Crystall_Myr
2007-06-16, 01:52 AM
News: Well, now that I've got the index organized, I'm off to work on the first true book - Timyras: Lore of Combat (Remaking Barbarians, Fighters, and Monks)
Critics are welcome. People willing to try out any of this get my eternal thanks. Spelling and Gammer Nazis are greeted with open arms. People here to tell me to stop what I'm doing get smited by my blade of the ninja/cleric.
Almost everything that I make should be able to be used outside of everything else I make. So if you like only of part of what I say here, feel free to just use that.
Everything here is entirely my property, or Wizards of the Coast's, unless stated otherwise. Feel free to use any of this, but give me a mention if you do. Stealing is wrong people!
[hr]
Table of Contents
Introduction - This post. Name is self-explanitory.
Chapter 1: Races
Chapter 2: Classes
Chapter 3: Skills and Feats
Chapter 4: Equipment
Chapter 5: Combat (http://www.giantitp.com/forums/showthread.php?p=2749495#post2749495)
Chapter 6: Magic
Chapter 7: Spells
Chapter 8: Timyras
[hr]
Introduction
It was going to happen eventually, it's just now that I finally break down. First, I create a Dungeons and Dragons world over twice the size of earth. Next, I make a single, innocent, homebrew class to fit a character concept. Then I make a few more, create a few new houserules to add some realism, make new feats. Then I get the irrestitable urge to twink the monk and fighter classes. We've all had it, those classes need a boost of some sort. Then I realized a cool way to change the wizard and sorcerer classes. Then I gave up and decided to give into The Call of the Homebrew.
Timyras: Tome of Lore and the other "books" that will come after it are a combination of homebrew splat books and campaign settings. They show the inner workings of a bored Dungeons and Dragons player that wishes to create a unique world, take a try at balancing the classes between power and fun, and perhaps even show off a bit.
This book in particular will serve as the "mothership" for the other books, laying down the core rules I've added and acting as an index for all the things that will come.
What You Need to Use This Stuff
Probably quite a few times, I'll need to mention content that isn't under the Open Game Licence. Because of this, you'll need the Player's Handbook. The Dungeon Master's Guide is always handy, even more so since it has massive amounts of closed content. The Monster's Manuel is a given: I'll only be adding a few new monsters here and there, and hopefully won't need to remake this already well thought-out book. In fact, I'm hoping to balance my new content to the monster's manuel, so all the challenges are of appropriate difficulty. In addition, I may mention Tome of Battle, Complete Adventurer, and some other splat books randomly.
What I'm Changing
Just about everything, but not the ideas behind things, just the way they were done. In particular, I'm going to be adding a few new rules to combat, changing every of the 11 core base classes, and removing the experience point system all together. Whoo!
Character Creation
Most of this is already detailed out very nicely in the Player's Handbook. However, I'm making a few adjustments, some big, some small.
Ability Scores: As an adventurer, you will start out with stats determined through 38 point buy. An easier way to go about this is to give your character the scores of 8, 10, 12, 14, 16, and 18 in the abilities you choose. Less adventurous people, and commoners use lower scores, but we'll get to that later. In addition, epic levels will have much more thought put into them, as Timyras is a very epic world.
Lore: The experience point system was done very nicely, and I appreciate the massive amounts of hard work that was put into it. However, I, personally, don't like it. So I'm replacing it with something called Lore.
Lore Points determine how deeply you've tapped into the inner reserve of power that makes up every sentinent being. Every time you do something big - defeat a challanging group of monsters, complete a side-quest, or save a family from a deathly plague, for example - you gain a Lore Point. Every time you reach 10 Lore Points, you gain a level, and get reset back to 0 Lore Points. The exeptions are at 20th level and every level past 39th. At level 20, you must gain 20 Lore Points to achieve the next level, as it represents a peak point where one must work hard to get to the next stage of power. At 40th level, and every level past that up to 50th (the max level), you must only gain a single Lore Point to gain a level, but each point requires a much bigger accomplishment then before.
This does a few things: It makes gaining levels slightly quicker (it took 14 CR 1 encounters for a group of four to hit level 2, but in this system it only takes 10). It reduces a massive ammount of complexity. The downside is that it makes it harder for lower-level people to catch up with higher-level people. You decide.
All other character generation things remain the same. For now, at least.
Critics are welcome. People willing to try out any of this get my eternal thanks. Spelling and Gammer Nazis are greeted with open arms. People here to tell me to stop what I'm doing get smited by my blade of the ninja/cleric.
Almost everything that I make should be able to be used outside of everything else I make. So if you like only of part of what I say here, feel free to just use that.
Everything here is entirely my property, or Wizards of the Coast's, unless stated otherwise. Feel free to use any of this, but give me a mention if you do. Stealing is wrong people!
[hr]
Table of Contents
Introduction - This post. Name is self-explanitory.
Chapter 1: Races
Chapter 2: Classes
Chapter 3: Skills and Feats
Chapter 4: Equipment
Chapter 5: Combat (http://www.giantitp.com/forums/showthread.php?p=2749495#post2749495)
Chapter 6: Magic
Chapter 7: Spells
Chapter 8: Timyras
[hr]
Introduction
It was going to happen eventually, it's just now that I finally break down. First, I create a Dungeons and Dragons world over twice the size of earth. Next, I make a single, innocent, homebrew class to fit a character concept. Then I make a few more, create a few new houserules to add some realism, make new feats. Then I get the irrestitable urge to twink the monk and fighter classes. We've all had it, those classes need a boost of some sort. Then I realized a cool way to change the wizard and sorcerer classes. Then I gave up and decided to give into The Call of the Homebrew.
Timyras: Tome of Lore and the other "books" that will come after it are a combination of homebrew splat books and campaign settings. They show the inner workings of a bored Dungeons and Dragons player that wishes to create a unique world, take a try at balancing the classes between power and fun, and perhaps even show off a bit.
This book in particular will serve as the "mothership" for the other books, laying down the core rules I've added and acting as an index for all the things that will come.
What You Need to Use This Stuff
Probably quite a few times, I'll need to mention content that isn't under the Open Game Licence. Because of this, you'll need the Player's Handbook. The Dungeon Master's Guide is always handy, even more so since it has massive amounts of closed content. The Monster's Manuel is a given: I'll only be adding a few new monsters here and there, and hopefully won't need to remake this already well thought-out book. In fact, I'm hoping to balance my new content to the monster's manuel, so all the challenges are of appropriate difficulty. In addition, I may mention Tome of Battle, Complete Adventurer, and some other splat books randomly.
What I'm Changing
Just about everything, but not the ideas behind things, just the way they were done. In particular, I'm going to be adding a few new rules to combat, changing every of the 11 core base classes, and removing the experience point system all together. Whoo!
Character Creation
Most of this is already detailed out very nicely in the Player's Handbook. However, I'm making a few adjustments, some big, some small.
Ability Scores: As an adventurer, you will start out with stats determined through 38 point buy. An easier way to go about this is to give your character the scores of 8, 10, 12, 14, 16, and 18 in the abilities you choose. Less adventurous people, and commoners use lower scores, but we'll get to that later. In addition, epic levels will have much more thought put into them, as Timyras is a very epic world.
Lore: The experience point system was done very nicely, and I appreciate the massive amounts of hard work that was put into it. However, I, personally, don't like it. So I'm replacing it with something called Lore.
Lore Points determine how deeply you've tapped into the inner reserve of power that makes up every sentinent being. Every time you do something big - defeat a challanging group of monsters, complete a side-quest, or save a family from a deathly plague, for example - you gain a Lore Point. Every time you reach 10 Lore Points, you gain a level, and get reset back to 0 Lore Points. The exeptions are at 20th level and every level past 39th. At level 20, you must gain 20 Lore Points to achieve the next level, as it represents a peak point where one must work hard to get to the next stage of power. At 40th level, and every level past that up to 50th (the max level), you must only gain a single Lore Point to gain a level, but each point requires a much bigger accomplishment then before.
This does a few things: It makes gaining levels slightly quicker (it took 14 CR 1 encounters for a group of four to hit level 2, but in this system it only takes 10). It reduces a massive ammount of complexity. The downside is that it makes it harder for lower-level people to catch up with higher-level people. You decide.
All other character generation things remain the same. For now, at least.