Tonguez
A suffusion of yellow
fusangite said:I'm having trouble imagining D&D classes into an ice age world in which people are struggling for survival. So far, I've decided to get rid of the Fighter, Paladin, Monk and Wizard. It seems to me that Bards, Barbarians, Rangers and Sorcerors can basically be ported in without difficulty but I'm left with the problem of whether and/or how to include Rogues, Clerics and Druids.
Okay firstly the Druid does need work in order to expand its spell list beyond its 'woodland' home. This then will require the DM being a bit more creative - it might be as simple as changing all reference to tree/wood to plant (moving through 12' high savannah grass is the same as moving through trees). IMC I basically turned the Druid into a Shaman by giving him access to the Spirit world and turning his first Animal Companion into a spirit (celestial template).
Clerics depend largely on the complexity of your religion. Do you have an established 'Divine order' beyond that of nature spirits? If yes then use Cleric as is, if not then turn them into Shaman (with their domain spells performed by spirits). Neolithic cultures definately had established gods and even earlier epochs are known to have had some kind on of notion of an 'afterlife'. Its even possibly to combine animism (Shaman spirits) with some form of ~theism. In Polynesia this is done by establishing gods as ancestors to the various spirits eg Tangaroa (god of the Sea) is the ancestor of the Fish and the Waves. Each fish and the waves too have their own spirit which can be invoked by a Shaman, whereas a Cleric would invoke the god directly. It then just means creating appropriate Domains. Also the militant aspect of the Cleric is in fact more logical in a primitive society where even priests need to be able to fight
Basically Druids and Clerics can be used but might require you to customise their spell lists and reimagine the fluff.
Rogues exist in two main forms imc (Mythic Polynesia) first as Scouts mainly using there stealth to check out enemy camps before returning home and second as Runners - a kind of 'Herald' Servants of the Tribal Chief noted for their speed (+10 speed) who act as messengers (ie the pony express without a pony) and rely alot on Charisma. This Rogue will need some fighting ability and 'expertise' so as to rely on dexterirty more than strength in combat.
Polynesia also had 'assassins' the most famous being Fakataupotiki who snuck into the house of an enemy chiefs and killed him with a Stingray barb inserted into his rectum. (I'd use the Scout in this role)
There is also a legend from Hawaii of a Master Thief who was challenged to a thievery competition. A number of theives had to steal as much as they could without getting caught - and they did. However the Master Thief won because he waited till the others had finished and then stole their loot.
Paladin exists imc as 'Spirit Champions' and they act as the chosen 'vehicle' of a Beast Spirit (Clan War-god). The Champion carries the spirit into battle and allows it to feed (Smite) in return for which the Spirit gives the Champion a portion of its power (heal). The Mount becomes an intelligent creature Animal Companion (eg a Shark god sends a Shark companion)
Fighters are needed in a primitive campaign but the feats should be allocated inorder to have they more generalist than anything. - Track for hunting ability etc.
The reduced skill crossclassing requires is probably consistent with the period in which specialisation was required in order to ensure survival.
Hawaiki classes
Warrior (with Feats)
alt.Ranger
Barbarian
Rogue-Runner
Rogue-Scout
PrC Paladin*
PrC BeastRider
Cleric
Navigator (Cleric/Expert)
Druid (Shaman)
Scorcerer
Expert (with a small spell list)
Bard
PrC Loremaster