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WeaselGuy
2014-12-30, 07:45 AM
I'm in the process of developing a campaign setting and am interested in feedback to see if I'm taking this in a favorable direction.

The basic geographical layout is 2 continents seperated by an ocean populated with numerous small islands.
One continent is populated by dwarves and orcs to the forested and mountainous north, gnomes, warforged, goblins and kobolds in the desert central region, with a nomadic human tribe that travels across the desert, and humans and halflings in the south.

On the other continent, elves reign supreme, with their holdings covering nearly 75% of the continent. A small contingent of humans maintain an area in the south, with a large island of half-elves off the southeast coast. These half-elves have become the largest standing navy in this part of the world, and regularly defend their elven allies to the north from the predations of the island pirates in the center of the ocean between the two continents.

The central islands are comprised of tribal races and criminal outcasts, namely gnoll and bugbear pirate fleets and human/drow cartels. There is also a cluster of rocky islands where the various flights of dragons live without animosity towards each other, but considerable distrust of any non-dragon.

So, now that the geographical representation is set forth, I bring up the general gist of the campaign:

Very Minimal Spellcasting -
Gnome and Warforged Artificers: primary source of magical goods
Kobold and Goblin Warmages: the most blasting to be seen. Encounters with the Gnomes and Artificers have resulted in the desolation around the central region.
Elf and Dragon Wizards: Each race is relatively isolationist in nature, with less than 1% of each population being a spellcaster. They keep these talents hidden until a time of great need.
Dwarf and Human Clerics: The leaders of each settlement are clerics, but not of particularly high level.

With regards to player characters, I'm going to rule out any full casting class. If my players want to be spell casters, they will need to be Rangers, Paladins, Bards, Duskblades, Hexblades, Assassins and other similar classes. I don't really want this to be a case of who knows the best spell, so much as who knows the best tactics. I would encourage either naval based characters, or mounted combat characters, depending on the direction the group wants to take.

With regards to race choice, I'm flexible in that department, but exotic races, it will be unlikely to meet more than 1 other representative of that race during the campaign, or there may be a negative stigma based on the location or origin of your character.

So, yeah. That's what I've got so far. I know a lot of min/maxers would lament the loss of high-end spellcasters, but I feel they tend to overshadow, and anybody who understands this predicament invariably shows up with a caster on their character sheet, and the next thing you know, you have a cleric, a druid, 2 wizards and a fighter in your party, and the fighter is wondering why he only deals 9 damage in a round and everyone else is doing 50+ (possible exaggerated, but not by much).

Crake
2014-12-30, 11:03 AM
shouldn't this belong in the homebrew forum under world building? if you report your own post, you can have the moderators move it for you

Edit: I can understand banning the tier 1 and 2 classes, but why the tier 3 casters? Beguilers, dread necros and warmages (which you specifically mentioned as part of the game world, goblins and kobolds) are fairly balanced by their specialised spell lists, with a minimal capacity to diversify.

WeaselGuy
2014-12-30, 11:20 AM
shouldn't this belong in the homebrew forum under world building? if you report your own post, you can have the moderators move it for you

Edit: I can understand banning the tier 1 and 2 classes, but why the tier 3 casters? Beguilers, dread necros and warmages (which you specifically mentioned as part of the game world, goblins and kobolds) are fairly balanced by their specialised spell lists, with a minimal capacity to diversify.

As to the first point, I don't know, possibly, but it's all based in the 3.5 rule-set, so I thought it could be here regardless. If I'm wrong, by all means, whoever has the capacity to, move it.

As to the second point, beguilers, dread necromancers and warmages are not explicitly banned, in fact, under casters allowed, I believe I said "Rangers, Paladins, Bards, Duskblades, Hexblades, Assassins and other similar classes". The "other similar classes" clause would probably cover warmages, necros and beguilers. I just didn't want to write out every single hybrid caster class that gets between 4th and 6th level spells.


edit: also, yay for finally being promoted to Orc in the Playground :D

Crake
2014-12-30, 07:30 PM
As to the first point, I don't know, possibly, but it's all based in the 3.5 rule-set, so I thought it could be here regardless. If I'm wrong, by all means, whoever has the capacity to, move it.

As to the second point, beguilers, dread necromancers and warmages are not explicitly banned, in fact, under casters allowed, I believe I said "Rangers, Paladins, Bards, Duskblades, Hexblades, Assassins and other similar classes". The "other similar classes" clause would probably cover warmages, necros and beguilers. I just didn't want to write out every single hybrid caster class that gets between 4th and 6th level spells.


edit: also, yay for finally being promoted to Orc in the Playground :D

Well, they all recieve 9th level casting, so they're all technically considered "full casters" and you gave no implication that they were exceptions from the "full casters banned" rule, so might want to make that more clear for your players.

Have you thought how the planes are going to work? Or are you just going to use one of the other planar systems?

WeaselGuy
2014-12-31, 12:06 AM
This is what happens when I post when I'm tired... if they get 9th level spells, then I'm pretty sure I done want my players using them. I'll have to tweak the goblin and kobold warmages to reflect that, possibly.

With regards to the cosmos, I haven't thought that out yet, I only started working on this idea yesterday. I would probably keep things simple and use the standard Greyhawk cosmos, from the core books.

Any other suggestions? I greatly appreciate your feedback :-)

Vaarsuvio
2014-12-31, 12:32 AM
Any Holidays or cultural quirks? Small things like news about towns or specific people aside from your characters make them feel like they are a part of a bigger world.

WeaselGuy
2014-12-31, 12:54 AM
Any Holidays or cultural quirks? Small things like news about towns or specific people aside from your characters make them feel like they are a part of a bigger world.

Thanks for the ideas :D I'll work then in while I'm at work today!

Crake
2014-12-31, 02:26 AM
If you're using the standard planar setting (planescape/great wheel) I assume you're also using the standard pantheon?

If not, that may be something you wish to think about, and how they would have put their planes together. I have my own homebrewed planar setting if you want to hear about it, although it makes some serious changes to things that are core assumptions of the game, such as how teleportation works.

You may also want to think about how magic works in your game. Is it something that "just is"? For example, in my game, the planes were actually created for the purpose of actually creating magic. It's the passage of souls through the moral planes (what would normally be the outer planes) that acts as something of a turning wheel to fuel magic. That and the interactions of the elemental planes (what would normally be the inner planes) is what causes arcane and divine magic to exist, divine magic simply being arcane magic bestowed to others by a more powerful being in my game. Before the planes were made, and after they are destroyed (i have something of a timeline for my world where the planes are actually destroyed) magic doesn't exist, although certain things, such as psionics, and nature based magic, stem from different sources, in the case of psionics is inherent to all beings, anyone can learn it, and nature based magic stems from the planet itself, so if the planet were to die (think gaia or mako energy from final fantasy, a "mother nature" global consciousness) then those things would all go with it.

Bah, I'm rambling about my setting now, but yeah, consider things like that. I find that you don't even need to actively think about these things, if you're passionate about your world, the ideas will come, just be sure to take note of them when they do, or you might forget about them.

You may also regret your desicion to not have full casters in your setting at all, because it makes high magical things (which you will eventualy want to include SOMEWHERE) feel like a cop-out to your players. If you're specifically restricting players from being full casters, then I suppose that makes more sense, but I prefer some kind of fluff-based nerf, such as having some far reaching elitist magical secret society that stomps out fledgling mages before they get into their stride, meaning high magic players will need to play very carefully to not attract the attention of this secret society, and only once he's powerful enough, will he be able to even TRY to convince them to let him join. Something like that anyway, it gives players the option, and explains why there aren't many around in the world (but why high magic things can still exist) but also strongly discourages them, and nerfs them in a non mechanical way. And consider the ramifications of this, if people are aware that magic users typically meet violent ends (say perhaps the secret society disguses their deaths as evocation mishaps, with big explosions) then townsfolk will also be very reluctant to trade or even associate with magic users at all.