Prince_Vorrel
2017-08-21, 11:39 PM
Okay hey guys I recently decided to start dm'ing on roll 20 and have started working on my world. I didn't want to do anything super crazy or different since this will be first time doing this online and finding a group for something very different can be very hard. So I decided to make a little dnd world i've had in my head for a long time as my setting!
here are the main things that are different.
Flavor
--Low magic setting of course (Magic is rare as hell though not to the point of it being thought of as myth. People know it exists.)
--*Gods* are more like Aeons from Final fantasy A Realm Reborn. Very powerful astral beings inherently connected to the material plane. (Clerics are special in that they have a spark of something that let's them channel the *divine* power of the gods and reinforce the natural world of the material plane. Which is how they turn dead and stuff)
--Kingdoms in the world aren't very big. The world is fairly dangerous with monsters and stuff so even the biggest kingdoms are only moderately sized since pretty much everywhere the kingdom owns needs to be constantly on watch for raids from evil humanoids/creatures. (Aka there is still crazy stuff out in the world for adventures but kingdoms are large trade routes are fairly safe and guarded for rest spots...but don't expect any huge armies popping up to help the party)
--Demons and angels are relatively unchanged from standard DnD but are more rare in the material realm as it's VERY hard to outsiders to get into the material realm so even a small one is a SERIOUS deal. Also, angels are not necessarily nice or able to get along. They are EXTREME embodiments of chaotic/lawful goodness. For example a small chaotic good angel may very well try to take down a perfectly good kingdom because he believes laws are inherently evil.
--Eldritch creatures exist are surprisingly more common then standard dnd though of course still uncommon and inspired from bloodborne. They aren't inherently evil and some are even benevolent but are still so alien that its impossible to give them an alignment. they are basically these void creatures that simply want to exist and when they manage to wiggle like the maggots they are onto the material plane they exist and that makes them happy.
Sometimes they will try to change the enviroment around them to be more to their liking. But quite often many just sit around happy to exist and watch the world around them. These creatures are very unique and every individual is VERY different and I can do all sorts of weird things with them thats very dangerous/cool without having to threaten the whole world.
Mechanics
-Mastercraft weapons are +1 non-magical weapons. (This is a fun little rule I found that lets you put off giving your party magical weapons)
-Magic initiate is a required feat for somebody wanting to multiclass into a magic using class and you must get spells from the class you want to multiclass into. (The only exception is warlock)
-magic items are a lot more rare.
-In many places if you flaunt that you use magic you gain disadvantage on social based rolls as people naturally distrust magic users.
What do you guys think?
here are the main things that are different.
Flavor
--Low magic setting of course (Magic is rare as hell though not to the point of it being thought of as myth. People know it exists.)
--*Gods* are more like Aeons from Final fantasy A Realm Reborn. Very powerful astral beings inherently connected to the material plane. (Clerics are special in that they have a spark of something that let's them channel the *divine* power of the gods and reinforce the natural world of the material plane. Which is how they turn dead and stuff)
--Kingdoms in the world aren't very big. The world is fairly dangerous with monsters and stuff so even the biggest kingdoms are only moderately sized since pretty much everywhere the kingdom owns needs to be constantly on watch for raids from evil humanoids/creatures. (Aka there is still crazy stuff out in the world for adventures but kingdoms are large trade routes are fairly safe and guarded for rest spots...but don't expect any huge armies popping up to help the party)
--Demons and angels are relatively unchanged from standard DnD but are more rare in the material realm as it's VERY hard to outsiders to get into the material realm so even a small one is a SERIOUS deal. Also, angels are not necessarily nice or able to get along. They are EXTREME embodiments of chaotic/lawful goodness. For example a small chaotic good angel may very well try to take down a perfectly good kingdom because he believes laws are inherently evil.
--Eldritch creatures exist are surprisingly more common then standard dnd though of course still uncommon and inspired from bloodborne. They aren't inherently evil and some are even benevolent but are still so alien that its impossible to give them an alignment. they are basically these void creatures that simply want to exist and when they manage to wiggle like the maggots they are onto the material plane they exist and that makes them happy.
Sometimes they will try to change the enviroment around them to be more to their liking. But quite often many just sit around happy to exist and watch the world around them. These creatures are very unique and every individual is VERY different and I can do all sorts of weird things with them thats very dangerous/cool without having to threaten the whole world.
Mechanics
-Mastercraft weapons are +1 non-magical weapons. (This is a fun little rule I found that lets you put off giving your party magical weapons)
-Magic initiate is a required feat for somebody wanting to multiclass into a magic using class and you must get spells from the class you want to multiclass into. (The only exception is warlock)
-magic items are a lot more rare.
-In many places if you flaunt that you use magic you gain disadvantage on social based rolls as people naturally distrust magic users.
What do you guys think?