What have you done with the sacred cow?


log in or register to remove this ad

I don't know if this is a sacred cow or not, but I allow monks and paladins to multi-class freely though they still have their alignment restrictions. Also, assassins can be any non-good. Let's hear it for LN Assassins! YAY!
 

Re: Re: Re: renaissance games

Sanackranib said:


Having personally used .54 caliber black powder muskets, I beg to differ. a musket can easily cost you an arm or a leg.

Absolutely...And I wouldn't want to get hit with a .50 or .45 either with the right backing of powder..armor or not.
 

Re: Re: Re: renaissance games

Sanackranib said:
Having personally used .54 caliber black powder muskets, I beg to differ. a musket can easily cost you an arm or a leg.

I had planned a big response, but I'd be hijacking the thread. I'll just limit it to say that I wasn't talking about damage potential.
 




No demi-humans at all.

No one knows what happens when you die.

No wizards/sorcerers.

No rangers or druids.

A lot of these are limited by geography, and the current campaign locale has none of these. Other places have other limits.

And since the base classes are so limited, I haven't introduced any prestige classes.

PS
 

Adventurer does not exist as a profession, and societies with lots of individual freedom are quite rare. Governments do not tolerate armed bands of vigilante groups; noble rank is required to own a sword, licenses are required to transport weapons between jurisdictions, persons found on a lord's property (most of the landscape) with weapons without papers will be assumed to be bandits. An average person will not have heard the term adventurer. If you explained it to them they'd scoff and say, "Oh, you mean you are a blood soaking mercenary. Be off with you." The only case where you would hear the term would be a mercenary joking about himself; like a pirate calling himself a 'gentleman of fortune'.

The same is true of Dacconia. There are mercenaries, thugs, daredevils (emphasis on the devil), grave robbers, looters, murderers, psychotics, and idiots.

The economy is coin based only above a certain degree of wealth. Taxes are still by and large payed in things like livestock, grain, staves of wood, labor, and so forth. Two peasants will almost certainly agree to exchange goods between each other rather than coin.

I use this same idea, but I also add that the Dacconian nobility uses coins only for travel to other cities. The GP is not so much a minted coin as a measure of weight (equal to 5g).

In addition, I changed the look and feel from medieval Europe to late 17th century, early 18th century western Europe. The look and feel is similar to Rob Roy and The Three Musketeers, but sans firearms and cannons (and those silly wigs). I can't help it. I like frock coats.

Demi-humans are thought of as subhuman and treated as second-class citizens. There is only one place where they enjoy equal protection under the law, and that is on the lands of one of my PCs. The general public only recognizes three demi-humans: elves, dwarves, and goblins. They all have their own stereotypes and insults to go with them. The fact that the new earl is half-elven does not sit well with most people. The House of Lords made him an ambassador so they could keep him out of the country and won't have to deal with him. After all, elves are tricky, deceptive, and untrustworthy. Perfect foreign affairs material.
 
Last edited:

Hoo boy, lots of changes for me.

1. No striaght hp system- I use a variant WP/VP system with hit locations for called shots.

2. Magic: I have a low magic world. Absolutely no raising from the dead- it just isn't possible in my world. Likewise, any spell above level 6 is a ritual spell, and requires multiple casters. Spells above level 4 require a save or they temporarily drain a number of Con points, with higher level spells draining more Con. The world is MUCH lower magic than D&D assumes, and magic items are never for sale in shops and are quite rare. However, to make up for the increased risk of casting spells, all spellcasters can spontaneously cast spells, and gain a magical virtue (similar to virtues in Ars Magica). Spellcasters can sometimes even make up spells on the fly, although they are hard to control and make work correctly.

3. Only humans allowed as a race, although there are 17 different cultures (so far) each giving their own racial modifiers. Elves, dwarves, orcs, etc exist, but are supernatural creatures, with some new abilites, and are much feared.

4. No monks as per the PHB. Paladins are a prestiege class- and each religion has a different version of paladin. Ranger is more like the outdoorsman from Path of the Sword. No wizards, bards, or sorcerers per PHB- instead I have 10 traditions of magic, each with their own feel and spell list. Added in assassin class, similar to Green Ronin's.

5. Enforced semi-medieval law. If you pull a weapon on a noble without VERY good reason, you are a dead man. Random acts of violence mean you will be hunted down like a criminal by the military, guard, or bounty hunters. Likewise, adventurers who are out freebooting are looked down on as dangerous and possible criminals. Women are not prohibited in most societies from attaining high levels of power, but in some cases they are mistrusted for having ambition.

6. Use a system similar to allegiances in D20 Modern- there is not absolute good and evil- it exists in shades of gray. People who would be considered LG or CG in D&D often clash in my world over ideological reasons, and slaughtering someone because they are "evil" isn't as much of a problem in my game.

7. No BBEG out to rule/destroy the world. Humans are depraved and nasty enough on their own, although when supernatural entities become involved, the PCs should be afraid. Having an uber-evil force always seems lame to me in a game.

8. Supernatural creatures are rare, but are quite a bit more potent than those in the MM. For example, most giants IMC are descended from the illegetimate bastard son of a god, so many of them, even the stupid ones, have a few divine or arcane abilities at their disposal. Likewise, trolls are degenerate fey creatures, and have some fey immunities and extra abilities (such as the ability to camoflague, maddening eyes, etc) determined randomly.
 

Remove ads

Top