Sell Me DawnForge

Belegbeth said:
I don't mean to bitch, but quick comments like this aren't very helpful. Why bother to post them? I can count on four hands the number of times my first impressions of products have been wrong (3rd edition DnD being one of them). If someone is deliberating about purchasing a product, a random person's "first quick take" is hardly going to help them, and might actually lead them to make the wrong choice.
Don't mean to bitch back, but I wouldn't have posted if the skim through wouldn't have been thoroughly enough to persuade me that it won't change so fast. I have only changed my "posted" mind once about a book.

Sorry if I wasn't helpful :D
 

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I'm running a Dawnforge campaign since January (we play every 3-5 weeks) - and it's my favorite D&D/d20 setting by far. I'd love to play in a Scarred Lands campaign, and I really enjoyed GMing my GURPS Midnight mini-campaign - but DF is the only setting I'm actually willing to GM under d20.

Why?
Because I'm the GM, and I usually love to homebrew, hate metaplots, and prefer GURPS for most of my games anyway - but Dawnforge is perfect for d20. It allows tons different PC races, cool new classes (the spirit adept rocks mightily), and gives the PCs the real chance to actually determine the fate of their race, culture, or world.
YOU want to slay *the* medusa? You can.
YOU want to carve out your own kingdom from wild and unexplored lands teeming with strange beasts? You can.
YOU want to heal the impending schism of the elven race? Or save the tiefling race from certain damnation? You can.
YOU want to become the first prophet of a new religion, leading the way for a new god? You can.
YOU want to become a god? Well, you can at least try...
 

I've been running a Dawnforge campaign since February and t everyone is really enjoying it. The players get excited when they level up (everyone is 3rd level now) because of all the Talents and Transformations that allow them to customize their characters. The consensus is that Ogres are among the most powerful of the races (if not the most powerful) and Night Elves are among the weakest.
The world is a good one, but be prepared to do a lot of fleshing out. I would suggest starting in one place and detailing it as much as necessary. I made the mistake of having the party travel a lot and I've had to detail more things than I wanted to. Right now, they are in Vardukan (a dwarven city that has been flooded) and are getting ready to help search the underwater parts of the city.
 

Yeah ogres seemed to be a little bit better than minotaurs... except for the natural weapons.

Barbarian fighter comparison.
 

Thanks for more responses.

I find that I enjoy reading campaign settings/rulebooks more than novels, so even if I do not use Dawnforge, I will probably enjoy the read.

I do also plan on getting in the future Midnight. The Midnight campaign setting is one that I would be more interested in than my players. My players like to play in heroic, epic high adventure. Midnight might be to dark for their tastes, being the fact that you will probably lose in the end.

I also plan on geting Eberron when it comes out.

BTW for those that have run it, what base D&D classes did you decide to not use.
 

Sargon said:
BTW for those that have run it, what base D&D classes did you decide to not use.
I don't use paladins or monks. The spirit adept was designed as an alternative to both classes, although they aren't specifically forbidden in the core rulebook.
 


I actually use all "core" classes except druids and clerics - and I've added quite a few more classes and house rules (mostly from Complete Warrior and Unearthed Arcana):



HOUSE & CAMPAIGN RULES

Creation

- the abilities of a PC have to be rolled up with one of the approved methods (see the relevant file)

- PCs may choose up to 2 Traits (usually at first level)

- PCs may choose up to 2 Flaws (usually at first level). Taking one flaw at 1st level gives one bonus feat at 1st level. Taking a second flaw at 1st level gives one bonus feat at 5th level (or later)

- all racial transformations which according to DF01 "can only be taken at 4th level" can also be taken at level 2.

- alignment follows the rules from the Book of Hallowed Might (p.14).

- new PCs (e.g. to replace dead PCs) start with 90% of the XP total of the active PC with the least amount of XPs in the party.


Classes

Bard (bardic sage, savage bard, divine bard)

Barbarian (totemic barbarians [lizardfolk], barbarians with "whirling rage")

Battle Sorcerer

Disciple (cloistered cleric)

Fighter (thug)

Hexblade [night elf, tiefling]

Monk [yuan-ti]

Paladin (paladin of freedom, paladin of tyranny)

Psion [yuan-ti]

Psychic Warrior [yuan-ti]

Ranger (rangers with favored environment)

Rogue

Shaman

Spirit Adept

Sorcerer

Soulknife [yuan-ti]

Swashbuckler [saltbloods]

Wilder [yuan-ti]

Wizard


Weapon Group Feats at 1st Level

all: Basic

Bard: + any two

Barbarian: + any three

Battle Sorcerer: + any one

Disciple: + any two

Fighter*: + any four

Hexblade: + any three

Monk: + Monk + any one

Paladin: + any three

Psion + any one

Psychic Warrior: + any two

Ranger: + any three

Rogue: + any two

Shaman: + any one

Spirit Adept: + any two

Sorcerer: + any one

Swashbuckler: + Light Blades + any two

Wizard: + Crossbow


(*) may choose Weapon Group as a fighter bonus feat




Death & Dying

- death may occur at -CON

- death at -CON may be prevented by a successful fortitude save
(DC= 15 + lost hps beyond -CON)

- a successful survival roll like this requires a further roll to determine the type and amount of permanent ability damage taken

- "Death through massive damage" results "only" in immediate hp loss to -1 hp(or 2 pts. above the death threshold of -CON in the case of a natural "1" on the saving throw)

- "Death through massive damage" is linked to the victim's size:

The threshold is T = M + 2*HD

[HD hit dice or level, M = 25 for medium sized creatures +/- 5 per size category]

The fortitude saving throw has the DC = 15 + 1 per full 5 pts. lost hp beyond the threshold

[Example: a human fighter of 9th level has a threshold of 25+18=43; an average fire giant has a threshold of 30+30=60]


Magic

- all spellcasters are treated as if they had the Eschew Materials feat

- all spells use the Recharge option

- Spelltouched feats are allowed

- the "Magic Rating" system for determining effective caster level is in effect

- certain extremely rare materials allow the application of metamagical effects "for free", i.e. without having the metamagic feat and without any level-adjustment for the spell
Hero Points

- the GM *may* give out a Hero token to reward extremely courageous and/or heroic behaviour of a PC.
One such token may be spent to receive one of the following effects: +20 to any one roll or check, immediate recovery of 2 hit points per Con modifer (if positive) and character level,
immediate recharge of any one spell level just used by the caster, automatic threat by the character, automatic miss against the character, one major but accidental change of the social or physical environment (e.g. one of the guards is your cousin, there's a convenient raft tied up by the river, the key is in the flower pot, there are unguarded horses standing outside, etc…)


Sanity

The sanity rules are in effect.
However, actual sanity loss requires more than "normal" monsters.
Sources may be:
- some aberrations
- some outsiders (especially "far realm" ones)
- some fiends
- some undead
- all "madness" effects (e.g. Allip)
 

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