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Stone Age D&D Games?
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<blockquote data-quote="Bryan898" data-source="post: 1986832" data-attributes="member: 9085"><p>I'm assuming that by stone age we're talking about the time before the agricultural revolution, when they lived in shelters and made a living of hunting and foraging (the Paleolithic Stone Age).</p><p></p><p>If I were building a campaign in this sort of environment I would make heavy use of Unearthed Arcana as it has some good ideas in it.</p><p></p><p>The Defense Bonus Variant: A perfect answer to the lack of armor. Of course you could make armor available , such as an armor made of bulette hide, but I couldn't see such armor having a great AC penalty.</p><p></p><p>I would actually keep most of the classes, and I truthfully don't see how classes are at all defined by their equipment. Many of the classes I would also use variants of from UA (I enjoy that book immensely for creative campaigns). Totem barbarians would work perfectly in tribes displaying animism. The savage bard could easily be someone that plays the drums or signs war chants. Monks are simply warriors that focus on inner peace and the perfection of the self. Paladins could still be the warriors fighting off the enroaching hordes of goblins and such. Or perphaps follow something more akin to the totem barbarian. Sorcerors control the innate magical powers of the world, shaping them to their own desires... however very few can gain such power. The cave wizards idea was excellent.</p><p></p><p>One of the cooler things you could do with a campaign like this is have it lead into a new campaign setting. They could take part in great battles or build huge monuments that lead into another age. That big stonehenge like monument? It was erected by a small giant tribe in your honor after you saved them from a Behir. The long forgotten tomb of the ancient lich Sardius? That was what happened to your character after the rest of his party died. I always enjoy tying in old characters to newer ones to show that they affect the game world.</p></blockquote><p></p>
[QUOTE="Bryan898, post: 1986832, member: 9085"] I'm assuming that by stone age we're talking about the time before the agricultural revolution, when they lived in shelters and made a living of hunting and foraging (the Paleolithic Stone Age). If I were building a campaign in this sort of environment I would make heavy use of Unearthed Arcana as it has some good ideas in it. The Defense Bonus Variant: A perfect answer to the lack of armor. Of course you could make armor available , such as an armor made of bulette hide, but I couldn't see such armor having a great AC penalty. I would actually keep most of the classes, and I truthfully don't see how classes are at all defined by their equipment. Many of the classes I would also use variants of from UA (I enjoy that book immensely for creative campaigns). Totem barbarians would work perfectly in tribes displaying animism. The savage bard could easily be someone that plays the drums or signs war chants. Monks are simply warriors that focus on inner peace and the perfection of the self. Paladins could still be the warriors fighting off the enroaching hordes of goblins and such. Or perphaps follow something more akin to the totem barbarian. Sorcerors control the innate magical powers of the world, shaping them to their own desires... however very few can gain such power. The cave wizards idea was excellent. One of the cooler things you could do with a campaign like this is have it lead into a new campaign setting. They could take part in great battles or build huge monuments that lead into another age. That big stonehenge like monument? It was erected by a small giant tribe in your honor after you saved them from a Behir. The long forgotten tomb of the ancient lich Sardius? That was what happened to your character after the rest of his party died. I always enjoy tying in old characters to newer ones to show that they affect the game world. [/QUOTE]
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