't think it'd be quite worth it for me.
Mythmere1 said:
I agree with the gang that says D&D has to be mashed a bit to fit it into a real sword and sorcery style, although 1e and 3e both presuppose a fairly sword & sorcery world -- it's just that then the rules establish a higher fantasy ... um, interface, I guess is the best word I can come up with. Combat in D&D doesn't get lethal until it hits a certain point; great for wargaming and high fantasy, not quite the S&S feel. You can add a critical hit table to get closer, but D&D is intrinsically higher fantasy than the original pulp stories.
I'm sure that I can cobble together something, it's just a matter of weighing the hassle of staying with D&D and kit-bashing (which is why I was asking, really, to get some good materials to work with) vs. the hassle of getting my players to deal with Savage Worlds.

One other thing: Has anyone got any other suggestions for classes that would be good for S&S-style D&D? (Especially stuff that's available in an inexpensive pdf...)
 

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Classes from WotC sources

Upon reflection I really think the best PC spellcasting class for an SnS game, if you really want one, is the warlock (Complete Arcane) or possible the Archivist (Heroes of Horror). Both potentially have a desperate feel to me - one from making dark pacts with demonic beings and the other gathering little hidden bits of lore and stealing power from the gods - that can fit into a SnS style game. Experts can be made into a PC class easilly enough, I would just give them non-combat bonus feats at first and every few thereafter. How frequently would depend on what feats they can access and whether or not you use a feat and skill based magic system (if you do they can be your main spellcasters.) Scout (Complete Adventurer) and Swashbuckler (CW) work as well. Depending on what feel you want the classes from Book of Nine Swords could also work for you as non-magic but "special" fighters.
 

kaomera said:
Unfortunately (and embarrassingly) I was put in a position where I could either sell it and eat or have it be destroyed and not eat...

Ah! I understand then.

kaomera said:
One other thing: Has anyone got any other suggestions for classes that would be good for S&S-style D&D? (Especially stuff that's available in an inexpensive pdf...)

It's been a long time since I pursued that route, but I thought some of the classes from the Sovereign Stone d20 book & some of the classes from the Wheel of Time d20 book might have been good.
 

kaomera said:
Has anyone got any other suggestions for classes that would be good for S&S-style D&D?
Apart from Fighter, Barbarian and Rogue, perhaps some of these:

* http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#barbarianVariantTotemBarbarian
* http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#rogueVariantWildernessRogue
* http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#fighterVariantThug
* The spell-free Ranger variant from Complete Warrior, or any other take on this, that appeals.
* I can see a case for certain kinds of casters, depending what writer/subgenre/feel you're mainly drawing from/aiming for, and so on. If they are used, I think they should be significantly lower power than say, the core 3e Sorcerer, and/or have [potential] drawbacks to go with (like Sanity, for example), and possibly be made to multiclass with non-caster classes at least once every two levels.**
* With the above kept in mind, classes like the Binder from the Tome of Magic might work, too. Or hey, the other two, even. "Nifft" (on EN World) has done some great work with the Binder and Shadowcaster in the House Rules forum here, btw.
* If cut down and kept on a leash, I hear the Bo9S could add something of worth here. Again, Nifft has done something with these classes and others, and I've faith it'd be done well.
* The Bruiser, again depending on the style you want, could be cool too.
* Incantations are a good alternative to standard casting, perhaps.

That's just sticking to (basically) D&D, and what's coming to mind right now (apart from saying "d00d! Conan OGL rocks!!"), even though I really want to. :p


** So that, if for example you are using the Wizard class (maybe with some Sanity rules), they might get Fireball at 10th level, assuming they survive that long. In these kinds of cases, I would also recommend removing spells like Teleport from existence.
 
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Midnight is a good source. Not only does it have a great alt.ranger and alt.monk (both spell and supernatural lite, and with a great a la carte menu of build options) but it also comes with yet another version of dangerous and desperate magic that has a more S&S feel than D&D does.
 

Rodrigo Istalindir said:
True20, to me, is the antithesis of Sword and Sorcery. It has exactly the opposite feel.
It is funny how people see different things in game systems. For me, at least, when I started reading True20 and thought about how it would play out, it really felt like Sword & Sorcery was a perfect match. Here is a game where a warrior will not be dependent on magic items to be a total stud at high levels (unlike D&D, for example). In True20 characters like Conan can pick up a handaxe and go on a rampage. In a game like D&D that better be a magical handaxe to be worth it.

I'd be interested to know why you see the opposite.
 

Hobo said:
Midnight is a good source. Not only does it have a great alt.ranger and alt.monk (both spell and supernatural lite, and with a great a la carte menu of build options) but it also comes with yet another version of dangerous and desperate magic that has a more S&S feel than D&D does.
I would note that the rules materials from Midnight is available in the Darkness Falls SRD. I really like the setting, don't have any experience with the mechanics though.
 


Hjorimir said:
For me, at least, when I started reading True20 and thought about how it would play out, it really felt like Sword & Sorcery was a perfect match.

I'd be interested to know why you see the opposite.
For me, this was pretty much my reaction to Blue Rose. And Iron Hereos. But not so much True20.

In comparison with Blue Rose, True20 is more generic. It lacks the rules for dark sorcery, and the wonderful temptations of using Conviction to power it. The fixed Toughness, not increasing with level, makes for a less heroic game. And of course it lacks the rich lich-king and demon-gates, and the "lawful evil" theocracy. Although it was branded as romantic fantasy, I could easily run it as a sword & sorcery campaign, IMO.
 


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