 |
|
 |
|
Next: Attn Jasin - Undertakers?
|
| Author |
Message |
External

Since: Jun 13, 2006 Posts: 7
|
(Msg. 1) Posted: Tue Jun 13, 2006 3:14 pm
Post subject: 3.5 Campaign Idea help... Archived from groups: rec>games>frp>dnd (more info?)
|
|
|
I have an idea for a campaign that has no magic only psionics. I have
posted the primer I made below. I would like your opinions on it and
any ideas you have from it/for it. TIA.
Some Dude
---Begin Primer---
"My father spoke of the White Age. The time before the
Domitors came. It was an age of wonders and magics where people
worshipped gods whom granted them powers to heal and create, where
wizards wove the very essences of reality itself into works of art and
splendors that we cannot even imagine today, where even the most
common of folk could call upon magic in their blood to do the simple
tasks that their life demanded. Magic was the lifeblood of that
society and the humans used it to make a utopian world where everyone
was in peace. That peace was shattered and was never to return.
No one remembers how it all started but we know that a gate to hell
was opened. Through this gate cam a multitude of demons led by a few
powerful demons that we now know as the Domitors. This invasion was
obviously planned in some manner as the Domitors and their demonic
minions were bedecked with equipment that made them immune to the
magics of this world. No work of magic from the peoples of this world
could harm them nor did it function in their immediate presence.
However, their magics worked to foul effect. They ran amok through our
cities and country sides leaving death and chaos in their wake. For
less than a month the people of this world fought to defend themselves
from this force of darkness to no avail.
In a last ditch effort to dispel the invaders the council of many
gathered in secret to perform a ritual shown to the priests of various
deities and in the divinations of the wizards. This ritual was
supposed to be a mass banishment of the invaders and a closure of the
gate. Unfortunately for us, one of the council, the infamous Ragoth,
was a traitor and informed the enemy of the time and place of this
ritual. The ritual, now known as the great sundering, was performed by
all the most powerful priests and wizards known to man. The magic
worked in that place was so tremendous that it could be felt in other
worlds outside of ours, so the stories say. At the ritual's crescendo
the demons attacked, led my Fe'lak the mighty, known to you as the
mother of the Diaboli. They disrupted the ritual and the resultant
energies, spiraling out of control, whipped across the face of our
world with an unforeseen effect, it destroyed magic. It turned our
world into what the demons refer to as a Dark world. Magic no longer
functioned in any form on our world. This caused the closing of the
gate that the demons came through and gave humanity the ability to
fight on better terms. However, the demons that had crossed over and
had been mostly unchecked in their battle did not and could not return
home. Thus began the Dark Age.
Magic was gone and with it the voices of the gods that guided us to
the utopia of the White Age. We were man and man alone. Only our
strength of arms and wit to rely on, we spread to the four corners of
the world. But the battle was not against us alone anymore. The demons
started fighting against each other. Many who came only did at the
behest of the Domitors, some controlled by magics were now free to
think on their own, some came seeking glorious trophies to bring home
and some came in fear of the awful magical might of the Domitors. All
these things were removed from the equation and an uprising began.
Battles swirled across the land. Demon and human alike were in the
throes of battle for generation upon generation. This hardening did
have some positive effects upon the human race. The race of man had
become soft with no real threats to their dominance, while many died;
those who survived became better than the previous generations and
trained those that followed in the arts of war and survival.
Also, unforeseen effects of the magical wave from the great sundering
caused some changes in the world. New races sprung up, seemingly from
nowhere. The first to join in the war against the Domitors was the
Animen. Seemingly a cross between man and animal, these new humanoids
built societies in the wilderness and started striking out against the
invaders. Eventually they became allies with the humans who managed to
survive and now live and fight side by side against their common
enemy. Although, like the race of man, they have had some of their
number side with the Domitors for various reasons, their loyalty to
each other seems almost bred into them and traitors are a very rare
occurrence, compared to man to whom traitorous actions are always a
concern.
Another unforeseen occurrence, Fe'lak, after having disrupted the
ritual and realizing the ramifications of the loss of magic wanted to
solidify her own position, captured hundreds of men and fled to a
place deep underground. There she began forcing those men to breed
with her creating thousands of offspring. These offspring, a strange
mix between man and demon became a race unto themselves now known as
the Diaboli. The majority of the Diaboli live in the underground city
known as Reigard and Fe'lak still rules it as queen. The Diaboli are
an island unto themselves, somewhat like mercenaries, signing on with
whoever can supply the whims of Fe'lak's needs at the time. There are,
as with any race, those who strike out on their own and the Diaboli
have no ill will towards those who do so. It is usually groups who
leave the confines of the Depths, as the underground kingdom is
called, that hire on with one side or the other on some permanent or
semi-permanent basis.
The last of the races are the Grim. The Grim are a race of
pale-skinned, four armed, tall and lithe humanoids. It is said when
the magic of the world died, the Earthmother, patron of the
nature-magic wielding druids, wept tears of the purest white and that
those tears took humanoid form. As a people they have taken it as
their task to remove the taint of the invaders off of the world. They
still worship the Earthmother even though she no longer speaks to her
followers nor grants powers. In her name they fight the demons and
their minions feeling that they "killed" their patron. They see the
Diaboli as lesser versions of this taint but see them as the lesser of
evils. There are occasional battles between the races but usually
skirmishes between small groups rather than the races as a whole but
the tensions run deep.
For a time both sides retreated onto themselves, the servants of the
Domitors to consolidate power and eliminate threats from within and
the humans to rebuild and grow stronger. Eventually the Domitors
purged many of the derisive elements and banished the rest to lands
far away. The humans with the aid of the new allies have rebuilt to
the point of offering serious resistance to the Domitors. The battle
between these two sides has raged on for millennia. The face our world
is a blasted war ground compared to the utopian wonderland it was, or
at least when we compare it to images surviving from that time.
However, in recent generations there has come a new hope.
Deep in the Jalklan Forest, a group of humans retreated as far from
the remains of civilization as possible. They built a fortification
and decided to look inward for salvation following the doctrine of the
battle monasteries of old. However, instead of looking for enlightment
through physical combat, they instead sought the powers of the mind.
For thousands of years this continued with tiny leaps of progress
coming from an individual every few hundred years, that is, until
Gotenalus came along. Gotenalus seemed a natural philosopher and
theorist. He took the ages old laws and rules of the mind and
formalized them into fields of mental study. In doing so he broke
barriers that had stymied the masters who had come before him, and all
this by the age of twelve. Eventually he was the first to develop the
Art, as we now know it. As a teacher he was not rivaled and
effortlessly taught the Art to those in the monastery willing to learn
it. News of this discovery spread like wildfire and soon the unified
races were sending their best and brightest to come and learn from
these venerable masters. It was not long before the Domitors learned
of this as well and sent war parties to destroy this place and those
within it. The second of these caused the death of Gotenalus who
became the first Saint of the Art. Eventually the Monastery of Saint
Gotenalus, as it is now called, became besieged so regularly that it
stopped receiving new students. This changed, however with Howl. Howl
was a Diaboli student of the Art who was formerly a warrior trained by
Fel'ak herself. He, having learned the rudiments of the Art, wanted to
travel back to the Deep to give his people a new weapon. He was
hampered by the forces of the Domitors who now started to wield the
rudiments of the Art themselves. He started mixing the formulas of the
warrior and the artist to become a Way-warrior. He stayed on and
taught the Battle Art as it is now known. Eventually he made it home
to teach the Diaboli and started a monastery there known as the School
of Saint Howl; as he was sainted by dying in the Battle of Bloodfield
holding back a charge of demons by himself.
Now is a glorious time. We are at the dawning of a new age. The
Artists are starting to expand their Art to do wondrous things.
However, it seems that contacting any intelligent creature from
outside our world or transporting anything or anyone in or out does
not seem to work. Relevant theories all seem to be correct but the
powers do not work. Why this is happening is widely speculated but no
solid evidence is available. The Artists can, however, pull in ether
from the outside allowing them to crease creatures and items to fight
with. The battle against the Domitors is still pitched but the
conglomeration of the races and the Arts has given us hope. It is with
this hope that I send you out into the world, ready to face the
enemies and once and for all free our world from its captors, to bring
about a new age. Good luck in your travels and may the Art guide you."
- Vanito the Ancient giving a Graduation speech for the Academy
of the Art >> Stay informed about: 3.5 Campaign Idea help... |
|
| Back to top |
|
 |  |
External

Since: May 26, 2005 Posts: 54
|
(Msg. 2) Posted: Tue Jun 13, 2006 3:14 pm
Post subject: Re: 3.5 Campaign Idea help... [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
|
|
|
Shawn Roske wrote:
> Something about how magic works. demons are always fun. i liked how
> david eddins did demons in his belgariad series.
>
Not to get off topic, but what demons? I don't remember any demons in
the Belgariad. The closest I can recall were the Grolims that ended up
looking like dogs. Do I need to go back and read it again?
Oh... and it's Eddings. You lost a g in there  >> Stay informed about: 3.5 Campaign Idea help... |
|
| Back to top |
|
 |  |
External

Since: Jun 09, 2004 Posts: 337
|
(Msg. 3) Posted: Tue Jun 13, 2006 3:14 pm
Post subject: Re: 3.5 Campaign Idea help... [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
|
|
|
Pythor wrote:
> Shawn Roske wrote:
>> Something about how magic works. demons are always fun. i liked how
>> david eddins did demons in his belgariad series.
> Not to get off topic, but what demons? I don't remember any demons in
> the Belgariad. The closest I can recall were the Grolims that ended up
> looking like dogs. Do I need to go back and read it again?
You might have missed it, considering one of the book titles was "Demon Lords of Karanda"
 It was in the 2nd series, the Mallorean, not hte Belgariad specifically.
Demons were summoned by lots of ritual and rigamarole and tied directly into a form that
the summoner imagined themselves. The more elaborate the look, the more frightening it
might be, but it was also a lot of work to keep the details consistent. And if you weren't
consistent, then the demon could break free of the bindings and muck you up bad.
--
"... respect, all good works are not done by only good folk. For within these Trials, we
shall do what needs to be done."
--till next time, Jameson Stalanthas Yu -x- <<poetry.dolphins-cove.com>> >> Stay informed about: 3.5 Campaign Idea help... |
|
| Back to top |
|
 |  |
External

Since: May 29, 2006 Posts: 61
|
(Msg. 4) Posted: Tue Jun 13, 2006 4:45 pm
Post subject: Re: 3.5 Campaign Idea help... [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
|
|
|
somedude.RemoveThis@place.org wrote:
> I have an idea for a campaign that has no magic only psionics. I have
> posted the primer I made below. I would like your opinions on it and
> any ideas you have from it/for it. TIA.
>
> Some Dude
Whoah that's a dense read!
Could you post a summary of the highlights?
>
> ---Begin Primer---
> "My father spoke of the White Age. The time before the
> Domitors came. It was an age of wonders and magics where people
> worshipped gods whom granted them powers to heal and create, where
> wizards wove the very essences of reality itself into works of art and
> splendors that we cannot even imagine today, where even the most
> common of folk could call upon magic in their blood to do the simple
> tasks that their life demanded. Magic was the lifeblood of that
> society and the humans used it to make a utopian world where everyone
> was in peace. That peace was shattered and was never to return.
> No one remembers how it all started but we know that a gate to hell
> was opened. Through this gate cam a multitude of demons led by a few
> powerful demons that we now know as the Domitors. This invasion was
> obviously planned in some manner as the Domitors and their demonic
> minions were bedecked with equipment that made them immune to the
> magics of this world. No work of magic from the peoples of this world
> could harm them nor did it function in their immediate presence.
> However, their magics worked to foul effect. They ran amok through our
> cities and country sides leaving death and chaos in their wake. For
> less than a month the people of this world fought to defend themselves
> from this force of darkness to no avail.
Something about how magic works. demons are always fun. i liked how
david eddins did demons in his belgariad series.
> In a last ditch effort to dispel the invaders the council of many
> gathered in secret to perform a ritual shown to the priests of various
> deities and in the divinations of the wizards. This ritual was
> supposed to be a mass banishment of the invaders and a closure of the
> gate. Unfortunately for us, one of the council, the infamous Ragoth,
> was a traitor and informed the enemy of the time and place of this
> ritual. The ritual, now known as the great sundering, was performed by
> all the most powerful priests and wizards known to man. The magic
> worked in that place was so tremendous that it could be felt in other
> worlds outside of ours, so the stories say. At the ritual's crescendo
> the demons attacked, led my Fe'lak the mighty, known to you as the
> mother of the Diaboli. They disrupted the ritual and the resultant
> energies, spiraling out of control, whipped across the face of our
> world with an unforeseen effect, it destroyed magic. It turned our
> world into what the demons refer to as a Dark world. Magic no longer
> functioned in any form on our world. This caused the closing of the
> gate that the demons came through and gave humanity the ability to
> fight on better terms. However, the demons that had crossed over and
> had been mostly unchecked in their battle did not and could not return
> home. Thus began the Dark Age.
battles of demons
> Magic was gone and with it the voices of the gods that guided us to
> the utopia of the White Age. We were man and man alone. Only our
> strength of arms and wit to rely on, we spread to the four corners of
> the world. But the battle was not against us alone anymore. The demons
> started fighting against each other. Many who came only did at the
> behest of the Domitors, some controlled by magics were now free to
> think on their own, some came seeking glorious trophies to bring home
> and some came in fear of the awful magical might of the Domitors. All
> these things were removed from the equation and an uprising began.
> Battles swirled across the land. Demon and human alike were in the
> throes of battle for generation upon generation. This hardening did
> have some positive effects upon the human race. The race of man had
> become soft with no real threats to their dominance, while many died;
> those who survived became better than the previous generations and
> trained those that followed in the arts of war and survival.
puny humnans!! hulk smash!!
> Also, unforeseen effects of the magical wave from the great sundering
> caused some changes in the world. New races sprung up, seemingly from
> nowhere. The first to join in the war against the Domitors was the
> Animen. Seemingly a cross between man and animal, these new humanoids
> built societies in the wilderness and started striking out against the
> invaders. Eventually they became allies with the humans who managed to
> survive and now live and fight side by side against their common
> enemy. Although, like the race of man, they have had some of their
> number side with the Domitors for various reasons, their loyalty to
> each other seems almost bred into them and traitors are a very rare
> occurrence, compared to man to whom traitorous actions are always a
> concern.
wild magic
> Another unforeseen occurrence, Fe'lak, after having disrupted the
> ritual and realizing the ramifications of the loss of magic wanted to
> solidify her own position, captured hundreds of men and fled to a
> place deep underground. There she began forcing those men to breed
> with her creating thousands of offspring. These offspring, a strange
> mix between man and demon became a race unto themselves now known as
> the Diaboli. The majority of the Diaboli live in the underground city
> known as Reigard and Fe'lak still rules it as queen. The Diaboli are
> an island unto themselves, somewhat like mercenaries, signing on with
> whoever can supply the whims of Fe'lak's needs at the time. There are,
> as with any race, those who strike out on their own and the Diaboli
> have no ill will towards those who do so. It is usually groups who
> leave the confines of the Depths, as the underground kingdom is
> called, that hire on with one side or the other on some permanent or
> semi-permanent basis.
new races
> The last of the races are the Grim. The Grim are a race of
> pale-skinned, four armed, tall and lithe humanoids. It is said when
> the magic of the world died, the Earthmother, patron of the
> nature-magic wielding druids, wept tears of the purest white and that
> those tears took humanoid form. As a people they have taken it as
> their task to remove the taint of the invaders off of the world. They
> still worship the Earthmother even though she no longer speaks to her
> followers nor grants powers. In her name they fight the demons and
> their minions feeling that they "killed" their patron. They see the
> Diaboli as lesser versions of this taint but see them as the lesser of
> evils. There are occasional battles between the races but usually
> skirmishes between small groups rather than the races as a whole but
> the tensions run deep.
4 armed humans
> For a time both sides retreated onto themselves, the servants of the
> Domitors to consolidate power and eliminate threats from within and
> the humans to rebuild and grow stronger. Eventually the Domitors
> purged many of the derisive elements and banished the rest to lands
> far away. The humans with the aid of the new allies have rebuilt to
> the point of offering serious resistance to the Domitors. The battle
> between these two sides has raged on for millennia. The face our world
> is a blasted war ground compared to the utopian wonderland it was, or
> at least when we compare it to images surviving from that time.
> However, in recent generations there has come a new hope.
after the fall
> Deep in the Jalklan Forest, a group of humans retreated as far from
> the remains of civilization as possible. They built a fortification
> and decided to look inward for salvation following the doctrine of the
> battle monasteries of old. However, instead of looking for enlightment
> through physical combat, they instead sought the powers of the mind.
> For thousands of years this continued with tiny leaps of progress
> coming from an individual every few hundred years, that is, until
> Gotenalus came along. Gotenalus seemed a natural philosopher and
> theorist. He took the ages old laws and rules of the mind and
> formalized them into fields of mental study. In doing so he broke
> barriers that had stymied the masters who had come before him, and all
> this by the age of twelve. Eventually he was the first to develop the
> Art, as we now know it. As a teacher he was not rivaled and
> effortlessly taught the Art to those in the monastery willing to learn
druids
> it. News of this discovery spread like wildfire and soon the unified
> races were sending their best and brightest to come and learn from
> these venerable masters. It was not long before the Domitors learned
> of this as well and sent war parties to destroy this place and those
> within it. The second of these caused the death of Gotenalus who
> became the first Saint of the Art. Eventually the Monastery of Saint
> Gotenalus, as it is now called, became besieged so regularly that it
> stopped receiving new students. This changed, however with Howl. Howl
> was a Diaboli student of the Art who was formerly a warrior trained by
> Fel'ak herself. He, having learned the rudiments of the Art, wanted to
> travel back to the Deep to give his people a new weapon. He was
> hampered by the forces of the Domitors who now started to wield the
> rudiments of the Art themselves. He started mixing the formulas of the
> warrior and the artist to become a Way-warrior. He stayed on and
> taught the Battle Art as it is now known. Eventually he made it home
> to teach the Diaboli and started a monastery there known as the School
> of Saint Howl; as he was sainted by dying in the Battle of Bloodfield
> holding back a charge of demons by himself.
clerics and monks?
> Now is a glorious time. We are at the dawning of a new age. The
> Artists are starting to expand their Art to do wondrous things.
> However, it seems that contacting any intelligent creature from
> outside our world or transporting anything or anyone in or out does
> not seem to work. Relevant theories all seem to be correct but the
> powers do not work. Why this is happening is widely speculated but no
> solid evidence is available. The Artists can, however, pull in ether
> from the outside allowing them to crease creatures and items to fight
> with. The battle against the Domitors is still pitched but the
> conglomeration of the races and the Arts has given us hope. It is with
> this hope that I send you out into the world, ready to face the
> enemies and once and for all free our world from its captors, to bring
> about a new age. Good luck in your travels and may the Art guide you."
> - Vanito the Ancient giving a Graduation speech for the Academy
> of the Art
>
I like psionics. put in psionics. >> Stay informed about: 3.5 Campaign Idea help... |
|
| Back to top |
|
 |  |
External

Since: May 29, 2006 Posts: 61
|
(Msg. 5) Posted: Tue Jun 13, 2006 5:32 pm
Post subject: Re: 3.5 Campaign Idea help... [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
|
|
|
Pythor wrote:
> Shawn Roske wrote:
>> Something about how magic works. demons are always fun. i liked how
>> david eddins did demons in his belgariad series.
>>
>
> Not to get off topic, but what demons? I don't remember any demons in
> the Belgariad. The closest I can recall were the Grolims that ended up
> looking like dogs. Do I need to go back and read it again?
>
> Oh... and it's Eddings. You lost a g in there
>
Don't you remember when they went up north where the demon worshipers
are? I think there were looking for a cave or something.
Beleron (sp) even conjured up an illusion of a demon prince to scare
away a tribal shaman while they were wondering around. It was very
cool. I think there was even a part when a demon was mistakenly called
up and there was a mutual truce done to send it back between the good
guys and the bad guys. I think it was Belgarion who called the monster
up from the pit by mistake.
I can't remember the land's name, and my books are long gone. I think
they're in storage somewhere. >> Stay informed about: 3.5 Campaign Idea help... |
|
| Back to top |
|
 |  |
External

Since: May 29, 2006 Posts: 61
|
(Msg. 6) Posted: Tue Jun 13, 2006 5:34 pm
Post subject: Re: 3.5 Campaign Idea help... [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
|
|
|
~consul wrote:
> Pythor wrote:
>> Shawn Roske wrote:
>>> Something about how magic works. demons are always fun. i liked how
>>> david eddins did demons in his belgariad series.
>> Not to get off topic, but what demons? I don't remember any demons in
>> the Belgariad. The closest I can recall were the Grolims that ended up
>> looking like dogs. Do I need to go back and read it again?
>
> You might have missed it, considering one of the book titles was "Demon
> Lords of Karanda" It was in the 2nd series, the Mallorean, not hte
> Belgariad specifically.
>
> Demons were summoned by lots of ritual and rigamarole and tied directly
> into a form that the summoner imagined themselves. The more elaborate
> the look, the more frightening it might be, but it was also a lot of
> work to keep the details consistent. And if you weren't consistent, then
> the demon could break free of the bindings and muck you up bad.
Oh yeah, the second series, that was good too. Got a bit too political
in the end there. >> Stay informed about: 3.5 Campaign Idea help... |
|
| Back to top |
|
 |  |
External

Since: Feb 24, 2005 Posts: 265
|
(Msg. 7) Posted: Tue Jun 13, 2006 5:36 pm
Post subject: Re: 3.5 Campaign Idea help... [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
|
|
|
somedude.DeleteThis@place.org wrote:
> I have an idea for a campaign that has no magic only psionics. I have
> posted the primer I made below. I would like your opinions on it and
> any ideas you have from it/for it. TIA.
>
> Some Dude
>
So, to sum up:
* Demons invade world
* World fights back but an oops happens
* Oops wipes out magic and slices connection to gods.
* All parties go to neutral corners, and new parties arrive.
* Psionics discovered.
* Battle begins anew.
That about right?
Seems reasonable. My only observation is that you'll need to account,
somehow, for the fact that there are no clerics now?
I would suggest a branch of psionics ( a 'core class' if you will) that
deals with healing to fill the niche left empty by clerics.
Is your "fighter/psionicist" class just the psychic warrior? Or is it
something else?
I always wanted to see a psionic/monk core class. That would be cool.
Let me think here:
Fighter -> Fighter
Rogue -> Rogue
Cleric -> 1?
Druid -> 2?
Ranger -> 3?
Paladin -> 4?
Sorceror/Wizard -> Psion
Monk -> Monk?
1. Need a replacement.
2. Probably can live without.
3. Need a replacement. Maybe one beefed up just a bit to account for the
loss of magic?
4. Not sure what to do with this. Maybe just let it drop?
HTH
--
Reginald Blue
"I have always wished that my computer would be as easy to use as my
telephone. My wish has come true. I no longer know how to use my
telephone."
- Bjarne Stroustrup (originator of C++) [quoted at the 2003
International Conference on Intelligent User Interfaces] >> Stay informed about: 3.5 Campaign Idea help... |
|
| Back to top |
|
 |  |
External

Since: Aug 06, 2004 Posts: 214
|
(Msg. 8) Posted: Wed Jun 14, 2006 2:34 am
Post subject: Re: 3.5 Campaign Idea help... [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
|
|
|
somedude wrote
>
>I have an idea for a campaign that has no magic only psionics. I have
> posted the primer I made below. I would like your opinions on it and
> any ideas you have from it/for it. TIA.
>
Take a look at Iron Heroes, it seems as if it would be a good fit for this
campaign.
John >> Stay informed about: 3.5 Campaign Idea help... |
|
| Back to top |
|
 |  |
External

Since: Mar 03, 2005 Posts: 315
|
(Msg. 9) Posted: Wed Jun 14, 2006 8:44 am
Post subject: Re: 3.5 Campaign Idea help... [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
|
|
|
|
|
| Back to top |
|
 |  |
External

Since: Feb 24, 2005 Posts: 265
|
(Msg. 10) Posted: Wed Jun 14, 2006 10:26 am
Post subject: Re: 3.5 Campaign Idea help... [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
|
|
|
somedude.TakeThisOut@place.org wrote:
> On Tue, 13 Jun 2006 17:36:57 -0400, "Reginald Blue"
> <Reginald_Blue.TakeThisOut@hotmail.com> wrote:
>
>> Cleric -> 1?
>>
>> 1. Need a replacement.
>
> I am not sure what I am going to about the lack of healing. I always
> felt that clerics were/are too powerful as in the core rules. I am
> thinking that I am going to design some mundane way to heal but I am
> not sure weither or not I am going to make a class around it.
Two things:
1. You are correct. Strictly speaking, Clerics are too powerful in the
core rules. There's a reason for this though. Without that, no one wants
to play them. (So the story goes at least.)
2. If you change your mind, let me suggest you consider a class that works
like the one Star Trek (the original) episode called "The Empath". Create a
class that heals damage by first absorbing it, then disappating it.
--
Reginald Blue
"I have always wished that my computer would be as easy to use as my
telephone. My wish has come true. I no longer know how to use my
telephone."
- Bjarne Stroustrup (originator of C++) [quoted at the 2003
International Conference on Intelligent User Interfaces] >> Stay informed about: 3.5 Campaign Idea help... |
|
| Back to top |
|
 |  |
External

Since: Nov 12, 2004 Posts: 552
|
(Msg. 11) Posted: Fri Jun 16, 2006 5:56 am
Post subject: Re: 3.5 Campaign Idea help... [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
|
|
|
Jim Davies wrote:
> On the grave of somedude.RemoveThis@place.org is inscribed:
>
> [cleric]
>
>>1 -> Not sure what I am going to do here.
>
>
> Start with a core psi class and change the power list to include the
> effects you need, most obviously healing. Psychometabolism covers some
> of it but the healing part is much weaker than what a cleric can
> manage so you'll need to boost that substantially. Also add things
> like cure disease/bindness and neutralise poison.
>
While you could approach things this way, I think all you'll end up with
is "D&D with different mechanics". If you want a game where psi is the
only "magic" I wouldn't strive to make the psi do the same things, I'd
instead try to leave things alone as much as possible, and see what
happens, how it changes things to use Psionics.
>
>>3 -> I was thinking of going with the non-magic ranger variant in
>>Complete Warrior.
>
>
> It's very weak compared to the genuine article so ought to have a bit
> of a boost. Alternatively, look through the ranger spell list to see
> which are similar to psi effects (there are a lot) and rework them as
> powers.
> >> Stay informed about: 3.5 Campaign Idea help... |
|
| Back to top |
|
 |  |
External

Since: Jun 07, 2006 Posts: 18
|
(Msg. 12) Posted: Sat Jun 17, 2006 10:16 am
Post subject: Re: 3.5 Campaign Idea help... [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
|
|
|
The Mad Afro wrote:
> Why? After all, you've gone to great lengths to explain the campaign
> world as it is: no magic, psi-monks, demonblooded halfbreeds. Sounds
> cool to me without magic. You could always run with it.
>
> How long has it been between the time magic was obliterated in the
> world, and the present day when the PCs start the campaign? I'm
> thinking that the PCs were probably born into the world as-is, and
> don't really have much of a stake in whether or not magic ever comes
> back. It's just the way things have always been; magic is, for all
> intents and purposes, just a story that the books tell about.
Right. All sorts of things could replace magic. Maybe science develops,
or alchemy. Clockwork mechanisms for instance. Golems maybe, if they
can be made without magic, either with science, alchemy, or psionics.
What about the spores that myconids use or some sort of herbalism, that
could be the basis of something?
>
> Besides, it seems to me that bringing magic back wholesale would only
> make the demons *stronger,* as they would theoretically get back all
> the advantages they lost when magic went away. The removal of magic
> actually levelled the playing field, and saved the world.
Agreed.
Tim >> Stay informed about: 3.5 Campaign Idea help... |
|
| Back to top |
|
 |  |
External

Since: Jun 07, 2006 Posts: 18
|
(Msg. 13) Posted: Sat Jun 17, 2006 10:32 am
Post subject: Re: 3.5 Campaign Idea help... [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
|
|
|
somedude DeleteThis @place.org wrote:
> In a last ditch effort to dispel the invaders the council of many
> gathered in secret to perform a ritual shown to the priests of various
> deities and in the divinations of the wizards. This ritual was
> supposed to be a mass banishment of the invaders and a closure of the
> gate. Unfortunately for us, one of the council, the infamous Ragoth,
> was a traitor and informed the enemy of the time and place of this
> ritual. The ritual, now known as the great sundering, was performed by
> all the most powerful priests and wizards known to man. The magic
> worked in that place was so tremendous that it could be felt in other
> worlds outside of ours, so the stories say. At the ritual's crescendo
> the demons attacked, led my Fe'lak the mighty, known to you as the
> mother of the Diaboli. They disrupted the ritual and the resultant
> energies, spiraling out of control, whipped across the face of our
> world with an unforeseen effect, it destroyed magic.
Magical creatures too, like faerie, dragons, and the like?
> those who survived became better than the previous generations and
> trained those that followed in the arts of war and survival.
> Also, unforeseen effects of the magical wave from the great sundering
> caused some changes in the world. New races sprung up, seemingly from
> nowhere. The first to join in the war against the Domitors was the
> Animen. Seemingly a cross between man and animal, these new humanoids
> built societies in the wilderness and started striking out against the
> invaders. Eventually they became allies with the humans who managed to
> survive and now live and fight side by side against their common
> enemy.
Sounds a little like Gammaworld! Not a bad thing mind you.
> The last of the races are the Grim. The Grim are a race of
> pale-skinned, four armed, tall and lithe humanoids. It is said when
> the magic of the world died, the Earthmother, patron of the
> nature-magic wielding druids, wept tears of the purest white and that
> those tears took humanoid form. As a people they have taken it as
> their task to remove the taint of the invaders off of the world. They
> still worship the Earthmother even though she no longer speaks to her
> followers nor grants powers. In her name they fight the demons and
> their minions feeling that they "killed" their patron. They see the
> Diaboli as lesser versions of this taint but see them as the lesser of
> evils. There are occasional battles between the races but usually
> skirmishes between small groups rather than the races as a whole but
> the tensions run deep.
I like the Grim. Good race. Sort of Hindu-meets-Celtic thing going on
there.
> Now is a glorious time. We are at the dawning of a new age. The
> Artists are starting to expand their Art to do wondrous things.
> However, it seems that contacting any intelligent creature from
> outside our world or transporting anything or anyone in or out does
> not seem to work. Relevant theories all seem to be correct but the
> powers do not work. Why this is happening is widely speculated but no
> solid evidence is available. The Artists can, however, pull in ether
> from the outside allowing them to crease creatures and items to fight
> with. The battle against the Domitors is still pitched but the
> conglomeration of the races and the Arts has given us hope. It is with
> this hope that I send you out into the world, ready to face the
> enemies and once and for all free our world from its captors, to bring
> about a new age. Good luck in your travels and may the Art guide you."
> - Vanito the Ancient giving a Graduation speech for the Academy
> of the Art
Maybe psionic monsters like Illthids did well after magic ended? Or
other psionic creatures sprouted into existence, filling in the vacuum
left by the end of magical creatures and/or their abilities.
Other ideas. Maybe a race of beings exists that were descendents of
druids caught in animal form when magic ended. Maybe there are subraces
of humankind that had traits from now vanished, heavily magical groups,
like faerie races and dragons...no magic perhaps but certain
appereances and abilities.
Tim >> Stay informed about: 3.5 Campaign Idea help... |
|
| Back to top |
|
 |  |
External

Since: Jan 13, 2006 Posts: 20
|
(Msg. 14) Posted: Sat Jul 01, 2006 7:36 am
Post subject: Re: 3.5 Campaign Idea help... [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
|
|
|
Ran out of time before I could read all of this thread.
> HTH
> Let me think here:
> Fighter - Fighter
> Rogue - Rogue
> Cleric - 1?
> Druid - 2?
> Ranger - 3?
> Paladin - 4?
> Sorceror/Wizard - Psion
> Monk - Monk?
>1. Need a replacement.
>2. Probably can live without.
>3. Need a replacement. Maybe one beefed up just a bit to account for the
>loss of magic?
>4. Not sure what to do with this. Maybe just let it drop?
Expanded Psionic Handbook base Classes.
Psychic Warrior.
Soulblade.
Psion.
Wilder.
Check out the new Complete Psionics.
Lurk - the Psionic Rogue.
Ardent - the Psionic version and the paladin
Divine Mind - the Psionic version of the Cleric,
- both of these use Psionic Mantles.
I have not had time to play test these to check for Game Balance, as of
yet, though.
Also remember that in the Expanded Psionics Handbook, Magic and
Psionics are "transparent" to each other. Each affects the other
equally. So if a creature has DR/Psionics then both a Psionic weapon,
and a Magic weapon, will get past it.
I would suggest keeping the base Classes of Fighter and of Monk.
Not all of the players will want to play a Psionic, and you could also
show that not everyone qualifies for Psionic power. Also the extra
Feats that the base Fighter has, makes them the most flexible of the
Warrior Classes.
Monks could be seen as the ultimate trained warrior. Great Saves and
damage makes this class powerful enough to challenge even demons.
Remember to keep the Ki strike "Magic" so that the Monk can by-pass
the demon's Damage Reduction. >> Stay informed about: 3.5 Campaign Idea help... |
|
| Back to top |
|
 |  |
External

Since: Jan 13, 2006 Posts: 20
|
(Msg. 15) Posted: Fri Jul 07, 2006 12:40 pm
Post subject: Re: 3.5 Campaign Idea help... [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
|
|
|
I would also keep Barbarian, as well as Rogue.
These classes each have things that make them powerful in their own
right.
Some of the Classes from the Players Hanbook Two are also interesting.
Also, the Warlock from the Complete Arcane would be interesting.
This class shoots a bolt of energy that they recieve from "Dark
Forces", but the person can by any alignment.
Also, imagine combining various Base Classes and Psionic Classes.
How about
a Fighter (PHB) / Psychic Warrior ? (ExPsyHB)
a Barbarian (PHB) /Wilder ? (ExPsyHB)
a Rogue (PHB) /Soulknife ? (ExPsyHB)
a Rogue (PHB) /Lurk? (ComPsy)
a Knight (PHB 2) /Ardent (ComPsy)
There are lots of combinations that I don't have the time to list here. >> Stay informed about: 3.5 Campaign Idea help... |
|
| Back to top |
|
 |  |
| Related Topics: | "Old World" Campaign - You all have been wonderful about helping me hash out the Dark Magic problem. It's not finished yet by any means, but a damn sight closer than I was a week ago, and light years farther than I would have gotten alone. Thanks. I'd like to drill down a bit...
Sea-based Campaign - Hi all, I'd love to run a campaign that involves sailing around, but I'm not sure where to start. (I've been watching too much One Piece) There are quite a few sea-adventure products available. I'm thinking low-magic, set on TOP of the water, with some...
New campaign hook - Hi all, I'm in the planning stages of a new campaign (3.5e, no setting decided yet but probably homebrew, mostly urban to start, PCs begin at 1st level), and I'm looking for a good hook to get the PCs working together. "You all meet in a bar and d...
Low-magic, military campaign - I've got an idea for a low-magic war campaign in my head. The PCs would be members of a military, in war with a neighboring yadda yadda yadda. Fairly basic. It would however be a low-to-no magic campaign. The only spellcasters are Adepts, and magic is....
Ghostwalk campaign prestige classes - What kind of prestige class would you recomend for a bard in a Ghostwalk campaign? I have a vague memory of seeing something called a Mourn Singer once but that's about it. |
|
You can post new topics in this forum You can reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum
|
|
|
|
 |
|
|