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  1. - Top - End - #211
    Ogre in the Playground
     
    BlackDragon

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    Default Re: Floating Worlds (Community World Building Project 3.5)

    ok can you please edit the tables to incorporate this.
    next order of business................(ideas?)
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  2. - Top - End - #212
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    --Lime--'s Avatar

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    Default Re: Floating Worlds (Community World Building Project 3.5)

    In terms of sponges learning a language: no.

    Sponge golems, I agree that they should have Spongeous as a language. Natural sponges, no.
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  3. - Top - End - #213
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    BlackDragon

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    Post Re: Floating Worlds (Community World Building Project 3.5)

    we have already voted that sponges aren't given languages. you are a bit late. we need hybrid coral now.
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  4. - Top - End - #214
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    Default Re: Floating Worlds (Community World Building Project 3.5)

    Hey, I'm not missing out commenting on my sponges just because I was asleep.
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  5. - Top - End - #215
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    BlackDragon

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    Default Re: Floating Worlds (Community World Building Project 3.5)

    you vote has been recognized. hybrid names and effects are needed. please look at table on pg7 for gaps that need filling
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  6. - Top - End - #216
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    Default Re: Floating Worlds (Community World Building Project 3.5)

    OK, boosted sugars growth rate up to 1. Also, I moddified the hybrids containing it, to match.

    Noticed I forgot hardness, HP, ect. on savorice coral, filled them in.
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  7. - Top - End - #217
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    BlackDragon

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    Default Re: Floating Worlds (Community World Building Project 3.5)

    Locations
    Worldship, Jagatha
    City, Thunderpeak Mountain
    City, Coralia
    Worldship, Breathum
    Mystery, The Dead Zone
    City/Mystery, Eye of the Storm, Flying Illithid Enclave
    Mystery/Current, The Great Drain'
    Mystery/Lost Civilization, Terridia

    Groups
    Villainous, Aboleth cabal, The Elder Masters
    Group, Boiling Skull Pirates (Note, their method of avoiding the acid is prohibtively expensive.)
    Group, Congregation (of worldships)


    Equipment/Materials
    Coral, Steelseed
    Coral, Coralstone
    Corals, Various
    Coral, Antimagic
    Coral, Slipstream
    Coral, Salt
    Coral, Sugar
    Corals, Hybrid
    Coral, Devil Dust. Sponge, Gelup's
    Coral, Death Salt
    Compilation of Corals


    Creatures
    Monster, Ocun, Original
    Player Race, Ocun, Revised
    Player Races, Seaborn
    Player Races, Additional Seaborn
    Player Races, Additional Seaborn 2
    Sponge

    Classes&Variants
    Variant, Druid
    Variant, Seaborn Clerics
    Variant, Druid (Sponges)

    Deities
    4 Deities

    On Cooking
    General, Very useful post

    I was getting confused about things, so I made this.
    We need to codify things a bit more and take our focus from spongy weirdness. I think we've been getting a bit carried away with things. Material is rushing in and not getting sufficient EACHing. I've been a bit inactive lately.
    Things were starting to be a mess and now with this compilation here, I ask people to look through the submitted material with a critical eye. I will try to update this as we go along.
    Last edited by Frog Dragon; 2010-06-19 at 07:17 PM.
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  8. - Top - End - #218
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    BlackDragon

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    Default Re: Floating Worlds (Community World Building Project 3.5)

    i think we should concentrate on the hybrids right now and maybe add other coral when everything settles into place like Artificial Gravity Corral (AGC) maybe used for airships as people become more advanced and escape from tidal waves etc. but that's later.
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  9. - Top - End - #219
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    BlackDragon

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    Default Re: Floating Worlds (Community World Building Project 3.5)

    Why invent the wheel when it has already been invented? Your artificial gravity coral would be just coral with flight spells on it. So instead of artificial gravity coral, how about coral with flight spells on it. This is fantasy after all.
    Also, something else we are missing here, which I feel is quite pressing and should be dealt with before we do anything else.
    What, exactly, is the feel of this setting. By literal definition, it is most definitely post-apocalyptic since the flood most definitely was an apocalypse. However, is it a dark setting? I myself would lean towards "no". There are many enemies, but places like Thunderpeak and the worldships and their methods of survival demonstrate a desire to learn and create new from the various corals there and their use.
    Also, about homebrewing. A lot of it is unnecessary considering all the books WotC has put out. We might as well use existing material.
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  10. - Top - End - #220
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    BlackDragon

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    Default Re: Floating Worlds (Community World Building Project 3.5)

    it has been hundreds of years since the flood so i think it was a near Apocalypse world then got over it as life began to adapt to living at sea
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  11. - Top - End - #221
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    Default Re: Floating Worlds (Community World Building Project 3.5)

    Exactly. Flying half-badger unicorns taste good sprinkled with a little salt.
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  12. - Top - End - #222
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    BlackDragon

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    Default Re: Floating Worlds (Community World Building Project 3.5)

    with magic: since most records are lost to time PC spells might be lost to time like flight scribe etc, and with more life surrounding people, supporting them, using them i think that druids are more powerful and more common and biological science/magic advances at a faster rate than anything else. so if flight runes/scribes/spells were mostly lost in the flood and post-Apocalypse then essentially water-powered growing flight spells that can be turned on/off by common less expensive druids than rarer costly wizards would be less-expensive and easier to work with. they might not even have competition in some areas (flight for example) as all traces have been erased by the Apocalypse from written texts.
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  13. - Top - End - #223
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    BlackDragon

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    Default Re: Floating Worlds (Community World Building Project 3.5)

    That requires a bit too much tweaking, also. It was established, in the first post, that that couldn't have happened. The sages who supervised the creation of the worldships in reaction to the flood which they predicted, would not have left magical writings out of the worldships. Infact, they would have been preserved.
    Also, the written spells seem to be ingrained in magic. Consider sorcerers, who need no libraries to learn the spell to fly. They don't even really need to know the spell exists. They shape their power into a spell of flight. It would have been rediscovered anyway.
    Also, I wouldn't wish to make druids a centerpoint of the setting, at least not the core druids. Mostly because they are horridly broken. How about spirit shamans instead?
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  14. - Top - End - #224
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    Default Re: Floating Worlds (Community World Building Project 3.5)

    ... see the enchanted sponges several pages back with a permanent flight spell on them. Thus, a compromise.

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    BlackDragon

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    Default Re: Floating Worlds (Community World Building Project 3.5)

    not all world ships would have all the spells. by chance some spells may have been wiped out along with most of the nations through shoddily built ships, cultists working for the gods who brought on the flood, pirates, sea hazards like twisters, whirlpools etc. i estimate only 1% of the original ships have actually survived, others have combined but there is still a large casualty rate at the flood and the next 200-250 years. i think that a homebrew Druid-based class would work rather well.
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  16. - Top - End - #226
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    BlackDragon

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    Default Re: Floating Worlds (Community World Building Project 3.5)

    Regardless, I'm against it. The ships do trade, so it would have been introduced again. We're pretty much slaying existing material for the chance to homebrew moar?
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  17. - Top - End - #227
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    BlackDragon

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    Default Re: Floating Worlds (Community World Building Project 3.5)

    we aren't slaying it. think that our homebrew is the evolved form of druids (water druids 2.0) rather than have a land based system of druids we have a sea/worldship system of druids. besides druids are supposed to be flexible, they wouldn't stay normal druids for long. in fact they are probably water druids 12.4.
    This gives them more adapted powers less unadapted ones and a slightly different caste structure.
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  18. - Top - End - #228
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    BlackDragon

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    Default Re: Floating Worlds (Community World Building Project 3.5)

    I was referring to the flight thing.
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  19. - Top - End - #229
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    BlackDragon

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    Default Re: Floating Worlds (Community World Building Project 3.5)

    sorry i thought you meant druids. the corral seems like it would sell more than the flight spell because the corral grow more (self-enhancing machine) and you can sell off unneeded bits for a profit
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  20. - Top - End - #230
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    Default Re: Floating Worlds (Community World Building Project 3.5)

    I smell epic abuse. Being able to split that kind of coral and keep all parts enchanted... No, just no.
    Also: Let's not make flight any more powerful.
    Last edited by Frog Dragon; 2010-06-17 at 11:34 AM.
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  21. - Top - End - #231
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    BlackDragon

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    Default Re: Floating Worlds (Community World Building Project 3.5)

    the engines just support more weight that's all. spells are used for thrusters. they are anti gravity corral (like AMF corral) they aren't spelled for it they are bred for it every micro-corral hovers on its own. when in a group they form a sphere of influence.
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  22. - Top - End - #232
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    Default Re: Floating Worlds (Community World Building Project 3.5)

    OK, we've got another hybrid up (steelseed+slipstream=Adventurer's coral), does anyone else have any ideas concerning hybrid corals?

    Frog Dragon, your chart of what's been done so far is very usefull, but the link to slipstream coral goes to "quote post" on there, where the others go to "view single post". a mistake?
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  23. - Top - End - #233
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    BlackDragon

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    Default Re: Floating Worlds (Community World Building Project 3.5)

    i think that ancients made specific nations carry certain spells and those nations were lost in either the initial flood or the following 200-250 years (the ancients didn't know the flood was gonna be THAT strong, shoddy workmanship etc and with no-one trading at the start then whole cities starving to death.)
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  24. - Top - End - #234
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    BlackDragon

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    Default Re: Floating Worlds (Community World Building Project 3.5)

    I still don't think we should scrap spells. That whole scenario seems pretty unlikely. Also, as I explained already, rediscovery would have soon followed. The whole thing seems unnecessary.
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  25. - Top - End - #235
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    BlackDragon

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    Default Re: Floating Worlds (Community World Building Project 3.5)

    the rediscovered spells would be weaker and have stronger druidic counterparts because the druids are more plentiful and advancement driven. Not all spells were lost maybe 3-4% max. it is still a lot of spells but people get by without them (or with sponges/druids/other doing it in a similar way).
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  26. - Top - End - #236
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    Default Re: Floating Worlds (Community World Building Project 3.5)

    I think druids are getting so much attention right now because it's effectively the world against its inhabitants. While yes, druids are very useful and certainly have a high-seated place, they aren't the be-all and end-all.

    Leaving aside NPC classes, let's have a look at how we can apply the core PC classes.

    (Note: I got carried away with a couple of them - sorry!)

    DRUID:
    Okay, let's get this out of the way. Encourage plants to grow, bit of weather control here and there, aquatic animal companion... nothing really new here, just swap "forest" for "ocean" and it all pretty much applies the same. Be a bit liberal with the "animal" type (if necessary) and there should be no problem carrying these over.

    RANGER:
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    I touched on this earlier. I'd like to see them blessed by their gods so that they are *the* class if you want to take non-aquatic races underwater for any sort of time, and be masters of ranged undersea combat. They're passed over a surprising amount because archery was so poor in dnd, and this could be a real opportunity to bring them back. It's a case of adapting abilities, not creating a whole new class. For example, making them the only ones who can use bows underwater would be a simple and effective start.


    FIGHTER:
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    One of the hardest to adapt. Full plate, big swords? Tower shields? Hmm. Unless we want them to be bound to ships, it's probably time to think again. Actually, I don't see why they can't be bound to ships other than spellcasters casting fly and windwalk and other things and just leaving them behind. I've always said limits can make RP more fun, and it would contrast nicely with the ranger. But it's going to be a real pain in the backside if the fighter is always slowing the party down. I might have to come back to this.


    PALADIN:
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    Easy - immunity to disease in a world where cities are cramped into ships together? Set out and heal the sick! Set out and spread the faith! Some could even be homeless, always welcomed to a ship, staying there a few weeks, and moving on again. I'm picturing them in a small boat, with their large shark pulling it through the waves to the next destination. Also, if the Drain is a go, gives them a nice alternative which is "Set out and slay the undead!". I'm seeing them as very mobile with few geographical or political roots, instead tied by universal strings of Faith or Order.


    CLERIC:
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    In contrast, clerics would live on a certain ship and be quite homely. They tend to a ship's healing needs, or simply keep the population aligned to their gods. Animal domain may need a bit of tweaking, same with Earth domain (I'm looking at you, Iron Body!). I can see applications and backstory possibilities for the other domains, with the exception of Trickery. Hmm. I don't play clerics often, perhaps someone with more Cleric experience can intercede?


    MONK:
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    Really easy. You have two really obvious options. The first is that your monk order built a ship, and you, because you are an adventurer, set out from it. Option number 2 is one I prefer: Have you ever tried playing a monk who doesn't specialise in Kung Fu? I have - it's fun. He was like a Mediaeval monk, think Friar Tuck with a bad headache. Liked hitting things hard with his bare knuckles. Given his portly stature, Evasion was put down to his lucky nature, and Slow Fall was a real laugh for the whole group. What I'm saying is, you don't have to have studied in the far East to be a monk. Monks would make excellent ship hands, especially if you removed their Lawful restriction. Below decks, it helps to be a brawler, and you need natural agility if you're climbing up and down rigging all day every day. Tongue of the sun and moon could be from time spent with other groups below decks and just an extraordinary ability to recall languages. The other things would require some good RP skill, but my example will be this: sailor is send to lookout from the crow's nest every day. Since nothing ever happens, he spends most of his time thinking deeply and daydreaming, in a sort of medatative trance. Over time, he discovers the key to unlocking control over every part of his body, even in ways that others can't understand.

    All in all, no change necessary.


    WIZARD:
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    Any ship large enough brough a library or at the very least, collection of arcane texts aboard. Being rich enough to be sent for study, or poor enough to be off the ship's rosters so that you could sneak into the library, or just by making friends with an old wizardly sort, or whatever you want, you gained access to these texts and ended up as a wizard. No need to specialise it because it's probable a good selection of texts were there. To preserve the books in the salty and corrosive, damp sea air, a lot of people who can read and write exist to copy old texts into new books, and recycle the old books (magically, or bleaching the pages, or whatever more fluff you want). Just make sure your book doesn't get too wet, or the ink will run!


    SORCERER:
    Yeah, another easy one that needs no change. You grow up and manifest powers you don't fully understand: it doesn't matter if you grow up in a farm house or on a ship. No change here.

    ROGUE:
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    With the ships continuing a class system, but resources very limited, the gap between haves and have-nots only widened. In any setting, this will lead to rogueish sorts.

    For example:
    Skulking around at night and laying hands on whatever you can, you've naturally run into many traps and so have a natural sense for them. Other skills like bluff and disguise allowed you to lie your way to spending your days on the higher, more airy decks. While you were there, you pocketed what you could. When caught, you learned to run and dodge and escape ropes.

    Alternatively, you did a lot of work with the ship's engineer, whom you were related to, or just befriended. This gave you a great understanding of mechanics, which is why you are amazing at disabling devices, and spotting mechanical necessities that hint at traps. When the chief engineer's machines broke, large beams and belts would whip around the cabin, and the reason you still have all five of your fingers is because of your naturally sharp reflexes.

    Sneak attack's a tricky one to fluff in as a hard and fast rule, but it can be explained by anything from a vicious personality (not having any fear about cracking someone in the nuts or twisting a dagger as you plunge it into their back) to having watched bare-knuckle boxing, a popular sport in the underdecks.

    Change nothing about the rogue.


    BARD:
    With no TV, people love music. Combine this with divinely-gifted musical ability, and you have a bard. No change here.

    Barbarian:
    This is a personality, not a class, right? Tough, angry, and yet somehow good at jumping out of the way of traps. Well, if it worked on land, it can work at sea. No change here.
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  27. - Top - End - #237
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    BlackDragon

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    Default Re: Floating Worlds (Community World Building Project 3.5)

    i think that fighter should become a swift-talking sailor who can handle a sword but won't stab you in the back with it the moment you face the other way. or become good with slings.
    Heavy Armour is hard to find these days so we could make it Exotic and less used (more novelty than function).
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  28. - Top - End - #238
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    BlackDragon

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    Default Re: Floating Worlds (Community World Building Project 3.5)

    with heavy Armour going out of fashion, druids becoming the mainstay of a team i think that an anti grav coral hybrid with stone coral to create a light Armour that allows casting but not a spear to the ribs.
    Stonelight Co: the first company to commercially produce hybrid corral of high quality.
    Stonelight corral (named after the company) is the main ingredient in the Armour.
    Stonelight Armour: weighs as much as leather and gives as much protection as full-plate
    it would be expensive though
    what do you guys think?
    Last edited by DragonOfUndeath; 2010-06-17 at 01:01 PM.
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    Default Re: Floating Worlds (Community World Building Project 3.5)

    ...why didn't you just edit?

    The point of my post was to show how druids don't have to be the mainstay of the team. I personally think that every class should have its own niche.

    I'm taking it that Stonelight Coral is a way of working Mithril back into the game, and I agree that that's a good thing to do.


    ...heh, just thought of life jackets made out of that buoyant coral. Would the ships have measures like these, or not? I can't see there being a legal requirement for lifeboats or anything. I suppose it would vary from ship to ship.
    Last edited by --Lime--; 2010-06-17 at 01:05 PM.
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    Default Re: Floating Worlds (Community World Building Project 3.5)

    This is concerning the whole "coral" thing. I mean, I don't think it's necessary.

    So this is a post-apocalyptic world where coral is abundant, heavy things are bad (they sink), and metal can't be dug up.

    So, at the beginning, metal would be used to make ships and whatnot, along with darkwood and such. There would we iron and steel and adamantine swords and armor all over the place, too. Honestly, at the beginning, the world wouldn't be much different from normal, except for the ships.

    But then, coral starts to grow and get harvested, and steel becomes more and more necessary to construct the wooden continents that people need in order to survive in relative comfort (since people always want comfort). Steel weapons will become obsolete in favor of making steel nails, and mithril will become less valuable as armor and more valuable as part of the hull for a major rich guy's boat.

    At this point, weapons and armor shouldn't be using metal. So what do we replace them with? Well, coral... which is basically underwater wood. Since this is a flavorful new material, we can decrease ACPs and item weight to half or a quarter or something (since they're completely useless anyway). This will give the low-level knight in armor some reason to exist in adventures, since he'll he able to make his swim checks finally.

    Then, just change the names to everything. Mithril is "sky coral", adamantine is "steelseed coral", etc. You keep the same abilities, but decrease the penalties. That's less work for everyone.

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