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Posted: Wed Apr 15, 2009 2:16 am
Two generations have passed since the End of the world, and with the highly specialized knowledge from before the End lost, society has to be rebuilt completely. For more primitive and agrarian or tribal peoples, this poses no challenge, it just means there is less outside trade
New states arise in Africa, South America, northern India and inland east-Asia, though as primitive as these states may be, they are much better than the complete lack of centralized society in Europe, North America and Japan.
This [3.5] campaign is set in the real world, after the end. All characters are human, and all classes are available, though there is no magic. SRD only. The campaign will start in either North America, or Europe. Settlements will be small and sparse.
Class summary: Alchemist sad d4) [low BAB] {Save: WILL, REFL} Barbarian: (d12) [good BAB] {Save:FORT} Bard: (d6) [average BAB] {Save:REFL} Fighter: (d10) [good BAB] {Save: FORT} Rogue: (d6) [average BAB] {Save: REFL} -- Commoner: (d4) [low BAB] {Save: none} Expert: (d6) [average BAB] {Save: none} ___
Changes: No magic, no magic weapons 1/4 XP rewards 1/10 treasure rewards Feat every level ability increase every third level (3, 6, 9, &c. Leadership available at level 3, level treated as +1 for leadership purposes. All level dependent requirements for feats (skill ranks, BAB, &c.) are halved.
What do people think? Who would like to play this game? It will be mostly RP, I expect, so yeah. If there are non-D&Ders out there who would be interested, they can join in as well, though there is the problem of the guild an' all that...
Anyway: recruitments and thoughts, questions?
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Posted: Wed Apr 15, 2009 5:38 am
nay the no magic and no alternate races is a turn off. I mean who in their right mind would pass up a I attack the darkness with magic missile? and considering that its post apocolyptic it seems there wouldn't be much technological benefits either. I mean you would have to rummage to get a decent TV or computer.
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Posted: Wed Apr 15, 2009 8:09 am
Well I have got some stuff for the alchemist: a bunch of cantrips/orisons, and level 1 and 2 spells that they replicate through alchemical means, but not proper magic. And no magic missile to attack the darkness.
Craft (Alchemy): DC20 Acid Splash Create Water Cure Minor Wounds Daze Detect Poison Flare Guidance Inflict minor wounds Light Purify Food and Drink Ray of Frost Resistance Virtue
Craft (Alchemy): DC25 Burning Hands Cause Fear Expeditious Retreat Goodberry Grease Longstrider Obscuring Mist
Craft (Alchemy): DC 30 Bear's Endurance Bull's Strength Darkvision Heriosm Silence
Apart from this though, there is no magic. It is set in this world, a few generations (60-100 years, say) after the collapse of our current civilization. If you find computers, they probably don't work Not that you'd know how to use one, nor that it needs electricity to run...
The point is to have a heavily low tech setting, without the 'magic as tech' escape route.
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Posted: Wed Apr 15, 2009 12:42 pm
so basically we have what? guns?
and I don't mind real world stuff but please make it like shadowrun make the other races offshoots to humans. for example orc would be homosapiens robustus. I think what attracts most people to d&D is the chance to not be a human...
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Posted: Wed Apr 15, 2009 3:02 pm
I would like to play, but that is only because most of the other games are 4.0 and I don't know it.
I would say make it, Where humans are the primary people but Similar people still are around. Orcs Elves, and ogres. Or the half races, Half orcs and Half elves, they are the start of the evolution into the other race.
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Posted: Wed Apr 15, 2009 10:39 pm
Having other races really doesn't fit the flavour of the campaign, however, is this for a compromise: All characters are human, however you could swap the bonuses for humans (feat+skills) for those of another race (like the Elves' +dex, -con, 'trance' and secret door sense, for example), take the flavour of the race for your character (for a dwarf load-out, the character would be short&stubby, likezez da b33rz and good with stone). The reason for this is that traditional fantasy has the races being separate, this being a hold-over from when each race was meant to 'stick with their kind.' A key point of this campaign, however, is that these people are all different, but they hang out together because they have to, like glorified adventuring bands. That, and it is the real world, set not too far in the future, before any stable evolution could occur in any branch. Quote: so basically we have what? guns? Not at all: clubs, spears, axes and knives made from scavenged metal. You might find a gun that you could use as a club, but there is not any meaningful amount of ammo in this part of the world. Later on you will probably find guns, but not at first. The main aim for the PC's, by the way, should be to create a nice place for their group of people, and possibly get more people. Ambitious PCs might try to make a mini-empire. Really amn-bitious ones might try to take over the world!
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Posted: Thu Apr 16, 2009 4:54 am
damn it that sucks. no guns first off and if we do find one its treated like a club? in most post apocoliptiic environment guns are still used. I would be better off taking to crafts and and profession gunsmith >>
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Posted: Thu Apr 16, 2009 7:55 am
You said that it is only 60-100 years into the future. Could we use Craft: Alchemy and Craft: Metalworking to create ammo for the guns? at least mussel loader ammo. Mussel loaders are the simplest guns second only to cannons. That goes for the workings of the gun to the ammo used. It only being that long into the future, a few of the elders might know how to create ammo. It is largely industrial now but there are still humans working the factories making the stuff.
Oh what are the skills for the Alchemist?
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Posted: Thu Apr 16, 2009 8:18 pm
Eye: It isn't that it is treated like a club, but that 1: your character probably hasn't seen a gun in their life and wouldn't know how to use it. 2: ammo was pretty much used up in the first few years. Glitter: If you really wanted too get a gun, sure, you might be able to find a hidden cache with a few guns, most of them useless, requiring work on them, and a few boxes of ammo each. That might be enough for the alchemist to figure things out. That would be amusing, a new dawn for muskets. Alchemist skills? Skills Alc Brb Brd Ftr Rog Com Exp Acrobatics - - - - + - + Climb - + - + + - + Craft*^ + - - - - + + Deception - - + - + - + Drive*^ - - - - - - - Endurance - + - + - - + Gather Info - - + - + - + Heal^ + - - - - - + Intimidate - - - + + - + Jump - + - - + - + Knowledge*^ + - + - - - + Perception + + + + - + + Perform*^ - - + - - - + Persuasion - - + - + - + Profession*^ + - - - - + + Sleight of hand - - + - + - + Stealth - - - - + - + Survival + + - - - - + Swim - + - + - - + Trapmaking - - - - + - + Use Computer^ - - - - - - -
* This skill is multiple skills ^ Trained only
Class|Skills Alc 4 Brb 4 Brd 5 Ftr 4 Rog 6 --- Com 2 Exp 3
Other than this, all classes are the same. For the Alchemist: Pretty all you need to know is this: To make a solution, you need to make a Craft (Alchemy) check of the appropriate DC. This uses up the ingredients that spell solution requires. It takes 1 hour to make a DC 20 solution, 2 hours make a DC 25 solution, and 3 hours to make a DC 30 solution. You can increase the power of the solution by adding half the ingredients and half an hour to the brewing time for each level of power. This raises the DC by 2 for each level you wish to increase the effect. You start off knowing how to make 3 DC20 and 1 DC 25 solutions. To figure out how to make different solutions, you need to analyse the solution or studdy the effects and make a Craft(Alchemy) check. And you have to explain to me how you /think/ the expected concoction will achieve the desired result (this bit isn't entirely important, but still good for RP) The DC is equal to 20+the effects spell level. So, yeah, you /can/ learn more s**t than what was listed, but it still has to get passed by me first. Using an alchemical solution takes the same amount of time as casting the spell it is based on.
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Posted: Fri Apr 17, 2009 4:52 am
unless my grandfather trained me to use them I could make that part of his history
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Posted: Fri Apr 17, 2009 7:46 am
See, here is the thing: The game will be set in western europe or north america where society not only collapsed, but due to the advanced state of civilization, the fall was all the greater and most of the people died. I would venture to say that there are about... 20 million people in all of western europe, possibly about double that in the US (way more agricultural area there). The game will start in a city, where the only people left are not nomads in the old sense, but literally wanderers: They will not spend two nights in the same place. The biggest groups are about 20, maybe 50 people strong, including children.
Life expectancy is not higher than 30 (people in the west have to re-learn how to be primitive again).
It is fine if you have someone who has been able to hand the knowledge down to you, but the question is this: Without a settlement, how can you have anything more than 1 rank in the skill? 1 rank represents the fact that you know what you are doing, but you still haven't been spending your life on it.
HOWEVER! THERE IS HOPE: If you do a lot of work with the skill, there is no reason you shouldn't be able to raise it significantly by lv2. You could even pump half your skill points into it if you wish, maybe even grab skill focus! Because it will take ages (both RL and game time) to level up, you should be able to get a lot of work done.
Do you think that is good, or do you have some more haggling to do? BTW, what racial stereotype would you go for?
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Posted: Fri Apr 17, 2009 10:40 am
I guess its fine I was gonna suggest a home made feat called innovative genious that allows for the person to be able to develope quicker back to more modern technologies but what ever.
and you are going for stereotyping in this?
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Posted: Fri Apr 17, 2009 10:49 am
Sorry, DND races. As said above: All characters are human, however you could swap the bonuses for humans (feat+skills) for those of another race (like the Elves' +dex, -con, 'trance' and secret door sense, for example), take the flavour of the race for your character (for a dwarf load-out, the character would be short&stubby, likezez da b33rz and good with stone).
So basically, what race are you going to be like? Elf, Dwarf, Orc, Human?
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Posted: Fri Apr 17, 2009 10:58 am
orc so big and muscular. question though would we be taking on everything from the race like light negative intellegence wisdom and charisma? and ugliness?
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Posted: Fri Apr 17, 2009 10:22 pm
If you want the good of the race, you have to take the bad. You want the +2 str, you get the -2 int&cha. Also, characters are built with the elite array (15, 13, 12, 11, 10, 8 )
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