This isn't something I'm personally working on, but I was wondering if anyone on the forum is a fan of the DiscWorld series and has tried to run a campaign in that setting. If you have, what are some of the classes, races, and settings you used for your campaign?
I'm intrigued by the idea, however, I worry about making Discworld feel like Discworld and not an approximation. For example, magic doesn't work at all like it does in 5e. Pratchett's magic system is like string theory and particle physics, not something you can really harness, so most spellcasters in their current iteration are not going to exist.
It's also worth noting that Discworld is an elaborate and wonderful parody of our own world, not a place of epic adventure, but of extraordinary happenings.
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
I agree with you that Discworld is a place of extraordinary happenings rather than epic adventures, but I think that would be part of what makes it fun! It's all about a group of unusual people finding themselves in an unusual situation and having to make up solutions as they go. Plus, I would love to use some classic Headology on some monsters XD
That being said, you're probably right that 5e would not be most conducive to roleplaying Discworld. It would probably be better to use something more like the FATE system. Still, I'd like to see what the results would be if someone tried!
Och! Wha Ah've gae ta say tae tha' is NAE KING! NAE QUINN! NAE LAIRD! NAE MASTER! WE WILLNAE BE FOOLED AGIN!
Homebrew is, nearly by its definition, a deviation from the system as laid down. Therefore, if you feel 5e universal laws would not permit you to play the game as you want it to be played, you change them.
I disagree with the idea however. You can play a fully immersed game of Discworld D&D. And I have (as a Nac Mac Feegle Barbarian set loose in Ankh-Morpork). It's all about remembering what things is for.
Want to light a fire by glaring at logs until they burst into flame out of embarrassment, Granny? Headology. Roll an intimidation check. Want to make someone think they's a toad? More Headology: Persuasion check. Want to use your first sight to see what's really there and second thoughts to understand they way your mind thinks? Wisdom save and an Insight check. Need to remember the name and a detail or two about every citizen as you go about your daily patrol, Mr. Ironfounderson? Investigation check. Need to remember what comes after 2 Sergeant Detritus? Intelligence save.
Magic on Discworld may work by particle physics... but that's only how it works as described specifically by Ponder Stibbons and the students of the Unseen University's High Energy Magic Building. Ask Mustrum Ridcully, and you'd get a different description, closer to the D&D classical archetype. Ask Nanny Ogg, and you'll get an even more different answer. Ask Granny Weatherwax, and you get a ding 'round the ear for asking too many questions when there's work too be done.
Magic is as magic does. And on the discworld, it does what it's expected to do. Ultimately, it is background. Flavor. Lore. Mechanically, it doesn't effect much. The only things we really had to homebrew were racial specific traits (liek tha Crawstep fra tha Feegles, an' Second Thoughts fra tha hags.)
I will concede to your points. How about instead of arguing about why or why not Discworld could be a setting, let's do our best to make a Discworld setting?
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
Let's talk about character options, more specifically, races.
We have humans, goblins, dwarves, gnomes (Pratchett said that the Nac Mac Feegles are interchangeable with gnomes. (It'll just be a subrace.)), trolls, golems, vampires, werewolves, zombies, and Igors.
Humans and Dwarves are easy, the existing options are just fine. Goblins, I think would trade places with gnomes, just make the gnome tiny. Other than that, I'm not sure, any ideas?
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
gnomes (Pratchett said that the Nac Mac Feegles are interchangeable with gnomes. (It'll just be a subrace.)),
Yes, but no. Initially, gnomes were any 6" or less humanoid renowned for their short temper and man-sized strength despite their tiny personage, true enough. However, starting with the Wee Free Men, Sir Terry began to differentiate greatly between gnomes and the feegles. Wee Mad Arthur of the Ankh-Morpork City watch gives us a glimpse into some of these differences, as he is a feegle who was adopted and raised by gnomes. Much like any given edition of D&D, Discworld was fleshed out and further developed with each subsequent publication, sometimes even retconning existing canon. But, we can worry about that later. The two races that differ most between how they are presented in D&D and how they are in discworld in my opinion are orcs and trolls. To my knowledge, trolls aren't a D&D playable race, but orcs are. So I'll start with orcs.
Orcs. In D&D in general, orcs are known for their strength and brutish behavior. Technically, the orcs of Discworld were remembered the same way. But it was revealed in Unseen Academicals that their brutish and savage ways were due to the orcs having been engineered and enslaved, forced into battle by their makers and masters with whips and their children held hostage. Mr. Nutt, the only known example of a living orc is indeed brutishly strong, but he possesses a gentle and nearly timid personality, and is an accomplish intellectual who is self-taught in many disciplines, from tactics to poetry to blacksmithing.
5e racial traits for orc grant:
+2 Strength. Cool. Pretty consistent with Discworld. Orcs were said to be able to remove a fully armored human's head with their bare hands.
+1 Constitution. Ditto on consistency. Maybe even a +2 would be more apt. Discworld orcs were known to be able to keep fighting, regardless of what wounds they suffered.
-2 Intelligence. Screeching halt. Not consistent with Discworld. Mr. Nutt was bright. So, we do away with this penalty entirely. Then we ask: does this unbalance the game"? The simple answer is no. Most races grant +2's and +1's to various numbers of abilities scores without incurring a negative score bonus.
Darkvision. Consistent: Mr. Nutt could see in pitch blackness.
Aggressive. In 5e, this is essentially a racial charge utility. This is inconsistent with the Discworld equivalent on multiple levels. First: orcs were only aggressive under duress. They were slaves driven into battle. The natural tendency of Mr. Nutt is shyness, virtually the opposite. Even when it came to his position in the purpose of the book (the introduction of Soccer/Football to the Discwolrd), he played goal keeper. A defensive role rather than offensive. While no proper ideas spring to mind at the moment, we ought substitute this racial attribute with something else more apt.
Menacing. Proficiency in Intimidation. Why Mr. Nutt was gentle, he was big, strong, and an orc, and thus had a racial reputation. Even if untrue or skewed untrue, a reputation is a reputation. In otherwords, this is consistent with Discworld orcs.
Powerful Build. One-size larger for determining how much heavy stuff you can move. This is consistent. Sir Terry applied one of his favored descriptors for large people to Mr. Nutt. When Mr. Nutt finally had enough of something, he was described as "unfolding himself". Standing up straight, ceasing to huddle in on himself, showing just how large compared to a human he truly was. So: this one is also consistent with a Discworld orc.
Languages: Common. Okay. Mr. Nutt spoke morporkian. Orcish. Sure. There's no evidence an orcish language existed in discworld, but there's no evidence it didn't exist either. In either case, Mr. Nutt spoke Morporkian, Latatian, Überwaldean, and Quirmian, at least, and again: self taught. As a linguist, I personally disapprove of the D&D character creation assumption the race automatically grants language. Most people in the world grow up learning two, yes. But that doesn't mean there should be a limit. Give Mr. Nutt's and other character's proficiency with tongues, let's make an overarching house rule. A character automatically speaks up to 2 languages they grew up speaking, as well as a number of additional languages equal to their Intelligence modifier.
An introductory write-up for any player wanting to play a Discworld orc but who is unfamiliar with Unseen Academicals may also be in order so that you can highlight the drastic differences in the lore pieces between traditional (D&D) orcs and the Discworld variety. Perhaps pointing out that while orcs are big and strong, they are lean and sinewy rather than beefy and bulky. Their legendary savagery was the result of their children being taken from them and agony lashed upon them by the whips of their masters, etc.
Mr. Nutt is one character, I'd rather focus on more common races before making gargoyles, gnolls and talking dogs.
Edit: That said, it would be pretty popular to play as Mr. Nutt.
Trolls would mechanically be similar to goliaths do in regular 5e. I would also give advantage to intelligence checks trolls make in cold environments.
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
Trolls share a number of traits in common with each other.
Ability Score Increase
Your Strength score increases by 2, and your Constitution score increases by 2. Your Dexterity score decreases by 2, and your Intelligence score decreases by 2.
Age
Trolls are practically immortal, barring illness, accidents, or violence. They age geologically (very, very, very slowly) and grow continuously during their lifespans. After a certain age, they grow disinclined to move; such sedentary trolls eventually grow into mountains.
Alignment
Troll society is generally unsophisticated, tending towards a lawful neutral disposition. Ancient traditions and laws are few and far between, but ones they have are adhered to with great fervor.
Size
A troll of adventuring age stand between 7 and 9 feet tall, weighing between 300 pounds and 1 ton.
Speed
Your base walking speed is 20 feet.
Natural Athlete
You have proficiency in the Athletics skill.
Monstrous Countenance
You have proficiency in the Intimidation skill.
Stone’s Endurance
You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest.
Stone Skin
Your skin is metamorphorical stone. While you are not wearing any armor, your Armor Class equals 10 + your Strength modifier + your Constitution modifier. You can use a shield and still gain this benefit. If your chosen class grants an unarmored AC bonus, you may choose to use the class's unarmored AC instead (these effects do not stack).
Powerful Build
You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Weapons you wield
Mountain Born
You’re acclimated to high altitude, including elevations above 20,000 feet. You’re also naturally adapted to cold climates. While in a cold environment, you gain a +4 temporary bonus to Intelligence. Conversely, in hot environments, you gain a -4 temporary penalty to Intelligence.
Ancestral Foe
You deal double damage to Dwarves.
Cultural Weapon
You are proficient with clubs and great clubs. Additionally, clubs you wield deal 1d8 weapon damage, and great clubs you wield deal 2d6 weapon damage.
Languages
You can speak, read, and write Trollish and your choice of either Morporkian or Überwaldean.
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
According to "The Light Fantastic", trolls sleep during the day and hibernate in the summertime because the heat makes them slow. It wouldn't be exactly the same sensitivity as Drow, but I think there should be some effect, either due to heat or sunlight, to reflect this feature of trolls.
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
Might I point out that Steve Jackson games released a Disc World game? It was GURPS rather than D20, but it could give some frame work to work upon if it can be found. There's also the Ahnk-Morpork Gazetteer, which I've been using to help make a oneshot.
I think trolls should also have some kind of Sunlight Sensitivity trait, similar to the Drow.
In retrospect, I forgot about that entirely. It's a bit more than a sensitivity, though. Trolls that function during the day on the Discworld are cited early on as using "barrier cream" (super heavy sun block that prevents them from being turned back into stone). It would need to be more demanding than disadvantage. Perhaps even a flat demmand that a troll player buy and use X worth of barrier cream per day or be turned to stone by day, and be active only at night.
As for the steve jackson game: I've never played on the GURP system before. How difficult would it be to convert to d20?
To be honest, I have no idea what redlining would entail. Thinking simply, conversion from GURPS to d20 would essentially be making the complex more simple, so I'd assume anyone knowledgeable in 5e with enough time to read into the purpose of GURPS's math would be able to do it with relative ease. I heard the magic system they had was interesting enough to be usable, but I have no clue what it would mean for 5e. Maybe I'll have to scrounge it up and take a peek myself.
I had been working on a 5e Discworld Homebrew before I found this thread. I would welcome any feedback or proofreading. I may put the races and classes up as homebrew on D&D beyond
That looks really cool - Disc World can be a lot of fun!
Please be reminded though that the terms and conditions for homebrew on D&D Beyond state that you must own the rights on anything that you publish as public homebrew.
We don't want a situation where you publish some cool stuff, which then causes an issue and has to be removed. :)
If it's "loosely based upon" Disc World content, but doesn't use specific names or reference Disc World places/events, then you're probably ok.
This isn't something I'm personally working on, but I was wondering if anyone on the forum is a fan of the DiscWorld series and has tried to run a campaign in that setting. If you have, what are some of the classes, races, and settings you used for your campaign?
I'm intrigued by the idea, however, I worry about making Discworld feel like Discworld and not an approximation. For example, magic doesn't work at all like it does in 5e. Pratchett's magic system is like string theory and particle physics, not something you can really harness, so most spellcasters in their current iteration are not going to exist.
It's also worth noting that Discworld is an elaborate and wonderful parody of our own world, not a place of epic adventure, but of extraordinary happenings.
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"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
I agree with you that Discworld is a place of extraordinary happenings rather than epic adventures, but I think that would be part of what makes it fun! It's all about a group of unusual people finding themselves in an unusual situation and having to make up solutions as they go. Plus, I would love to use some classic Headology on some monsters XD
That being said, you're probably right that 5e would not be most conducive to roleplaying Discworld. It would probably be better to use something more like the FATE system. Still, I'd like to see what the results would be if someone tried!
Och! Wha Ah've gae ta say tae tha' is NAE KING! NAE QUINN! NAE LAIRD! NAE MASTER! WE WILLNAE BE FOOLED AGIN!
Homebrew is, nearly by its definition, a deviation from the system as laid down. Therefore, if you feel 5e universal laws would not permit you to play the game as you want it to be played, you change them.
I disagree with the idea however. You can play a fully immersed game of Discworld D&D. And I have (as a Nac Mac Feegle Barbarian set loose in Ankh-Morpork). It's all about remembering what things is for.
Want to light a fire by glaring at logs until they burst into flame out of embarrassment, Granny? Headology. Roll an intimidation check. Want to make someone think they's a toad? More Headology: Persuasion check. Want to use your first sight to see what's really there and second thoughts to understand they way your mind thinks? Wisdom save and an Insight check. Need to remember the name and a detail or two about every citizen as you go about your daily patrol, Mr. Ironfounderson? Investigation check. Need to remember what comes after 2 Sergeant Detritus? Intelligence save.
Magic on Discworld may work by particle physics... but that's only how it works as described specifically by Ponder Stibbons and the students of the Unseen University's High Energy Magic Building. Ask Mustrum Ridcully, and you'd get a different description, closer to the D&D classical archetype. Ask Nanny Ogg, and you'll get an even more different answer. Ask Granny Weatherwax, and you get a ding 'round the ear for asking too many questions when there's work too be done.
Magic is as magic does. And on the discworld, it does what it's expected to do. Ultimately, it is background. Flavor. Lore. Mechanically, it doesn't effect much. The only things we really had to homebrew were racial specific traits (liek tha Crawstep fra tha Feegles, an' Second Thoughts fra tha hags.)
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I will concede to your points. How about instead of arguing about why or why not Discworld could be a setting, let's do our best to make a Discworld setting?
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"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
I'd sign on for something like that; a formalized homebrew instead of the out-of-our-pockets system we had going.
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Let's talk about character options, more specifically, races.
We have humans, goblins, dwarves, gnomes (Pratchett said that the Nac Mac Feegles are interchangeable with gnomes. (It'll just be a subrace.)), trolls, golems, vampires, werewolves, zombies, and Igors.
Humans and Dwarves are easy, the existing options are just fine. Goblins, I think would trade places with gnomes, just make the gnome tiny. Other than that, I'm not sure, any ideas?
Tooltips | Snippet Code | How to Homebrew on D&D Beyond | Subclass Guide | Feature Roadmap
Astromancer's Homebrew Assembly
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
Ongoing Projects: The Mimic Book of Mimics :: SHARK WEEK
Completed Projects: The Trick-or-Treat Table
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Mr. Nutt is one character, I'd rather focus on more common races before making gargoyles, gnolls and talking dogs.
Edit: That said, it would be pretty popular to play as Mr. Nutt.
Trolls would mechanically be similar to goliaths do in regular 5e. I would also give advantage to intelligence checks trolls make in cold environments.
Tooltips | Snippet Code | How to Homebrew on D&D Beyond | Subclass Guide | Feature Roadmap
Astromancer's Homebrew Assembly
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
What are your thoughts on this?
Troll Traits
Trolls share a number of traits in common with each other.
Ability Score Increase
Your Strength score increases by 2, and your Constitution score increases by 2. Your Dexterity score decreases by 2, and your Intelligence score decreases by 2.
Age
Trolls are practically immortal, barring illness, accidents, or violence. They age geologically (very, very, very slowly) and grow continuously during their lifespans. After a certain age, they grow disinclined to move; such sedentary trolls eventually grow into mountains.
Alignment
Troll society is generally unsophisticated, tending towards a lawful neutral disposition. Ancient traditions and laws are few and far between, but ones they have are adhered to with great fervor.
Size
A troll of adventuring age stand between 7 and 9 feet tall, weighing between 300 pounds and 1 ton.
Speed
Your base walking speed is 20 feet.
Natural Athlete
You have proficiency in the Athletics skill.
Monstrous Countenance
You have proficiency in the Intimidation skill.
Stone’s Endurance
You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest.
Stone Skin
Your skin is metamorphorical stone. While you are not wearing any armor, your Armor Class equals 10 + your Strength modifier + your Constitution modifier. You can use a shield and still gain this benefit. If your chosen class grants an unarmored AC bonus, you may choose to use the class's unarmored AC instead (these effects do not stack).
Powerful Build
You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Weapons you wield
Mountain Born
You’re acclimated to high altitude, including elevations above 20,000 feet. You’re also naturally adapted to cold climates. While in a cold environment, you gain a +4 temporary bonus to Intelligence. Conversely, in hot environments, you gain a -4 temporary penalty to Intelligence.
Ancestral Foe
You deal double damage to Dwarves.
Cultural Weapon
You are proficient with clubs and great clubs. Additionally, clubs you wield deal 1d8 weapon damage, and great clubs you wield deal 2d6 weapon damage.
Languages
You can speak, read, and write Trollish and your choice of either Morporkian or Überwaldean.
Sub Races for later consideration:
Gnolls, Gargoyles, Yetis, Sea Trolls
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I think trolls should also have some kind of Sunlight Sensitivity trait, similar to the Drow.
Why? Can you explain where you're getting that from Discworld?
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Astromancer's Homebrew Assembly
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
According to "The Light Fantastic", trolls sleep during the day and hibernate in the summertime because the heat makes them slow. It wouldn't be exactly the same sensitivity as Drow, but I think there should be some effect, either due to heat or sunlight, to reflect this feature of trolls.
I think that's reflected in Sam's Mountain Born, yet I think it should be a +5 and -5 or advantage and disadvantage.
Tooltips | Snippet Code | How to Homebrew on D&D Beyond | Subclass Guide | Feature Roadmap
Astromancer's Homebrew Assembly
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
Might I point out that Steve Jackson games released a Disc World game? It was GURPS rather than D20, but it could give some frame work to work upon if it can be found. There's also the Ahnk-Morpork Gazetteer, which I've been using to help make a oneshot.
#OpenDnD. #DnDBegone
Sorry for the delay. I was on a week's vacation where I had no net access.
Ongoing Projects: The Mimic Book of Mimics :: SHARK WEEK
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To be honest, I have no idea what redlining would entail. Thinking simply, conversion from GURPS to d20 would essentially be making the complex more simple, so I'd assume anyone knowledgeable in 5e with enough time to read into the purpose of GURPS's math would be able to do it with relative ease. I heard the magic system they had was interesting enough to be usable, but I have no clue what it would mean for 5e. Maybe I'll have to scrounge it up and take a peek myself.
#OpenDnD. #DnDBegone
I had been working on a 5e Discworld Homebrew before I found this thread. I would welcome any feedback or proofreading. I may put the races and classes up as homebrew on D&D beyond
https://docs.google.com/document/d/1heOGiyQaOj9aiYIHzkPpQ2ovshZIq8-p5UykXjIdSTU/edit?usp=sharing
https://docs.google.com/document/d/1GkHH1NYa8gkCEF-ziYaix_hXBFoqZycIMiUsbXCqN-E/edit?usp=sharing
That looks really cool - Disc World can be a lot of fun!
Please be reminded though that the terms and conditions for homebrew on D&D Beyond state that you must own the rights on anything that you publish as public homebrew.
We don't want a situation where you publish some cool stuff, which then causes an issue and has to be removed. :)
If it's "loosely based upon" Disc World content, but doesn't use specific names or reference Disc World places/events, then you're probably ok.
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Beyond the copyright warning, I think it's a good start. Nice work!
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