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Stone Age d20?
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<blockquote data-quote="Gez" data-source="post: 498001" data-attributes="member: 1328"><p>We did it also !</p><p></p><p>From what I remember (it's old), we allowed only the classes of</p><p>Bard,</p><p>Hunter,</p><p>Warrior,</p><p>Druid, and</p><p>Sorcerer.</p><p></p><p>Hunter was a variant ranger, made for that setting, without spell but with sneak attack and some bonus feats. Warrior was a variant figther, with bonus feats and bigger HD, that had the capacity to take Rage feat to emulate a barbarian.</p><p></p><p>The setting was too new to have classical deities, the gods were still primal being uncaring for followers. So, no cleric (except some rare, very rare NPCs living in strange places). Wizardry was not yet defined, so no wizards. Barbarians and fighters were meld into one, ranger and rogue were meld also. Bards were changed to be less minstrels and more lorekeepers (most notably, their alignment restriction was "any non-chaotic" rather than "any non-lawful").</p><p></p><p>We also set up a serie of totems and taboo, each character and each tribe having a totem; each tribe having a serie of taboos. Totems gave special abilities, breaking a taboos would make you lose these abilities until you atone.</p><p></p><p>Race-wise, we used human (sapiens sapiens), "trusk" (sapiens neanderthalensis; +2 Str -2 Int +2 Wis -2 Cha, shy and less smart than their younger cousins, but wiser than they look), gnome (the forest gnomes subrace, but with -2 Str, +2 Dex), elves (with -2 Str, +2 Dex, -2 Con, +2 Cha IIRC), and halflings (-4 Str, +4 Dex, -2 Con). Dwarves also existed, but, as the most technically advanced race, couldn't be played.</p><p></p><p>We made a symbolism between the races and the primal deities. </p><p></p><p>Dwarves and halflings were children of Ouranos, the (rather lawful) Sky Father. Dwarves, notably, rode griffins and searched for starsteel, metal fallen from the sky as gift from Ouranos, to forge and model into tools and weapons. Halflings rode giant owl and served as messengers.</p><p></p><p>Elves and gnomes were children of Gaia, the (rather chaotic) Earth Mother. Elves were made for the fun, and (involuntarily) served as buffoon for her. In other words, they are a mystic people, that frequently receive "geas" during their dream and go out on strange quest thereafter. Gnomes were made for work, as protectors of Gaia and her creations (including against Gaia's own chaotic creative urges -- she enjoyed doing things like creating ex-nihilo a giant herd of trampling mammoths near a little forest, because a giant herd of mammoths trampling over trees is <em>fun</em>, as is fun a little fiery volcano in a dull flat plain; you see, that sort of mindset).</p><p></p><p>Humans and trusk were made by Azd, the Sun, as an effort to bring balance to the world. The older trusk, sometimes a bit dumb, proved a failure, so the new humans were created. They proved a failure also, because their first reflex (typical of mankind), was to start exterminating the trusks, "because it's their fault".</p><p></p><p>Cosmologically, we had a little fun, everything in the creation having been made either by Azd, ruler of What-Is; and Nocte, ruler of What-Was and What-Will-Be. But, bursting from nowhere came What-Can't-Be, the sum of all that was rejected from What-Is, What-Was, and What-Will-Be, and their was a war during which What-Can't-Be was finally cast out, but not after having corrupted some of Azd and Nocte's children. Aberrations, oozes, undead, pseudonatural creatures, and chimeric beasts -- all that is the creation of What-Can't-Be. Nocte's chosen children, the orcs and hobgoblins, were corrupted and tried to make more of What-Can't-Be come into the world (orcs, for example, where necromancers).</p></blockquote><p></p>
[QUOTE="Gez, post: 498001, member: 1328"] We did it also ! From what I remember (it's old), we allowed only the classes of Bard, Hunter, Warrior, Druid, and Sorcerer. Hunter was a variant ranger, made for that setting, without spell but with sneak attack and some bonus feats. Warrior was a variant figther, with bonus feats and bigger HD, that had the capacity to take Rage feat to emulate a barbarian. The setting was too new to have classical deities, the gods were still primal being uncaring for followers. So, no cleric (except some rare, very rare NPCs living in strange places). Wizardry was not yet defined, so no wizards. Barbarians and fighters were meld into one, ranger and rogue were meld also. Bards were changed to be less minstrels and more lorekeepers (most notably, their alignment restriction was "any non-chaotic" rather than "any non-lawful"). We also set up a serie of totems and taboo, each character and each tribe having a totem; each tribe having a serie of taboos. Totems gave special abilities, breaking a taboos would make you lose these abilities until you atone. Race-wise, we used human (sapiens sapiens), "trusk" (sapiens neanderthalensis; +2 Str -2 Int +2 Wis -2 Cha, shy and less smart than their younger cousins, but wiser than they look), gnome (the forest gnomes subrace, but with -2 Str, +2 Dex), elves (with -2 Str, +2 Dex, -2 Con, +2 Cha IIRC), and halflings (-4 Str, +4 Dex, -2 Con). Dwarves also existed, but, as the most technically advanced race, couldn't be played. We made a symbolism between the races and the primal deities. Dwarves and halflings were children of Ouranos, the (rather lawful) Sky Father. Dwarves, notably, rode griffins and searched for starsteel, metal fallen from the sky as gift from Ouranos, to forge and model into tools and weapons. Halflings rode giant owl and served as messengers. Elves and gnomes were children of Gaia, the (rather chaotic) Earth Mother. Elves were made for the fun, and (involuntarily) served as buffoon for her. In other words, they are a mystic people, that frequently receive "geas" during their dream and go out on strange quest thereafter. Gnomes were made for work, as protectors of Gaia and her creations (including against Gaia's own chaotic creative urges -- she enjoyed doing things like creating ex-nihilo a giant herd of trampling mammoths near a little forest, because a giant herd of mammoths trampling over trees is [i]fun[/i], as is fun a little fiery volcano in a dull flat plain; you see, that sort of mindset). Humans and trusk were made by Azd, the Sun, as an effort to bring balance to the world. The older trusk, sometimes a bit dumb, proved a failure, so the new humans were created. They proved a failure also, because their first reflex (typical of mankind), was to start exterminating the trusks, "because it's their fault". Cosmologically, we had a little fun, everything in the creation having been made either by Azd, ruler of What-Is; and Nocte, ruler of What-Was and What-Will-Be. But, bursting from nowhere came What-Can't-Be, the sum of all that was rejected from What-Is, What-Was, and What-Will-Be, and their was a war during which What-Can't-Be was finally cast out, but not after having corrupted some of Azd and Nocte's children. Aberrations, oozes, undead, pseudonatural creatures, and chimeric beasts -- all that is the creation of What-Can't-Be. Nocte's chosen children, the orcs and hobgoblins, were corrupted and tried to make more of What-Can't-Be come into the world (orcs, for example, where necromancers). [/QUOTE]
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