Nishant
2017-02-28, 12:48 PM
As the title says, really. My friend would like to make a Fallout Campaign, and wanted some help putting it together. Some stuff is simple;reflavor magic weapons as mods on your weapons, wands can be special guns or energy weapons, and certain armors and items can be fluffed as tech. Use the modern/futuristic weapons from the DMG, for example.
But then comes the issue of classes. With DnD being inherently magical in nature, very few classes have no spellcasting ability. Now, some classes, like say the ranger, could refluff certain spells as tricks or advanced knowledge or skill in a subject, but what about the others? This is where I started to think about the Middle Earth Adventure Guide; Now, it would need some tweaking, but the spelless options allow for the setting to stick to its own rules a bit better. What direction do you think we should taking in tuning 5e for such a campaign?
(Additional note; Artificer would fit right at home here with its limited spells, application to pre-existing items, etc.)
But then comes the issue of classes. With DnD being inherently magical in nature, very few classes have no spellcasting ability. Now, some classes, like say the ranger, could refluff certain spells as tricks or advanced knowledge or skill in a subject, but what about the others? This is where I started to think about the Middle Earth Adventure Guide; Now, it would need some tweaking, but the spelless options allow for the setting to stick to its own rules a bit better. What direction do you think we should taking in tuning 5e for such a campaign?
(Additional note; Artificer would fit right at home here with its limited spells, application to pre-existing items, etc.)