I am thinking of starting a new campaign in home-brew world that I created; this thread is to see what people think and to see if there is any interest in the idea.
(this ended up much longer than I thought so I really appreciate anyone who reads through to the end and gives their thoughts)
The world is going to a 'lite' version of a world I've made independent of DnD. It has lore that introduces some changes to the magic system and to the races.
The world and the rules are the result of me trying to explain or justify common fantasy tropes without just saying 'Because magic' or 'a wizard/god did it'. I tend to approach things from a scientific/design point of view, always wanting to know the nitty gritty of how things work, and so I found myself getting really annoyed when authors/game designers/script writers etc. , when asked a question like 'how does a dragon fly as it's so heavy', would answer with a generic answer such as 'because they're magical creatures, they use magic'. To me this was never enough; does the magic push air down from their wings like a helicopter or does it give them extra strength to flap or does it cause them to levitate/hover (in which case why do they have wings at all!). So I challenged myself to design a fantasy world where everything could be explained; there is a reason everything is as it is.
The full world has a completely new history (about 2 million-ish years back) that includes a cascading series of events that results in the particular political environment and race relations of the 'present' time. However it is not complete with multiple clashing and contradictory events and plot lines due to me changing things as I go and is extremely complicated (I have 20+ pages of notes); so for this I am thinking of just having a backbone that I fill out as the story progresses, creating the finer detail particular to the characters and places that they go.
Lore:
Magic
The world is set on the material plane, which in this universe has no magic of it's own. In fact there is no 'magic'. What is commonly known as magic is the result of an event that occurred over two-hundred years ago, during which the material plane and all the other planes were pulled closer together. This resulted in their boundaries occasionally crossing, producing temporary tears in the fabric between them; these are known as 'rifts'. With them came magic, and the monsters.
All the planes are made up of energy, each 'vibrating' at a different frequency. In some of them, like the material plane, all of that energy is locked in physical matter whereas most have a proportion of that energy floating around in it's raw form. When rifts open this energy, in raw or physical form, can pass through into the connected plane. Most rifts are tiny, seen as floating sparks that appear for a second or two before disappearing, and people have got used to them. However occasionally the density of this sparks gets two high or a larger rift opens; when this happens the energy that leaks through can seriously alter everything around it.
Magic is the ability to control this; to manipulate the planar boundaries to open rifts and then channel the energy that flows out to your bidding. All planes have their own particular energy. Some are suited to heal; some are suited to manipulate; others are suited for destruction. To manipulate the fabric of a plane one must have something that holds some of that planes energy already. This could be a gem stored full of it in it's raw form; or it could be a physical object brought over from that plan, such as a bone of a certain monster. Once you have this, and after much training, you can bend and distort the boundaries between your plane and the other until they cross. To create larger rifts you must move the boundaries more which takes much more skill. This is the main limit to someone's magical power.
Once a rift is opened, energy is pulled through into this plane. The one who is controlling the energy becomes the connection through which it passes through. This raw energy can burn them from the inside if not properly channelled. It takes further training to be able prevent this by focusing it though object connected to that plane; the focus that was used to open the rift. This can often be helped by the use of metals to link your body to the focus.
Races
In this world, all the base humanoids are all evolutionary related; the equivalent of neanderthals, homo erectus, and chimpanzees to us. There is no god who created dwarves in his image etc. I have not exactly pinned down who goes where in the evolutionary tree but at the moment I am thinking there will be two main branches, with all humanoids in each branch being able to cross-breed. These half-breeds are the equivalent to mules or ligers: carrying a mix of traits from both species but are infertile (this is so the world doesn't just become completely crossbred).
The other playable races (Aarakocra, Dragonborn, etc.) fit into the lore as either coming across during the event that introduced magic or being created by magic. I have yet to decide which ones to include; for instance it feels a bit weird that there just happened to be two different bird people races, Aarakocra and Kenku, who came through.
And tieflings, they're special. Rather than being an individual race, tieflings in this world are actually people who were mutated in the womb by magic seeping through the tiny rifts. They can be from any race and are mutated in all sorts of ways. Some are hardly changed, different skin colour or enlarged arms, and some are completely misshapen. Because tieflings were mutated by magic they actually carry magic in their own body. Those who are more mutated can use themselves as their focus to another plane (in game rules, tieflings are the only race that can be sorcerers). This is also how creatures who passed through from other planes use magic.
The magic that creates tieflings has also mutated native flora and fauna, producing beasts like gnarls.
Religion
The general idea is that there are the 'old gods' that are each races deities from before the event and the 'new gods' that are beings of immense power from the other planes that are now worshipped as gods.
The new gods are different for each of the major races. The human gods are heroes of the past that through their actions achieved godhood, so there's alot of old kings and knights etc. The elven gods are representations of ideas, feelings etc. The dwarven gods are locational, so you have the god of a certain moutain range but also the god of each particular mountain. While none of these gods are actually real, a lot have been linked with the new gods. So the elves might believe that SoandSo is their god of light when the dwarves believe he is actually their god of the sun, but he is just a being from one of the 'lighter' planes.
For this I will use the Forgotten Realms gods plugged into the lore to keep things simple.
Other
There is more lore about the politics and the relationships/laws with magic and each of the races but I'll go into that if this actually goes ahead.
Homebrew Rules:
Magic
Due to the lore, magic changes slightly. Most of it is RP (wizards staffs having crystals on the end linked to the grip by silver thread etc.) and doesn't effect the game mechanics. However there is one change I want to add. The player's level still denotes what spell slots they have, with spell level equivalent of rift size and spell slots being how much you can channel through your body, however there is a small tweak. The new rule is that you can cast a spell at a higher level than the available spell slot, though not at a higher level than your highest, at the cost of some of your HP. Whether the HP cost will be percentage based or roll based I've not decided.
So this means that if you have access to Lvl 3 spell slots say but you only have Lvl 1 slots left, you can use that Lvl 1 slot to perform a Lvl 2 or Lvl 3 spell but take damage in the process. The higher the spell level from the spell slot level the more damage you take, increasing exponentially. This would also work if you run out of spell slots; you just treat it like a Lvl 0 spell slot.
Races
Most races will be the standard rules with a few slightly adapted to not have inate magical abilities. All the cross-breeds tieflings will likely be purpose designed as the players can pick any race they want as the base.
Other
There will be an injury system designed so that large hits (>50%HP) and going unconscious have medium-term effects rather than immediately healing with a potion. Injuries will have negative effects on movement, stats, skills etc. depending on where on the body they are (RP description of combat being the main factor), with light injuries being healed via restoring to full HP (by health potions, magic or time) and heavy injuries requiring either a doctor or player character with high medicine check and certain items.
I will probably write up some exploring and survival rules if thats where the campaign goes but thats not a priority.
Other ideas will likely be implemented as it fills out.
Please let me know firstly what you think about the world setting and rule changes, and secondly this is the kind of game you would be interested in.
It's going to take a lot of time and probably money (to share the homebrew creations) to create all this so it would be really great to see if people would actually be interested to play before I go ahead.
That's what I forgot to put in! It does have gods but I've yet to finalise who they are yet. The general idea is that there are the 'old gods' that are each races deities from before the event and the 'new gods' that are beings of immense power from the other planes that are now worshipped as gods.
The new gods are different for each of the major races. The human gods are heroes of the past that through their actions achieved godhood, so there's alot of old kings and knights etc. The elven gods are representations of ideas, feelings etc. The dwarven gods are locational, so you have the god of a certain moutain range but also the god of each particular mountain. While none of these gods are actually real, a lot have been linked with the new gods. So the elves might believe that SoandSo is their god of light when the dwarves believe he is actually their god of the sun, but he is just a being from one of the 'lighter' planes.
For this I will use the Forgotten Realms gods plugged into the lore to keep things simple.
Not to sure about the magic changes. I mean, isn't one of the key strengths of a fantasy setting that you can write "fantastical" (excuse my lack of vocabulary) situations and scenarios and not worry about real world logic? I guess what I'm trying to say is: doesn't explaining magic defeat the purpose of having magic? I'm not an author (and I suck at writing) so take this with a grain of salt.
That being said, I really like the concept of injuries. Rules wise, I also like the ability to cast higher level spells without spell slots. Though that might require some major balancing because it seems to have the potential to be game breaking.
I'd like to play in this just to see how the new stuff work.
Not to sure about the magic changes. I mean, isn't one of the key strengths of a fantasy setting that you can write "fantastical" (excuse my lack of vocabulary) situations and scenarios and not worry about real world logic? I guess what I'm trying to say is: doesn't explaining magic defeat the purpose of having magic? I'm not an author (and I suck at writing) so take this with a grain of salt.
That being said, I really like the concept of injuries. Rules wise, I also like the ability to cast higher level spells without spell slots. Though that might require some major balancing because it seems to have the potential to be game breaking.
I'd like to play in this just to see how the new stuff work.
I know where you're coming from about the fantasy magic, but that's exactly what I was trying to get away from. It's not trying the 'science' magic, more give it a history and meaning. In most stories with magic, the magic just IS. I feel that something so huge being in your world would lead to poeple studying it and wanting to find out about it. It would also cause severe changes to society and how the world works, it makes no sense to have a world that has always had unfiltered magic and yet still stuck in the middle ages equivalent. Game wise, it doesn't actual change the magic system at all in terms of how spells work, I think it just gives a chance for people to tell how they think it works in RP. Instead of magically sealing up a wound like it never happens, a wizard might create a flame that cauterizes the wound or a druid might infuse the wound with raw energy to create new flesh.
Please do also remember that this is also me adapting a world that has nothing to do with DnD. Most of the changes will be lore and RP based, effecting the actual game rules very little.
On the spell levels rule, it will be extremely costly to do it due to the cost increasing with each character level. Think of it as a last resort, if you use it and it doesn't work the chances are you will die in the next turn. And the spell level is always limited to the maximum spell slot you have, you can't suddenly cast a lvl 6 when your only a level 8 wizard.
Another question, will clerics be allowed to do higher levels for health and will high level healing be able to work for more serious injuries
What do you mean by this exactly? As in just higher level healing spells?
Heavy injuries won't be able to healed via magic. They will require either paying a doctor or a medicine check with items, and then will take time depending on HOW successful the check was. I put this in because in some of my games in one encounter my character would be knocked unconscious and revived more than once and had no repercussions from it at all, ready to carry on the fight and then do it all again less than 24hrs later. It adds danger to reaching 0HP without making death more common
Make sense. Still, it's really hard to judge how balanced a thing is in practice (I know what you're saying about the spell slots and it does seem balanced on paper) without actually running it.
Make sense. Still, it's really hard to judge how balanced a thing is in practice (I know what you're saying about the spell slots and it does seem balanced on paper) without actually running it.
I know, it'll likely be one of the things that gets tweaked in the lower levels as the game goes on.
I think a good system for the spell slot cost would be based on the hit dice. For instance, a level 9 wizard spell slot would cost twice the hit dice of a level 18 wizard, so 36d6 HP. This would it is basically guaranteed to knock out the wizard, and instant death is a real possibility.
For a Warlock to get a level 1 slot back, it would be 2d8, etc.
I think a good system for the spell slot cost would be based on the hit dice. For instance, a level 9 wizard spell slot would cost twice the hit dice of a level 18 wizard, so 36d6 HP. This would it is basically guaranteed to knock out the wizard, and instant death is a real possibility.
For a Warlock to get a level 1 slot back, it would be 2d8, etc.
This was one of the options. The exact amount of dice I couldn't figure it out, it will probably be tried and adjusted.
The game to start of with will likely change quite often as the new rules are tested
Looks like an interesting campaign. Definitely interested
Feedback below:
Really like the concept of the world. Reminds me slightly of Shadowrun, where Haley's Comet opened up magic on the world, and raced mutated into elves/dwarves/etc.
For the concept of New Gods: would it be something like they were normal people who became their own Nexus of Magic from a large rift (effectively meaning they're the source of the cleric's power because they directly channel the magic through their own rift)? If not, it could be an interesting warlock patron option.
If you're thinking of doing an alternate method of getting magic, have you seen the Variant Rule of Spell Points in the Dungeon Master's Guide? Effectively spell slots are replaced by Spell Points and each level of spell costs a certain amount (think of MP in a video game). It could be a way to have access to higher level spells at the cost of your lower level ones. In addition to this, if you wanted a variation of a cost, you could make Hit Dice or Exhaustion cost as part of the "overcast" feature so players don't carry around dozens of healing potions and can cast a lot more spells. Another option could be that the damage decreases the caster's maximum hit points (similar to the Mystic's Consumptive Power or the Blood Hunter's Rite damage) as a way of it being "unhealable"
With the serious hit (>50% damage) effects, consider if there are permanent or long durational negatives? Things could be quite drastic, like losing a limb. Others could be superficial, like getting a scar that will only really affect RP. There could be a scaling level of severity. Going back to other RPGs, there are systems like RoleMaster where they have a tables for critical hits and how strong those criticals were.
Political present: I'd be wary about how the game reflects real-life. Some things can be thought of as quite controversial, and people's opinions vary everywhere. Personally I'm more laid back on such things, so it really depends on the group for that.
Looks like an interesting campaign. Definitely interested
Feedback below:
Really like the concept of the world. Reminds me slightly of Shadowrun, where Haley's Comet opened up magic on the world, and raced mutated into elves/dwarves/etc.
For the concept of New Gods: would it be something like they were normal people who became their own Nexus of Magic from a large rift (effectively meaning they're the source of the cleric's power because they directly channel the magic through their own rift)? If not, it could be an interesting warlock patron option.
If you're thinking of doing an alternate method of getting magic, have you seen the Variant Rule of Spell Points in the Dungeon Master's Guide? Effectively spell slots are replaced by Spell Points and each level of spell costs a certain amount (think of MP in a video game). It could be a way to have access to higher level spells at the cost of your lower level ones. In addition to this, if you wanted a variation of a cost, you could make Hit Dice or Exhaustion cost as part of the "overcast" feature so players don't carry around dozens of healing potions and can cast a lot more spells. Another option could be that the damage decreases the caster's maximum hit points (similar to the Mystic's Consumptive Power or the Blood Hunter's Rite damage) as a way of it being "unhealable"
With the serious hit (>50% damage) effects, consider if there are permanent or long durational negatives? Things could be quite drastic, like losing a limb. Others could be superficial, like getting a scar that will only really affect RP. There could be a scaling level of severity. Going back to other RPGs, there are systems like RoleMaster where they have a tables for critical hits and how strong those criticals were.
Political present: I'd be wary about how the game reflects real-life. Some things can be thought of as quite controversial, and people's opinions vary everywhere. Personally I'm more laid back on such things, so it really depends on the group for that.
Hope that helps :-)
Will have to look into that, I've never come across Shadowrun
No all the New Gods are from other planes. Due to their planes having the raw energy in the 'atmosphere', the beings from there have always been able to control it. So from our point of view they are insanely powerful, but for their own planes they're normal. Some are one of few in a plane, some are one of thousands. In general the more raw energy in a plane the more powerful the beings are and the less of them there are. Clerics and paladins won't get their powers from the gods but instead get the means of creating focuses; some of the beings send stuff through the rifts for their follows to craft into amulets etc. that allow them to access the gods planar energy. Things from other planes (with enough energy to effectively create a focus) are very rare, magic is not common place. Every character who uses magic will need an RP story about how they got their focus.
The spell point system might work, i'll have to look into how the cost of creating more would work. I definitely think that the self inflicted damage from magic will be temporarily unhealable (decrease maximum) as the RP for it is that the energy literally destroys some of your body which is physical damage, potions and most healing spells only replenish 'stamina' HP. Think of them as energy drinks or adreneline shots.
The serious hits will only cause minor injuries that are healed with HP, think concussion or sprained ankle; temporarily impeding but no long term effects (I know concussions are not good long term but you know what I mean). The major injuries from 0HP will be the ones that might have long term effects. I'm thinking I might set a time you have to get it treated by or it gets worse, plus bad treatment could also make it worse. Definitely RP room in there for amputations etc. As for scars, that will all be RP. I'm hoping that who ever the players are they will be very descriptive in the combat allowing for me to play the system, think your nemesis escaping as his men are slaughter clutching his right arm that you targeted with an arrow to disarm him only to return two stories later with it gone and vowing revenge. I am a big fan of Nat1s and Nat20s always having an additional effect so those will play heavily into this system.
By the political system I jsut mean what kingdoms/dukedoms/empires there are, which are at war/ which are allies, whose milataristic and whose shut themselves off etc. IT won;t have anything to do with current politics. Though there is this guy building a huge wall............
Im 22 years old. i have some exp in dnd for a few years. I have 2 characters i would like to play one if you approve the character. Central time zone (America).
Im 22 years old. i have some exp in dnd for a few years. I have 2 characters i would like to play one if you approve the character. Central time zone (America).
I'm afraid this isn't a recruitment thread. Thank you for the interest though :) atm I'm just tinkering with the world and rules as people tell me what they think. If I get to the point that I am happy with it I will put up a seperate recruitment thread
I am thinking of starting a new campaign in home-brew world that I created; this thread is to see what people think and to see if there is any interest in the idea.
(this ended up much longer than I thought so I really appreciate anyone who reads through to the end and gives their thoughts)
The world is going to a 'lite' version of a world I've made independent of DnD. It has lore that introduces some changes to the magic system and to the races.
The world and the rules are the result of me trying to explain or justify common fantasy tropes without just saying 'Because magic' or 'a wizard/god did it'. I tend to approach things from a scientific/design point of view, always wanting to know the nitty gritty of how things work, and so I found myself getting really annoyed when authors/game designers/script writers etc. , when asked a question like 'how does a dragon fly as it's so heavy', would answer with a generic answer such as 'because they're magical creatures, they use magic'. To me this was never enough; does the magic push air down from their wings like a helicopter or does it give them extra strength to flap or does it cause them to levitate/hover (in which case why do they have wings at all!). So I challenged myself to design a fantasy world where everything could be explained; there is a reason everything is as it is.
The full world has a completely new history (about 2 million-ish years back) that includes a cascading series of events that results in the particular political environment and race relations of the 'present' time. However it is not complete with multiple clashing and contradictory events and plot lines due to me changing things as I go and is extremely complicated (I have 20+ pages of notes); so for this I am thinking of just having a backbone that I fill out as the story progresses, creating the finer detail particular to the characters and places that they go.
Lore:
Magic
The world is set on the material plane, which in this universe has no magic of it's own. In fact there is no 'magic'. What is commonly known as magic is the result of an event that occurred over two-hundred years ago, during which the material plane and all the other planes were pulled closer together. This resulted in their boundaries occasionally crossing, producing temporary tears in the fabric between them; these are known as 'rifts'. With them came magic, and the monsters.
All the planes are made up of energy, each 'vibrating' at a different frequency. In some of them, like the material plane, all of that energy is locked in physical matter whereas most have a proportion of that energy floating around in it's raw form. When rifts open this energy, in raw or physical form, can pass through into the connected plane. Most rifts are tiny, seen as floating sparks that appear for a second or two before disappearing, and people have got used to them. However occasionally the density of this sparks gets two high or a larger rift opens; when this happens the energy that leaks through can seriously alter everything around it.
Magic is the ability to control this; to manipulate the planar boundaries to open rifts and then channel the energy that flows out to your bidding. All planes have their own particular energy. Some are suited to heal; some are suited to manipulate; others are suited for destruction. To manipulate the fabric of a plane one must have something that holds some of that planes energy already. This could be a gem stored full of it in it's raw form; or it could be a physical object brought over from that plan, such as a bone of a certain monster. Once you have this, and after much training, you can bend and distort the boundaries between your plane and the other until they cross. To create larger rifts you must move the boundaries more which takes much more skill. This is the main limit to someone's magical power.
Once a rift is opened, energy is pulled through into this plane. The one who is controlling the energy becomes the connection through which it passes through. This raw energy can burn them from the inside if not properly channelled. It takes further training to be able prevent this by focusing it though object connected to that plane; the focus that was used to open the rift. This can often be helped by the use of metals to link your body to the focus.
Races
In this world, all the base humanoids are all evolutionary related; the equivalent of neanderthals, homo erectus, and chimpanzees to us. There is no god who created dwarves in his image etc. I have not exactly pinned down who goes where in the evolutionary tree but at the moment I am thinking there will be two main branches, with all humanoids in each branch being able to cross-breed. These half-breeds are the equivalent to mules or ligers: carrying a mix of traits from both species but are infertile (this is so the world doesn't just become completely crossbred).
The other playable races (Aarakocra, Dragonborn, etc.) fit into the lore as either coming across during the event that introduced magic or being created by magic. I have yet to decide which ones to include; for instance it feels a bit weird that there just happened to be two different bird people races, Aarakocra and Kenku, who came through.
And tieflings, they're special. Rather than being an individual race, tieflings in this world are actually people who were mutated in the womb by magic seeping through the tiny rifts. They can be from any race and are mutated in all sorts of ways. Some are hardly changed, different skin colour or enlarged arms, and some are completely misshapen. Because tieflings were mutated by magic they actually carry magic in their own body. Those who are more mutated can use themselves as their focus to another plane (in game rules, tieflings are the only race that can be sorcerers). This is also how creatures who passed through from other planes use magic.
The magic that creates tieflings has also mutated native flora and fauna, producing beasts like gnarls.
Religion
The general idea is that there are the 'old gods' that are each races deities from before the event and the 'new gods' that are beings of immense power from the other planes that are now worshipped as gods.
The new gods are different for each of the major races. The human gods are heroes of the past that through their actions achieved godhood, so there's alot of old kings and knights etc. The elven gods are representations of ideas, feelings etc. The dwarven gods are locational, so you have the god of a certain moutain range but also the god of each particular mountain. While none of these gods are actually real, a lot have been linked with the new gods. So the elves might believe that SoandSo is their god of light when the dwarves believe he is actually their god of the sun, but he is just a being from one of the 'lighter' planes.
For this I will use the Forgotten Realms gods plugged into the lore to keep things simple.
Other
There is more lore about the politics and the relationships/laws with magic and each of the races but I'll go into that if this actually goes ahead.
Homebrew Rules:
Magic
Due to the lore, magic changes slightly. Most of it is RP (wizards staffs having crystals on the end linked to the grip by silver thread etc.) and doesn't effect the game mechanics. However there is one change I want to add. The player's level still denotes what spell slots they have, with spell level equivalent of rift size and spell slots being how much you can channel through your body, however there is a small tweak. The new rule is that you can cast a spell at a higher level than the available spell slot, though not at a higher level than your highest, at the cost of some of your HP. Whether the HP cost will be percentage based or roll based I've not decided.
So this means that if you have access to Lvl 3 spell slots say but you only have Lvl 1 slots left, you can use that Lvl 1 slot to perform a Lvl 2 or Lvl 3 spell but take damage in the process. The higher the spell level from the spell slot level the more damage you take, increasing exponentially. This would also work if you run out of spell slots; you just treat it like a Lvl 0 spell slot.
Races
Most races will be the standard rules with a few slightly adapted to not have inate magical abilities. All the cross-breeds tieflings will likely be purpose designed as the players can pick any race they want as the base.
Other
There will be an injury system designed so that large hits (>50%HP) and going unconscious have medium-term effects rather than immediately healing with a potion. Injuries will have negative effects on movement, stats, skills etc. depending on where on the body they are (RP description of combat being the main factor), with light injuries being healed via restoring to full HP (by health potions, magic or time) and heavy injuries requiring either a doctor or player character with high medicine check and certain items.
I will probably write up some exploring and survival rules if thats where the campaign goes but thats not a priority.
Other ideas will likely be implemented as it fills out.
Please let me know firstly what you think about the world setting and rule changes, and secondly this is the kind of game you would be interested in.
It's going to take a lot of time and probably money (to share the homebrew creations) to create all this so it would be really great to see if people would actually be interested to play before I go ahead.
Interested, but I don't believe you ever clarified, does this world have God's
Marvarax and Sora (Dragonborn) The retired fighter and WIP scholar - Glory
Brythel(Dwarf), The dwarf with a gun - survival at sea
Jaylin(Human), Paladin of Lathander's Ancient ways - The Seven Saints (Azura Claw)
Urselles(Goblin), Cleric of Eldath- The Wizard's challenge
Viclas Tyrin(Half Elf), Student of the Elven arts- Indrafatmoko's Defiance in Phlan
That's what I forgot to put in! It does have gods but I've yet to finalise who they are yet. The general idea is that there are the 'old gods' that are each races deities from before the event and the 'new gods' that are beings of immense power from the other planes that are now worshipped as gods.
The new gods are different for each of the major races. The human gods are heroes of the past that through their actions achieved godhood, so there's alot of old kings and knights etc. The elven gods are representations of ideas, feelings etc. The dwarven gods are locational, so you have the god of a certain moutain range but also the god of each particular mountain. While none of these gods are actually real, a lot have been linked with the new gods. So the elves might believe that SoandSo is their god of light when the dwarves believe he is actually their god of the sun, but he is just a being from one of the 'lighter' planes.
For this I will use the Forgotten Realms gods plugged into the lore to keep things simple.
Not to sure about the magic changes. I mean, isn't one of the key strengths of a fantasy setting that you can write "fantastical" (excuse my lack of vocabulary) situations and scenarios and not worry about real world logic? I guess what I'm trying to say is: doesn't explaining magic defeat the purpose of having magic? I'm not an author (and I suck at writing) so take this with a grain of salt.
That being said, I really like the concept of injuries. Rules wise, I also like the ability to cast higher level spells without spell slots. Though that might require some major balancing because it seems to have the potential to be game breaking.
I'd like to play in this just to see how the new stuff work.
I love this! Definitely a setting I would be interested in playing.
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Another question, will clerics be allowed to do higher levels for health and will high level healing be able to work for more serious injuries
Marvarax and Sora (Dragonborn) The retired fighter and WIP scholar - Glory
Brythel(Dwarf), The dwarf with a gun - survival at sea
Jaylin(Human), Paladin of Lathander's Ancient ways - The Seven Saints (Azura Claw)
Urselles(Goblin), Cleric of Eldath- The Wizard's challenge
Viclas Tyrin(Half Elf), Student of the Elven arts- Indrafatmoko's Defiance in Phlan
I know where you're coming from about the fantasy magic, but that's exactly what I was trying to get away from. It's not trying the 'science' magic, more give it a history and meaning. In most stories with magic, the magic just IS. I feel that something so huge being in your world would lead to poeple studying it and wanting to find out about it. It would also cause severe changes to society and how the world works, it makes no sense to have a world that has always had unfiltered magic and yet still stuck in the middle ages equivalent. Game wise, it doesn't actual change the magic system at all in terms of how spells work, I think it just gives a chance for people to tell how they think it works in RP. Instead of magically sealing up a wound like it never happens, a wizard might create a flame that cauterizes the wound or a druid might infuse the wound with raw energy to create new flesh.
Please do also remember that this is also me adapting a world that has nothing to do with DnD. Most of the changes will be lore and RP based, effecting the actual game rules very little.
On the spell levels rule, it will be extremely costly to do it due to the cost increasing with each character level. Think of it as a last resort, if you use it and it doesn't work the chances are you will die in the next turn. And the spell level is always limited to the maximum spell slot you have, you can't suddenly cast a lvl 6 when your only a level 8 wizard.
What do you mean by this exactly? As in just higher level healing spells?
Heavy injuries won't be able to healed via magic. They will require either paying a doctor or a medicine check with items, and then will take time depending on HOW successful the check was. I put this in because in some of my games in one encounter my character would be knocked unconscious and revived more than once and had no repercussions from it at all, ready to carry on the fight and then do it all again less than 24hrs later. It adds danger to reaching 0HP without making death more common
Make sense. Still, it's really hard to judge how balanced a thing is in practice (I know what you're saying about the spell slots and it does seem balanced on paper) without actually running it.
I know, it'll likely be one of the things that gets tweaked in the lower levels as the game goes on.
I think a good system for the spell slot cost would be based on the hit dice. For instance, a level 9 wizard spell slot would cost twice the hit dice of a level 18 wizard, so 36d6 HP. This would it is basically guaranteed to knock out the wizard, and instant death is a real possibility.
For a Warlock to get a level 1 slot back, it would be 2d8, etc.
Check out my Extended Signature here
This was one of the options. The exact amount of dice I couldn't figure it out, it will probably be tried and adjusted.
The game to start of with will likely change quite often as the new rules are tested
What I mean is can a Cleric use the system of casting a spell at. Higher level without the spell slot in exchange for health
Marvarax and Sora (Dragonborn) The retired fighter and WIP scholar - Glory
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Jaylin(Human), Paladin of Lathander's Ancient ways - The Seven Saints (Azura Claw)
Urselles(Goblin), Cleric of Eldath- The Wizard's challenge
Viclas Tyrin(Half Elf), Student of the Elven arts- Indrafatmoko's Defiance in Phlan
I don't see why not. I'm not that informed about Clerics, is there are reason you were thinking they in particular wouldn't be able to?
Looks like an interesting campaign. Definitely interested
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Hope that helps :-)
Current Player In: The Guild as Elsara Deepmoon
Im 22 years old. i have some exp in dnd for a few years. I have 2 characters i would like to play one if you approve the character. Central time zone (America).
I'm afraid this isn't a recruitment thread. Thank you for the interest though :) atm I'm just tinkering with the world and rules as people tell me what they think. If I get to the point that I am happy with it I will put up a seperate recruitment thread
oh ok'