Psion said:
I was wondering what those of you who run homebrews or other non-mainstream (i.e., non FR/Greyhawk) worlds might be having with supposedly campaign neutral d20 system fantasy material or general D&D material? For example, do creatures, magic, and cosmology rules unique to your world cause you problems when using such material.
My current homebrew world is basically standard
D&D with the dwarves, gnomes, and halflings removed (although the dwarves were actually wiped out by the drow, rather than just plain not there, so there are still dwarven artifacts and the occasional enclave of survivors); so most of the time, generic materials are pretty easy to use, I just flick off all any dwarves, gnomes, or halflings who pop up.
For the next game I intend to run, it's going to be much more of a challenge; it's going to be a low-magic (or more accurately, subtle-magic) world, which means I'm going to have to wreak havoc on the frequency and power of spellcasters, magic items, and monstrous ecologies. For that setting, "generic" supplements aren't going to help much, because they default to the
D&D Big Magic Standard.
What's most painful, I think, is that I am not a halfway decent programmer, so I can't make an equivalent of E-Tools for my game. The math is going to make my poor brain get all throbby-throbby.
-The Gneech