Building a New D&D Setting

Lord Raine

Well-Known Member
#1
Exactly what it says on the tin. I'm building a new setting. Partially out of creative boredom, and partially out of a desire to create a setting that suits my personal tastes. However, the main reason is a general displeasure with the directions the game has gone recently.

Now, you can imagine all you want, but you won't get much further than that unless you bounce ideas off of other people. So, in the spirit of that, I've created this thread where I can lay my ideas out, make them coherent, and hopefully get some feedback or a dialogue going about them.

And just to put it out there, the mission statements for this setting are as follows: Encourage and reward role playing and being a part of both the story and the group. Give the Class and Race system some additional flexibility and elbow-room to allow the PCs to play the kinds of characters they want to play, even if they aren't within the standard mold. Create a balanced, high-powered setting that involves somewhat more powerful classes and frequent multiclassing. Make multiclassing more user-friendly and less crippling, while also maintaining the long-term integrity of single-classing. Make the core character classes more flexible by offering different ways to customize and progress them (i.e. give several classes the same kind of setup as the Rogue, where they can choose from a pool of class abilities instead of being locked in with X, Y, and Z abilities). Modify the mechanics of death to make both individual character deaths and party wipeouts both less common and less damaging, with the goal of minimizing the need to reroll new characters as much as possible (you have interplanar travel. If someone died, then by the hairy backs of the gods, go save them. And if you're all dead, prepare to fight your way back).

Now, since this is going to be a long explanation, I'm going to break it up into more easily digestible chunks. First on my List of Things. . .

Base Class Changes

High on my list of things to change are the Fighter, the Monk, the Paladin, and the Druid.

First up, the Fighter.

Fighter

The Fighter has been in need of a buff of some sort for a long time. Though formidable in the beginning, over the long haul, their series of Bonus Feats just doesn't cut it. As all the other classes gain progressively more powerful special abilities, spells, and powers, the Fighter is limited to the Feat chains available to him, many of which, even at their maximum level, still don't match up to the powers and abilities of other Classes of an equivalent level.

To rectify this, I have several potential fixes.

1.) Give the Fighter one or two special abilities in addition to their Bonus Feats. Logically, these abilities would have to fit with theme of 'general warrior.' They couldn't be overtly specialized, because that would shoehorn Fighters into being a specific kind of build (i.e. giving them a buff for longswords or for Strength is unfair and unbalancing to someone who wants to play an agile Fighter who uses axes and longbows).

As such, having thought it over and having looked at other settings (including 4.0), I decided that the best sort of ability would be a kind of adrenaline boost that gives the Fighter greater endurance, additional staying power, and the ability to shrug off a limited degree of damage. Though I don't have the precise mechanics or execution for it down yet, I feel that an adrenaline boost is general enough to fit with essentially every kind of Fighter build out there, and does not favor any one particular theme or build.

The one thing that always ultimately holds PCs back is the need to rest and restore themselves for the next challenges. The idea of giving Fighters a unique ability that increases their staying power seems to fit in perfectly with their general theme. After the Wizard has exhausted her spells and the Clerc has used up his turning, it will be the Fighter who continues on, hacking a path to safety or taking up the rear of a fighting retreat to cover his companions.

Fighters have been and always will be the backbone of the standard party. I feel that an adrenal-based ability that gives them greater staying power would help them greatly in this role.

2.) At certain points in their level progression, a Fighter will gain boosts to either Strength, Dexterity, or Constitution, at their discretion. Since these are the three core physical stats (with Intelligence, Wisdom, and Charisma being the mental stats), it keeps in line with the Fighter's theme. Furthermore, the ability to choose which stat gets boosted will prevent this feature from favoring any one specific build, and give the PC the ability to further customize the direction their Fighter takes. If you're playing an Elf Fighter with a bow and longsword, you'll likely want to invest in Dexterity. If you're a Dwarf Fighter with a brace of axes, you'll likely spring for the Strength or Constitution.

I feel this is justifiable in-context as representing peaks and pinnacles in a Fighter's training. Regardless of where they hail from, their background, or their race, all Fighters are physically fit and obviously train their technique, even if said training isn't directly seen or RP'd during the course of the game. As such, these scattered +1 boosts (I'm thinking one every five levels, for a total of four +1s in a normal 20 level progression) represent the fruits of their personal labors and training. The Elf swordsman who practices daily with his blade katas, the steadfast Dwarf Fighter who hones the ability to get the most out of his blows, or the Human warrior who masters himself and pushes his endurance and toughness to new heights.

3.) At higher levels, the Fighter gains the ability to temporarily imbue a weapon they wield with a standard property (such as keen). Depending on what the property is, this could be either because the skill and ability of the Fighter is great enough to mimic the effects of that property, because of an unconscious manifestation of ki (more on that later) allows them to do it, or some combination of the two (skill combined with unconscious ki manipulation).

If this was implemented as an ability, then there would have to be some obvious restrictions on it. For starters, there would have to be a pool of standard properties designated as 'mimicable' by this ability, and it would exclude any properties that are overtly magical in nature (regardless of how good you are as a swordsman, it's hard to justify a shocking burst effect with 'pure skill'). The pool would also have to be limited in some other way, likely by directly tying the + enhancement level necessary to 'normally' put the effect on a weapon into how long the effect lasts, and at what class level you have to be to use it (vorpal, for instance, would obviously be high level only, and would likely have a short duration).

On the other hand, this pool could likely be expanded considerably during Epic Fighter progression. After all, if anyone could manage a shocking burst with skill, it'd be an Epic Fighter. And that is what being Epic is all about, after all. Taking your skills and powers to obscenely impressive and probably impossible levels.

4.) Some combination of 1, 2, and 3. If I did all three, then I would likely have to cut out significant chunks of the Fighter's bonus feat progression, which is something I'd like to avoid. Currently, I'm leaning towards one of two options.

A.) Drop 3, and stick with a combination of 1, 2, and what the class already is (for a total of; Bonus Feat progression, Adrenal Boost (Ex), and a +1 boost to either Str, Dex, or Con, player's choice, every fifth level).

B.) Set 1 and 3 aside. Make 2 part of the universal progression of the Fighter, and allow the PC to choose between either Adrenal Boost or the ability to temporarily mimic a limited number of properties when they first create their character.


Potential Fighter Flavor: Though Monks train themselves rigorously to harness and manipulate the ki that dwells within them, theirs is not the only way. High level Fighters naturally tap into the ki that flows through them, indirectly learning to direct it's flow and force by instinct and sheer will. If Monks are the Wizards of ki, then Fighters are it's Sorcerers.

Fighters do not learn to do what they do with ki by thinking about it. They merely act, and train, and fight. They learn from their mistakes, and practice their art, and in response to this, their inner power grows stronger, and their instinctual control over it strengthens and sharpens. And those few that push themselves to their utmost only occasionally notice that they have crossed the blurry line of what should be physically possible, and have taken steps into the realm of legend.

Basically, part of the flavor I'm aiming for in this setting is that higher level Fighters unconsciously tap their own ki, which enables them to do the things they do. In the beginning, their capacity with Feats, their adrenal boost, and their limited stat boosts are handwaveable as being merely intensive training. However, once the character has reached level 16 or so, it becomes obvious that some other force must be at work besides muscle, skill, and mastering your second wind. And once a Fighter surpasses level 20, there can no longer be any doubt that their spirits are as much a weapon as their bodies and their blades.

Not, of course, that the Fighter cares all too much about the distinction. After all, a weapon is a weapon, and if your own fighting spirit can be one, sustaining you and pushing you onwards when you should have fallen long ago, then so much the better.



Thoughts? I'll post my ideas on the Paladin and the Druid next. Feel free to ask any questions about the setting, or let me know what you think about the proposed changes. If you think it's good, if there's something horrific or gamebreaking that I've overlooked, or if you have some suggestions of your own. It's all welcome.


[EDIT]

Also, though I'll be focusing mostly on mechanics changes, feel free to ask me anything you like about the flavor and style of the setting as a whole. After all, smooth mechanics make a game run nice, but good flavor and a memorable setting is what makes games memorable and worthwhile. So feel free to ask about that too. I'll be more than happy to answer questions.


[EDIT EDIT]

Also, if you haven't figured it out, I'm basing this off of 3.5 rules, not 4.0. I may end up incorporating some stuff from 4.0 into this (it's not all bad, after all, and they did do their homework in regards to streamlining combat), but it will still be running off the basic framework of 3.5.
 

Garahs

Well-Known Member
#2
Ok, for fighters I'd take a look at all the pre-existing feats because there are a few of them that would give fighters a little more staying power, like Second Wind for example. Don't underestimate the power of feats. I've seen my friends pull off some pretty powerful tricks. Not only that, but you can also use feats to take Maneuvers and Stances from the Book of Nine Swords. That gives you everything you want for fighters right in that book.

Or create a prestige class that incorporates whatever abilities you want to give and then make them have to petition to join the guild that allows access to the prestige class.
 

locke69

Well-Known Member
#3
You have read up on Pathfinder, no? Or the Tome of Battle for 3.5?

As for the rest, all you're doing is House Rules.
 

Lord Raine

Well-Known Member
#4
Ok, for fighters I'd take a look at all the pre-existing feats because there are a few of them that would give fighters a little more staying power, like Second Wind for example. Don't underestimate the power of feats. I've seen my friends pull off some pretty powerful tricks. Not only that, but you can also use feats to take Maneuvers and Stances from the Book of Nine Swords. That gives you everything you want for fighters right in that book.
I'm restructuring things from the perspective that the only things being used (in addition to what I'm providing) are the core rulebooks. I'm willing to look into supplements for inspiration, but this is mostly meant to be a setting that doesn't rely on supplements.

The entire point behind updates is that you patch things (2.1, 2.2, ect), and then once you think you've got everything figured out, you do a restructure (3.0). I see the supplements as being, in a way, patches. They're a bit more than that, but that's still ultimately what they boil down to.

So, you could consider this 'my' 4.0. Or rather, it's compiling what we (specifically I) have learned about the strengths and weaknesses of everything in 3.0, and then boiling it down and starting over with a new baseline.

For instance, I intend to incorporate the Action Point system outlined in Unearthed Arcana into these mechanics, and make them standard.

You have read up on Pathfinder, no? Or the Tome of Battle for 3.5?
Pathfinder, yes. Tome of Battle, no, though I've been trying to get my hands on it. I think I've tracked down a copy, though it'll be a few days before I can get a confirmation. I'm interested in using it for a number of things, one of which is this.

As for the rest, all you're doing is House Rules.
Arguably everything from AD&D onward is "house rules." The only difference between Greyhawk, Forgotten Realms, Eberron, Spelljammer, Ravenloft, Planescape, 3.5, 4.0, and whatever else, and what I'm doing, is that I'm not getting paid for it and it won't be published in a book. I also highly doubt it will be made into a TCG.

There is effectively no difference in terms of gameplay between a well-developed 'house setting' and one that you can buy at a bookstore. It's essentially semantics.

I'm not just talking house rules or tweaks. I'm talking about overhauling aspects of the 3.5 system, compiling compatible supplemental material together, shaving off what's not necessary, and fleshing it out as an entire world.

I wasn't aware that something of that magnitude was considered 'house rules.' I was under the impression that things like "Paladins can also be Neutral Good" and "every spellcaster starts out with Eschew Materials" were house rules, not "let's rebuild everything."

As a general rule of thumb, I don't consider it house rules if it takes longer than five minutes to explain everything you've done. After a certain point, it's not "you're making up complex house rules," but "you're building a house setting."

Which is what I'm trying to do. Build a house setting. From the ground up. Mostly.
 

Scratx

Well-Known Member
#5
There's settings and there's game mechanics.

You're changing/creating the latter.

You've not done one iota of the former other than asking for suggestions.


Perhaps you should make up your mind and write something about the Setting first so there is a clearer direction as to where the changes in mechanics, if any, should go...
 

Lord Raine

Well-Known Member
#6
You've not done one iota of the former other than asking for suggestions.
I didn't ask for suggestions. I asked you to ask me questions about the setting, because that's how I personally prefer to explain things. Through Q&A.

Would you rather I just write up as much as I can think of in one go, then we go from there?
 

Watashiwa

Administrator
Staff member
#7
Er... LR, what you've given us so far isn't a new campaign setting but a new d20 system. :huh:

That's not a bad thing, but to put it lightly, I don't care. You've got a world to go with the mess of rules that you've posted, right? Post that and we can talk; I don't do so good with rules.
 

Lord Raine

Well-Known Member
#8
Er... LR, what you've given us so far isn't a new campaign setting but a new d20 system.
The d20 system is the core die system plus basic gaming conventions like saving throws, adding modifiers to the die results to improve or degrade the outcome, and purchasing Feats and Skills to improve your character's abilities.

How am I changing the d20 system? :huh:

That's not a bad thing, but to put it lightly, I don't care. You've got a world to go with the mess of rules that you've posted, right? Post that and we can talk; I don't do so good with rules.
Fair enough. Flavor and setting first, then?
 

Garahs

Well-Known Member
#9
Honestly, that would probably be better, because as of right now all you're revealing is that you're replacing the basic fighter class with something else and calling it a basic fighter class.

We have no idea about regions, nations, environment, dieties, or cosmology. You say if the heroes die, they can fight their way back to life? What's stopping every villain, king, villager, etc. from doing the same? What meaning does death have when everyone is capable of having a comic book death? Granted, part of that is standard with raise and resurrection, but that requires planning or at least support from an outside source.
 

Watashiwa

Administrator
Staff member
#10
Lord Raine said:
Er... LR, what you've given us so far isn't a new campaign setting but a new d20 system.
The d20 system is the core die system plus basic gaming conventions like saving throws, adding modifiers to the die results to improve or degrade the outcome, and purchasing Feats and Skills to improve your character's abilities.

How am I changing the d20 system? :huh:
Ah, my bad. You were talking about changes to how the combat classes are played, instead of talking about the actual gameworld.



That's not a bad thing, but to put it lightly, I don't care. You've got a world to go with the mess of rules that you've posted, right? Post that and we can talk; I don't do so good with rules.
Fair enough. Flavor and setting first, then?
Yes, please.
 

Lord Raine

Well-Known Member
#11
You say if the heroes die, they can fight their way back to life? What's stopping every villain, king, villager, etc. from doing the same?
Difficulty, mostly. You could fight your way out of Hades in Greek and Roman mythology. It just rarely, rarely, rarely happened, because there were all kinds of nasty things in place to stop people from doing it. Like Cerberus, and the River Stix, and the oceans of molten fire. If it wasn't for the obstacles and guardians in place, you could literally just walk right back out of Hades as soon as you get taken there.

A similar principle applies here. You can fight your way back from death. It's just obscenely hard to do so, to the extent that it really never happens ('never' in the sense that maybe one or two NPCs have done it in the distant past (to get the rumor or legend started that it can be done), and it's completely at the DM's discretion if the PCs are allowed to attempt it). A party could theoretically recover from a total wipeout by GARing their way back, but they would probably have to be at least thirteenth or fourteenth level to even attempt it.

Honestly, that would probably be better,
Alright. I'll start typing that up now.
 

Lord Raine

Well-Known Member
#13
lightwave said:
So your trying to do some thing like this?
Genius: The Transgression
Mmm. . . no, not really. I'm trying to make a setting. Like Greyhawk, or the Forgotten Realms. That's more of a fan-made expansion to the game. It's not rewriting the setting, it's just adding on to it.
 

Shaderic

Well-Known Member
#14
Okay so... What kind of tech level can we play with, here?
Steam Punk?
Swords & Sorcery?
Modern?
Futuristic?

Judging from what you want, I'd have to say 'Sword & Sorcery' level.
It fits the best.

Also, let's think about the world.

Is this a Dyson's Ring? Discworld? Tower ala Ar Tonelico? Random floating islands?

How do you want spell casting to work? Sketch runes? Raw mental power? Tomes? Elemental powers? Materia?
 

Lord Raine

Well-Known Member
#15
It's a Sword & Sorcery level setting. However, there is also a significant degree of magical technology, so you could argue that there is also an amount of pseudo-steampunk. "Arcanapunk" may be somewhat more appropiate.

The Dwarves are the biggest source of magitech, as they have both the crafting skill, the divine inclination (their cheif god, Moradin, is a god of the forge and crafting, after all), and the magical prowess necessary to create such things.

For instance. . . most major Dwarven cities and strongholds are guarded by what amounts to Warforged Titans.


In fact, the Dwarves are a major faction in this game, and one of the most fleshed out. I'm already working on a post detailing the high points of the Dwarves.

*is looking at the tab now*
 

Shaderic

Well-Known Member
#16
Hmmm, pretty standard. Now all they need is a mountain stronghold and they'll be average. :mellow:

Can we see a list of races/factions and general relationships between them?

Is there a cultural theme here, or do we have to make stuff up?

One of my projects had the humans all as Japanese (I thought it was cool at the time, and the variety of alternate names and ideas kept me interested.), elves as western europeans, and dragons as eastern europeans/russians. The reason they drank so much (in setting)? They used the alcohol for fire breath.

Is this sea-world, or gunsmoke? Green, or brown? Flat, or mountainous? Hell, a name would be nice.
 

Lord Raine

Well-Known Member
#17
They aren't average. I'm getting to that.

Not unless you consider dwarven half-dragons being exalted nobles to be 'average.' Part of what I wanted with the dwarves in my setting is to turn some of the more fundamental things on their heads.

To do this, I decided to flip-flop one of their most infamous relationships with another species. Even more famous than their disagreements with elves, is their hatred of dragons. So to me, it would give the dwarves of this setting a unique flavor if they were staunch, ancient allies of dragons, as opposed to their mortal enemies.

'My' dwarves are ancient allies of the metallic dragons. In fact, each of the five great noble clans of the dwarves possess a strong bloodline with each of the five metallic dragons, and can directly trace their lineages back through thousands of generations of dwarven warriors and dragon lords. Their clan names reflect this affinity as well (the Goldbeards, the Silverhearts, the Coppertongues, the Bronzehands, and the Brassbloods).*

Needless to say, there are a lot of Dwarven Sorcerers running around. In fact, it's considered a trait of high nobility to be a Sorcerer in Dwarven society, as it proves that the blood of their ancestors runs strong in their veins. Dwarves also hold Sorcerers of other races in high regard, affording them a degree of respect even if they are mortal enemies. The Dwarves in general tend to view Sorcerery as a gift, and view Sorcerers as being a part of the ancestor who is responsible for the talent. Those of a celestial bent are viewed as gifts to the world by the forces of the Heavens, sent down to fight, guide, teach, and protect. Those of metallic draconic lineage are viewed by the dwarves as being of noble birth. And infernal sorcerers are typically viewed with a large degree of distrust, as they are seen as being the spawn of the lower planes, and the agents and servants of evil powers.



* Also, just for the record, I intend to translate these into Dwarven when I can. I know someone came up with a whole language for them, and I'd like to translate them into Dwarven to create 'proper' clan family names.
 

daniel_gudman

KING (In Land of Blind)
Staff member
#18
-2 to Cha does not a race of sorcerers make.

Also, the "adrenal" ability you described for fighter sounds like it would be easiest to model with a modification of barbarians rage ability.

Are you looking at jumping off of 3.0 or 3.5 rules? Or using the SRD with d20 modern and what-not also?

From a rules perspective, one of the best ways to add clear flavor is to create prestige classes.

How are you going to reconcile Dwarves' "underground" motif with dragons' "high altitude, can fly" motif?

Idea: Reverse the polarity! No, really. There's a special mineral that, when enchanted, has gravity reversed compared to the planet. This allows floating mountain-cities, which will allow both dwarven stoneworking, dragon flight, and create economic pressure for easy and safe flight... most easily accomplished with magic. Also tastes like high fantasy.

For various bigoted reasons, I only play human characters. What kind of options would be available to me?
 

Gwyll

Well-Known Member
#19
You could always change that dwarven sorcerers use intelligence or wisdom as casting stat. Or tinker about with the racial bonuses.

About the fighters:
I would suggest use option 2, with a modified option 1:
Have the fighter learn 'stances' after a while, which can be used a specific number of times each day and last for a certain time.
For example you could have an aggressive stance: + attack, +dmg, perhaps a bonus to a few saving throws (fear/hold/similar spells)
and a defensive stance: +temporary hitpoints (redirecting attacks) and/or damage reduction, +defense, perhaps a few other bonuses.
 

Lord Raine

Well-Known Member
#20
-2 to Cha does not a race of sorcerers make.
I know. It's something I intend to tweak by giving them an equivalent penalty in something else. I just haven't decided where yet. The easy out is to just give them a level adjustment, but I really don't want to give one of the core races a level adjustment. Core races should never have level adjustments, in my opinion. If they do, then they aren't core races.

I've come up with four alternatives to this:

A.) Build it into the race directly, and respec accordingly. This works, because I'm giving pretty much all the races some powerups (I ment it I said it's a high-powered setting), but it involves the most work for me, and will require a lot of playtesting to balance right.

B.) Make the Dwarves that are pureblooded members of the five great noble clans a Dwarven subrace that is apart from the standard Dwarf. This works, as it justifies a level adjustment, along with further modifications and bonuses of a draconic bent, but it weakens a fact about the Dwarves as a whole in this setting that I wanted to keep and underline, which is that essentially all of them are of draconic descent.

C.) Respec the Dwarven Paragon setup specifically for this setting by giving it a more draconic and Sorcerer-friendly flavor. This works, as it's flexible and can be applied to any pre-existing Dwarven character, but still ultimately results in a significant 'effective' level adjustment, which barring further mechanics modifications, is something that doesn't jive with the concept I'm gunning for.

D.) Apply the Metallic Draconic Bloodlines (Unearthed Arcana p.19-31) to the Dwarves, which can be invested in by any willing PCs playing Dwarves. This works on nearly every level, as Bloodlines give various degrees of innate power and boosts depending on what the PCs want, and merely make a character progress more slowly, as opposed to putting a cap on their levels overall. However, Bloodlines are designed to work in any setting or campaign, and using them straight as they are in Unearthed Arcana seems cheap, as this is supposed to be something that makes this setting's Dwarves unique.


Right now, I'm honestly trying to gun for A and build it directly into the race, but that hasn't stopped me from considering alternatives and tweaking some of the pre-existing solutions in official source materials to try and make them fit better.

I'll likely end up either respecing the race, making 'Noble Dwarf' some kind of template or subrace, or some combination of 'all of the above.'

I also toyed with the idea of making it a Prestige Class, but that doesn't really work on any level. There are Prestige Classes that cover becoming something different, and they do it quite well, but the key word there is become. This isn't a transformation, it's something that you're born with.

Are you looking at jumping off of 3.0 or 3.5 rules? Or using the SRD with d20 modern and what-not also?
I'm mostly jumping off of 3.5 rules, the primary reason being that I joined the D&D scene around 3.5. As such, those are the rules I'm most familiar with, and the ones I personally enjoy the most.

I have passable knowledge for the rules and trends for all the versions (except the initial version. I never got around to learning that), but I tend to prefer 3.5. I won't try to really justify it, as I know there are some that don't like it, and know far more about the history of D&D than I do. Really, it's probably because that's when I came into the scene.

Also, having looked into it, I'll likely be using SRD, and 'what-not-also', though they will be used mostly for references and resources. I may also cherrypick a few specific things from d20 modern, though it won't be anything significant or weighty.

Specifically, I may be inclined to borrow or modify some of their rules on projectile weapons. I could jerryrig rules for war-mecha that have rapid-fire projectile capacity by reverse engineering how certain traps fire, and applying liberal amounts of guesswork and trial-and-error. . . or I could just dumb-down some of their rules on machine guns. Given the choice, I spring for option two, as laziness is typically the name of the game. : P

I may also not use rapid-fire projectile weapons at all, which is the more likely of the two. But if I do end up using it in some capacity, I'll likely borrow some stuff from d20m to make it work.

Also, the "adrenal" ability you described for fighter sounds like it would be easiest to model with a modification of barbarians rage ability.
The initial thought came to me while I was playing TES:O, and was along the lines of "all warriors should have some sort of ability similar to the Redguard's racial buff, because it's a huge help, and fighters in stories, movies, and books always tend to pull something like it at some point anyway."

So it's roots are in TES and the Redguard. However, in function, it would be very similar to what the Barbarian can pull with their Rage. However, something I want to avoid is making it a copy of Rage, or even making it too much like Rage in it's effect.

The Barbarian's Rage is primarily a buff that makes them more deadly in combat, but can end up killing them if they don't pay attention to their health (Rage gives temporary HP. If you take more damage than you could withstand normally while Raging, and don't get healed before Rage wears off, you can instantly jump to dying or even dead when it does).

My vision for the Fighter's Adrenal Boost is, in a way, something like the opposite of Rage. It isn't designed to make the Fighter deal more damage, but rather is something that's designed to make the Fighter more effectively deal with being hit or attacked. It's also something that can let a Fighter hang on and keep fighting or acting for a few more crucial rounds, as opposed to something that is incredibly risky to use when near death.

It currently exists in my mind as something that either gives an appropriate amount of Damge Reduction/- for X amount of time, gives an appropriate +AC for X amount of time, or something that converts a scaled amount of HP damage you take directly into nonlethal damage for X amount of time (essentially acting as a damage sponge with 'credit' that scales as appropriate to your Fighter class level).

I currently favor the lethal-to-nonlethal conversion setup, but I'm keeping my options open.

I also view it as having a significant, but nonlethal, blowback, like becoming significantly fatigued after it wears off for X amount of rounds. It's not something that could directly result in your character getting killed, but it's also not something you want to use inappropriately or unwisely.

How are you going to reconcile Dwarves' "underground" motif with dragons' "high altitude, can fly" motif?
Big mountains and equally big valleys for standard terrain will play a part. So will the fact that the Dwarves aren't all that confined to the Material plane, and have a significant presence in the Elemental Plane of Air.

I don't know whether or not I'll implement flying islands or cities. At least in the Material plane. They're practically a given in the Elemental Plane of Air, but I'm not sure yet if large aerial strongholds are fit with the overall tone. Even if they have Draconic blood, the Dwarves are still a race of the earth. I envisioned these Dwarves making their homes and citadels in places where the sky and earth meet, like in deep valleys or on tall mountains.

To me, the ideal place for them (and where I intend their greatest city to be located), would be nestled in the middle of an expansive mountain range, preferably one that is near the ocean. The landscape would be incredibly jagged and uneven, with tall mountains and deep valleys flowing into each other and sharing slopes. The Dwarves would harness the power of fire and water by tapping geothermal power from ancient, dormant volcanoes, and building waterwheels and mills to harness the flowing rivers, streams, and rapids. They would dominate the range's waterways, building freshwater ports on the shores of mountain-locked lakes, and sailing cargo ships and vessels down the great rivers, through the valleys, and out to a giant Dwarven port city built upon the river's delta.

The Dwarves are the folk of the mountains and the earth, and control the gateways to the North. Even there, in the vast expanses, they exert a presence, carving massive citadels out of arctic mountains, rune-reinforced icebergs, and colossal glaciers, all in the search of new new mineral veins and the ever-elusive mithril.

The Dwarves may have a few aerial citadels on the Elemental Plane of Air or other, similar planes, but on the Material Plane, they typically stick to the mountains. Mountains are the ancestral home of both Dwarves and Dragons, so it makes sense to me that if the two races were united as brothers, then they would build a mountain empire. The Dwarves bring unparalleled mining, smithing, and craftsmanship to carve out mountain strongholds and erect surface cities, and the Dragon's wings give both themselves and their Dwarven allies the ability to fly, which is an invaluable asset in a mountain kingdom.

Also tastes like high fantasy.
It definitely does. I may use it in some form. Possibly some kind of rare mineral that only occurs on the Plane of Air? It could explain the giant floating islands and continents. They all started out as chunks of this material, and those chunks acted as nuclei, which gradually gathered gradual buildups of sediment that were deposited by the winds of the plane.

Or in other words, the entire Plane is like a model of space and the planets, only in a giant expanse of atmosphere, as opposed to a giant vacuum.

For various bigoted reasons, I only play human characters. What kind of options would be available to me?
I had to be somewhere two minutes ago, so I can't answer this now. I definitely will when I get back, though.
 

Lord Raine

Well-Known Member
#21
For various bigoted reasons, I only play human characters. What kind of options would be available to me?
For starters, you would have a lot of psionic options. Humans are the premiere psionicists in this setting. Though members of other races can manifest psionic talent, humans manifest far more often than most of the other races combined, and have a number of innate racial advantages in regards to making use of psionics.

I intend to repurpose a few already existing psionic racial feats to work for humans, and I also intend to create some new psionic racial feats and options from scratch.

I'm also trying to think of a way to allow humans to dabble in psionics without actually taking levels in a psionic class, but I haven't figured out how to do it just yet.


As a human, another thing of interest would be the Fey. To make the long story short: The Fey had a war between themselves back in time immemorial. A large group of Fey tried to harness a dark power that dwelled in the Plane of Shadows, and failed. This failure cost them their innate connection with the arcane power that flowed through their blood, as it was displaced with shadowstuff.

However, these Shadowfey were too ambitious and too hungry for power to go quietly into the night. Barred from Arcana forever, they turned burning eyes to the mortal races, and saw that within the mortals, and particularly within humanity, a new power had blossomed. One that was wholly separate from both the arcane and the divine, and yet had the potential to match both in power and versitility.

The seeds of anger and the desire for balm for their tortured existence as beings of Shadowstuff mixed with a dark and brooding evil in the Shadowfey's hearts. Coveting this new psionic power for themselves, they harbor immense resentment and jealousy for the mortal races, especially humans. The Shadowfey feel that psionic power is their right, and since they view themselves as vastly superior to the mortal races, they have no qualms whatsoever with taking what they perceive is theirs.

However, the other Fey, which were not tempted by the dark and vile whispers of the Shadow, were not going to let their fallen cousins have their way with the mortal races. They would not allow it, by any measure.


And thus the shadow-war over the fate of the mortal races began, with the Shadowfey seeking to capture and dissect mortals to learn the secrets of how their minds work, while the Fey seek to protect the mortals and their rightful place in this world, and to make an end of their fallen brethren, once and for all.


So, as a human, not only will you have access to freely dabble in psionics if you so desire, but you'll also be a target for the Shadowfey regardless of whether you possess psionic abilities or not. And the more powerful you become, the greater a prize you represent to them. If you come to their attention or otherwise make yourself known to them, they will seek you out, hunt you down, and do whatever it takes to capture you and siphon off the hidden power that dwells within your mind.


In terms of gameplay, I intend to have some mechanics to reflect the war and what the Shadowfey are attempting to do.

1.) Include a template, prestige class(s), or both that can be taken by mortal races, whose theme represents the fact that they have allied with Shadowfey and willingly allowed the Shadowfey to tap them as psionic power sources in exchange for greater power of a Shadow bent. They gain supernatural fey-like powers and the ability to manipulate shadows and Shadowstuff, but lose the ability to use psionics for themselves.

As a further restriction, their new powers and abilities are directly tied into how much psionic power they had before, and their powers can stop working if they fail to serve their duty and purpose as a psionic battery (basically, they have to constantly generate and sacrifice power points to keep their new abilities running.

Will likely be used for villains and minions, as opposed to being something the PCs can invest in.

2.) Tied to the above, create prestige class or template that can be taken by Shadowfey which allows them to directly tap mortal cattle (willing or unwilling) for psionic power. They gain psionic abilities, powers, power points, and mantles, but the potency of their psionic power is tied directly into how many mortals are tied to them, and how 'deep' the collective psionic pool the aforementioned mortals create is. The more mortal nodes a Shadowfey can tie to themselves, the more powerful their psionic abilities become.

Will almost certainly be used for villains and powerful Shadofey elite, and barring a party of Shadowfey characters, will definitely not be something available for the PCs to invest in.



Some known Shadowfey include:

Shadar-Kai




Dark Ones




Yuan-ti

 

Lord Raine

Well-Known Member
#22
Soo. . . any questions? I could talk about the environment and the distribution of enemies, or I could answer specific stuff. Either way works.
 
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