tedcahill2
2019-05-18, 12:49 PM
So trying to messing around with hit points and damage scaling and all that, is way too hard to do. So maybe I can try for some other advice.
I want to run a game in a setting that's been rattling around my head for a few years. I call it, Ogre Reign. In Ogre Reign their was an event that devestated the continent; a black obelisk fell from the heavens, and struck the earth. The shock wave it produced wiped out magic (as in a massive dispelling wave, though it's affect on items was permanent). The obelisk continues to periodically radiate it's antimagic wave, making the production of new magic items impossible. Finally, this wave creates undead. Basically these radiating waves are bad times for the whole continent.
Beset by the undead, and with no magic to use against them, kith cities were greatly weakened. This left an opening for the many tribes of Ogres to enslave the kith and take the strongholds for themselves.
So basically I want this game to feel hard. I want facing even a single Ogre to be deadly beyond the CR 4 they are in the monster manual. I need to rescale some bonuses that players would normally obtain through gear and magic to add in as a bonus by level, save, attack, and attribute progression will probably need to be increased. Wizard, Sorcerer and Dread Necromancer will not be playable. Beguiler, and Warmage will be playable, and I'm going to homebrew a few other fixed list casters for protection magic and divination I think. I want to nix a bunch of spells, most travel spells like fly and teleport, high level magic probably won't exist, spells will cap at maybe level 7. Cleric and Druid will both be reworked to use fixed lists.
I want to run a game in a setting that's been rattling around my head for a few years. I call it, Ogre Reign. In Ogre Reign their was an event that devestated the continent; a black obelisk fell from the heavens, and struck the earth. The shock wave it produced wiped out magic (as in a massive dispelling wave, though it's affect on items was permanent). The obelisk continues to periodically radiate it's antimagic wave, making the production of new magic items impossible. Finally, this wave creates undead. Basically these radiating waves are bad times for the whole continent.
Beset by the undead, and with no magic to use against them, kith cities were greatly weakened. This left an opening for the many tribes of Ogres to enslave the kith and take the strongholds for themselves.
So basically I want this game to feel hard. I want facing even a single Ogre to be deadly beyond the CR 4 they are in the monster manual. I need to rescale some bonuses that players would normally obtain through gear and magic to add in as a bonus by level, save, attack, and attribute progression will probably need to be increased. Wizard, Sorcerer and Dread Necromancer will not be playable. Beguiler, and Warmage will be playable, and I'm going to homebrew a few other fixed list casters for protection magic and divination I think. I want to nix a bunch of spells, most travel spells like fly and teleport, high level magic probably won't exist, spells will cap at maybe level 7. Cleric and Druid will both be reworked to use fixed lists.