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What have you done with the sacred cow?
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<blockquote data-quote="Gothmog" data-source="post: 706796" data-attributes="member: 317"><p>Hoo boy, lots of changes for me.</p><p></p><p>1. No striaght hp system- I use a variant WP/VP system with hit locations for called shots.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Gothmog, post: 706796, member: 317"] 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. [/QUOTE]
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