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What flavor do you use to make your gameworld unique?
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<blockquote data-quote="AFGNCAAP" data-source="post: 2809239" data-attributes="member: 871"><p>Well, my original homebrew idea (which has fallen to the wayside for player interest/demand for Forgotten Realms) was really a mish-mash of lots of things which I liked from various sources: Leiber, Howard, Tolkien, Asprin, the Ultima & Zork series, various D&D bits from modules/books, 80's toy culture (esp. Masters of the Universe, Thundercats, & the D&D toy line), etc. Just what I liked & was interested in all thrown together into one odd mass.</p><p></p><p>However, though I've been able to salvage an idea here or there for the FR game (mainly NPCs & basic plot stuff), I've been working on a whole other homebrew to run afterward. Kinda going out in left field with it, but it's a work of <s>obsession</s> love.</p><p></p><p>Basic idea: The setting uses the Generic classes from <em>Unearthed Arcana</em>, plus a special generic Commoner NPC class to be used alongside the generic PC classes. On top of this, there's:</p><ul> <li data-xf-list-type="ul">No more favored classes (there's only 3 core classes as it is).</li> <li data-xf-list-type="ul">Arcane magic only. No divine magic or psionics. If a spellcaster knows spells from the cleric/druid spell lists, they're arcane spells. Also, all spellcasters are spontaneous spellcasters.</li> <li data-xf-list-type="ul">Dropped a lot of the uber-fantasy weapons like orc double-axes, dire flails, two-bladed swords, etc. Kept more feasible ones like whips, bastard swords, waraxes (dropped the dwarven adjective), hand crossbows, etc.</li> <li data-xf-list-type="ul">Use <em>Unearthed Arcana</em>'s action point, reputation, & contacts systems.</li> <li data-xf-list-type="ul">My version of elves are now Fey creatures rather than Humanoid: They start off with 2 HD of Fey, plus some different abilities (still skilled with bows but not swords; no longer immune to sleep spells, but have a better save vs. magic overall, etc.). Different look overall, too.</li> <li data-xf-list-type="ul">My version of goblinoids are different--now a single race of Monstrous Humanoids rather than just Humanoid (with 2 HD of Monstrous Humanoid), though they can range in height from goblin to half-ogre (though still Medium creatures overall). Proficient with hand & throwing axes (have a culture of the axe much like the elves have a culture of the bow), better saves vs. poison & disease, etc. Different overall look as well.</li> <li data-xf-list-type="ul">Dwarves are now Small-sized, and are a non-magical mix of dwarf, gnome, and halfling stat-wise. Also closest to humans genetically (no half-dwarves; a child is either a dwarf or a human, depending on the mother's race, though the child may be a tad taller/shorter than normal, accordingly).</li> <li data-xf-list-type="ul">Humans are pretty much as is, & still on top of the world.</li> <li data-xf-list-type="ul">Half-elves are still humanoids, though stat-wise, their closer to standard D&D elves. Half-orcs (the half-goblinoids) are closer to half-orcs/orcs/hobgoblins stat-wise (though both are LA +0).</li> <li data-xf-list-type="ul">Only 1 race of giants, who are Large-sized. Like dwarves, they're closely related to humans. Start off with 2 HD of Giant.</li> <li data-xf-list-type="ul">Dragons are warm-blooded omnivores & give birth to live young; they're related to griffons.</li> <li data-xf-list-type="ul">Unicorns are a elven breed or warhorse.</li> <li data-xf-list-type="ul">Dryads, treants, & the like (either sentient, moving plants or plant-bound spirits) are souls/ghosts of dead elves bound to plants (a dryad would be a tree-dwelling ghost; a treant would be a tree awakened by an elf's soul fusing with the tree, etc); based off of an elf tradition of planting a tree seed with an elf's corpse (some entire forests are actually elven graveyards).</li> <li data-xf-list-type="ul">Basilisks are a type of giant cobra.</li> <li data-xf-list-type="ul">Chimeric creatures (like chimeras, centaurs, satyrs, manticores, merfolk, hippogriffs, sphynxes, etc.) are all results of magical experiments from the past.</li> <li data-xf-list-type="ul">Elemental energies (fire, acid, electricity, cold, sonic) are actually harder to master/control than pure magical energies (like force effects)--mainly because it either requires power over the raw elemental power (which is extremely hard) or transmuting magical energy into the element desired (which is just very hard in comparison). Trying to summon & control an elemental is a massive migraine in its own right.</li> <li data-xf-list-type="ul">And if you thought elementals were bad, trying for outsiders like celestials & fiends are even worse (templated creatures aren't as bad, but even the leastest of devils, demons, angels, & the like makes getting an elemental look like finger-painting).</li> <li data-xf-list-type="ul">No Great wheel cosmology: From top to bottom, it's: Heavenly Expanse; Positive Material; Air Elemental & Water Elemental (upper half of elemental sphere); Prime Material, Etheral & Astral (surrounded by elemental sphere); Earth Elemental & Fire Elemental (lower half of elemental ring); Negative Material; Hellish Depths.</li> <li data-xf-list-type="ul">Only magic, silver, & adamant count material-wise for DR bypass; adamantine weapons are high-quality steel with adamant dust added to the mix (rather than adamantine existing as its own metal)--this adamantine combines the qualities of both D&D adamantine & mithral. Items with silver hold enchantments/energy infusions longer. Darkwood is actually sturdy wood like oak or teak that's been soaked in a rich solution of water & adamant dust.</li> <li data-xf-list-type="ul">Prestige Classes made especially for use alongside the Generic classes. Also, it's more rewarding to stay with a single core class (or mutliclassing a core class with specific PrCs), than it is to multiclass with 2 or more core classes (once again, there's only 3 core classes as it is).</li> </ul><p></p><p>I could keep going on, but I won't. It's more like a d20 game than a D&D game; but then again, I wanted a world with its own flavor (rather thna just being just another D&D setting).</p></blockquote><p></p>
[QUOTE="AFGNCAAP, post: 2809239, member: 871"] Well, my original homebrew idea (which has fallen to the wayside for player interest/demand for Forgotten Realms) was really a mish-mash of lots of things which I liked from various sources: Leiber, Howard, Tolkien, Asprin, the Ultima & Zork series, various D&D bits from modules/books, 80's toy culture (esp. Masters of the Universe, Thundercats, & the D&D toy line), etc. Just what I liked & was interested in all thrown together into one odd mass. However, though I've been able to salvage an idea here or there for the FR game (mainly NPCs & basic plot stuff), I've been working on a whole other homebrew to run afterward. Kinda going out in left field with it, but it's a work of [S]obsession[/S] love. Basic idea: The setting uses the Generic classes from [I]Unearthed Arcana[/I], plus a special generic Commoner NPC class to be used alongside the generic PC classes. On top of this, there's: [list] [*]No more favored classes (there's only 3 core classes as it is). [*]Arcane magic only. No divine magic or psionics. If a spellcaster knows spells from the cleric/druid spell lists, they're arcane spells. Also, all spellcasters are spontaneous spellcasters. [*]Dropped a lot of the uber-fantasy weapons like orc double-axes, dire flails, two-bladed swords, etc. Kept more feasible ones like whips, bastard swords, waraxes (dropped the dwarven adjective), hand crossbows, etc. [*]Use [I]Unearthed Arcana[/I]'s action point, reputation, & contacts systems. [*]My version of elves are now Fey creatures rather than Humanoid: They start off with 2 HD of Fey, plus some different abilities (still skilled with bows but not swords; no longer immune to sleep spells, but have a better save vs. magic overall, etc.). Different look overall, too. [*]My version of goblinoids are different--now a single race of Monstrous Humanoids rather than just Humanoid (with 2 HD of Monstrous Humanoid), though they can range in height from goblin to half-ogre (though still Medium creatures overall). Proficient with hand & throwing axes (have a culture of the axe much like the elves have a culture of the bow), better saves vs. poison & disease, etc. Different overall look as well. [*]Dwarves are now Small-sized, and are a non-magical mix of dwarf, gnome, and halfling stat-wise. Also closest to humans genetically (no half-dwarves; a child is either a dwarf or a human, depending on the mother's race, though the child may be a tad taller/shorter than normal, accordingly). [*]Humans are pretty much as is, & still on top of the world. [*]Half-elves are still humanoids, though stat-wise, their closer to standard D&D elves. Half-orcs (the half-goblinoids) are closer to half-orcs/orcs/hobgoblins stat-wise (though both are LA +0). [*]Only 1 race of giants, who are Large-sized. Like dwarves, they're closely related to humans. Start off with 2 HD of Giant. [*]Dragons are warm-blooded omnivores & give birth to live young; they're related to griffons. [*]Unicorns are a elven breed or warhorse. [*]Dryads, treants, & the like (either sentient, moving plants or plant-bound spirits) are souls/ghosts of dead elves bound to plants (a dryad would be a tree-dwelling ghost; a treant would be a tree awakened by an elf's soul fusing with the tree, etc); based off of an elf tradition of planting a tree seed with an elf's corpse (some entire forests are actually elven graveyards). [*]Basilisks are a type of giant cobra. [*]Chimeric creatures (like chimeras, centaurs, satyrs, manticores, merfolk, hippogriffs, sphynxes, etc.) are all results of magical experiments from the past. [*]Elemental energies (fire, acid, electricity, cold, sonic) are actually harder to master/control than pure magical energies (like force effects)--mainly because it either requires power over the raw elemental power (which is extremely hard) or transmuting magical energy into the element desired (which is just very hard in comparison). Trying to summon & control an elemental is a massive migraine in its own right. [*]And if you thought elementals were bad, trying for outsiders like celestials & fiends are even worse (templated creatures aren't as bad, but even the leastest of devils, demons, angels, & the like makes getting an elemental look like finger-painting). [*]No Great wheel cosmology: From top to bottom, it's: Heavenly Expanse; Positive Material; Air Elemental & Water Elemental (upper half of elemental sphere); Prime Material, Etheral & Astral (surrounded by elemental sphere); Earth Elemental & Fire Elemental (lower half of elemental ring); Negative Material; Hellish Depths. [*]Only magic, silver, & adamant count material-wise for DR bypass; adamantine weapons are high-quality steel with adamant dust added to the mix (rather than adamantine existing as its own metal)--this adamantine combines the qualities of both D&D adamantine & mithral. Items with silver hold enchantments/energy infusions longer. Darkwood is actually sturdy wood like oak or teak that's been soaked in a rich solution of water & adamant dust. [*]Prestige Classes made especially for use alongside the Generic classes. Also, it's more rewarding to stay with a single core class (or mutliclassing a core class with specific PrCs), than it is to multiclass with 2 or more core classes (once again, there's only 3 core classes as it is). [/list] I could keep going on, but I won't. It's more like a d20 game than a D&D game; but then again, I wanted a world with its own flavor (rather thna just being just another D&D setting). [/QUOTE]
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