Creamsteak
Explorer
So I'm pondering picking up a second game. I have been running (albeit slowly) a Red Hand of Doom campaign on these boards for a while now. It's going well, and while slow, I'm happy because it's been very consistent and reliable.
This game will make extensive use of The Complete Book of Experimental Might by Monte Cook. It would be extremely helpful if you already have a copy of the book or the pdfs. It isn't absolutely required, but you may find that if your playing without it you may be blind to some of the changes. The book makes numerous class changes and alters the way the game works in some areas.
That out of the way... a brief intro.
This game will not use normal experience and treasure rules. I'm going to try a slightly different technique. After the group completes a major goal, usually including the return trip to some haven like a city, the group will level up. You might gain multiple levels from one adventure in this way. When this happens, you'll also be permitted to match your wealth to the wealth-by-level guidelines.
So, for example, if the group succeeds in an adventure to recover some artifact which they return to Morgrave University, once we resolve everything we would take some time to describe a few months of downtime. During those months, the characters would train, sell off some of their hard earned treasure, work some odd jobs, collect their rewards, and come out with (if 2nd level) about 900 gp worth of equipment at the end of it. In this way, we would follow the wealth by level guidelines as a kind of abstract, and keep everyone on an even playing field at each level.
Character Creation Guidelines
The following guidelines are for the creation of characters for this campaign. While the options are more limited, this is intended to focus/streamline character creation. I'm planning on using everything that is included in The Collected Book of Experimental Might. Because of this, I've tried to focus character creation on those classes offered within. Also note that while I'm allowing the expanded psionics handbook and complete psionics, I'm not allowing the selection of any of the psionic character classes or psionic races.
Ability Scores: 32 point buy.
Hit Points: Con Score + Hit Dice + Con Modifier for first level. 1/2 Hit Dice + Con Modifier + 1 per level thereafter.
Races: Changeling, dwarf, elf, gnome, half-elf, half-orc, halfling, shifter, warforged.
Classes: Cleric, Druid, Fighter, Paladin, Ranger, Runeblade, and Wizard.
Prestige Classes: By approval.
Skills: As detailed in Collected Book of Experimental Might + the additional skills from psionics.
Feats: As detailed in the Collected Book of Experimental Might + Eberron + psionics.
Wealth: Maximum starting gold for your class at 1st level. Average starting gold for all levels thereafter.
This game will make extensive use of The Complete Book of Experimental Might by Monte Cook. It would be extremely helpful if you already have a copy of the book or the pdfs. It isn't absolutely required, but you may find that if your playing without it you may be blind to some of the changes. The book makes numerous class changes and alters the way the game works in some areas.
That out of the way... a brief intro.
"The origin of the warforged, the mystery of the kalashtar, the fall of the giants, the existence of the quori, the dreaming dark, the draconic prophecy, and the mourning. All mysteries to our best and brightest minds. I've taught history here for fifty-five years, and every answer I've seen has just made everything all that much more confusing. The only thing that kept me going for all these years is this: that all of these things seem to be tied together. There's a pattern here. Whether by chance or conspiracy, there's a link between every single one of these mysteries."
--Retired Professor Horus Escletes of Morgrave University
As the above hints, this game is going to be focused heavily on discovery, and the consequences that come with it. The characters should all begin the game with some desire to see questions answered - to find riddles and solve them. That said, this game is not about sleuthing, puzzles, traps, and the ability to roll high on a knowledge check. I want this game to be about swords and sorcery, and people that get their answers by kicking down doors, waking up that which should never be awakened, and revealing the hidden secrets and treasures when you send the beasts back to hell.
This game will not use normal experience and treasure rules. I'm going to try a slightly different technique. After the group completes a major goal, usually including the return trip to some haven like a city, the group will level up. You might gain multiple levels from one adventure in this way. When this happens, you'll also be permitted to match your wealth to the wealth-by-level guidelines.
So, for example, if the group succeeds in an adventure to recover some artifact which they return to Morgrave University, once we resolve everything we would take some time to describe a few months of downtime. During those months, the characters would train, sell off some of their hard earned treasure, work some odd jobs, collect their rewards, and come out with (if 2nd level) about 900 gp worth of equipment at the end of it. In this way, we would follow the wealth by level guidelines as a kind of abstract, and keep everyone on an even playing field at each level.
Character Creation Guidelines
The following guidelines are for the creation of characters for this campaign. While the options are more limited, this is intended to focus/streamline character creation. I'm planning on using everything that is included in The Collected Book of Experimental Might. Because of this, I've tried to focus character creation on those classes offered within. Also note that while I'm allowing the expanded psionics handbook and complete psionics, I'm not allowing the selection of any of the psionic character classes or psionic races.
Ability Scores: 32 point buy.
Hit Points: Con Score + Hit Dice + Con Modifier for first level. 1/2 Hit Dice + Con Modifier + 1 per level thereafter.
Races: Changeling, dwarf, elf, gnome, half-elf, half-orc, halfling, shifter, warforged.
Classes: Cleric, Druid, Fighter, Paladin, Ranger, Runeblade, and Wizard.
Prestige Classes: By approval.
Skills: As detailed in Collected Book of Experimental Might + the additional skills from psionics.
Feats: As detailed in the Collected Book of Experimental Might + Eberron + psionics.
Wealth: Maximum starting gold for your class at 1st level. Average starting gold for all levels thereafter.
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