kvestori
2012-05-10, 09:55 AM
(I hope this is in the right forum, I wasn't sure if this belonged to Homebrew Design or the D&D forum. :smallredface:)
I'm running a campaign set in the world of the Dragon Age -game series, using the D&D 3.5 ruleset. To accommodate the setting I've made a number of house rules, from banning all magic & abilities related to the alignments (such as Detect Evil; the DA setting doesn't ontologically work on the basis of alignments, though in our game the characters do have alignments) to using the Unearthed Arcana spellcasting-option of spell points instead of Vancian magic and using alternate racial characteristics for dwarves and elves (without the other races, which aren't included in the setting).
Now I'd like to get a more coherent set of rules for the game, so I ask your help with retooling D&D elements to better fit the setting. Firstly, the Paladin base class needs to be modified to function as the Templars. I'm thinking of cannibalizing non-base classes and prestige classes for relevant mechanics (ie. protection against magic and countermagic). Any suggestions?
Secondly, I'd need to develop the Darkspawn as NPC-races. What do you think, should I just run them as orcs and goblins, or make the effort of developing their own stats for them?
Those are the first questions that come to my mind, but I'm also open for other ideas and/or question should you have them. All help is welcome. :smallsmile:
I'm running a campaign set in the world of the Dragon Age -game series, using the D&D 3.5 ruleset. To accommodate the setting I've made a number of house rules, from banning all magic & abilities related to the alignments (such as Detect Evil; the DA setting doesn't ontologically work on the basis of alignments, though in our game the characters do have alignments) to using the Unearthed Arcana spellcasting-option of spell points instead of Vancian magic and using alternate racial characteristics for dwarves and elves (without the other races, which aren't included in the setting).
Now I'd like to get a more coherent set of rules for the game, so I ask your help with retooling D&D elements to better fit the setting. Firstly, the Paladin base class needs to be modified to function as the Templars. I'm thinking of cannibalizing non-base classes and prestige classes for relevant mechanics (ie. protection against magic and countermagic). Any suggestions?
Secondly, I'd need to develop the Darkspawn as NPC-races. What do you think, should I just run them as orcs and goblins, or make the effort of developing their own stats for them?
Those are the first questions that come to my mind, but I'm also open for other ideas and/or question should you have them. All help is welcome. :smallsmile: