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Thread: Ancient Realms
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2019-07-01, 03:46 PM (ISO 8601)
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Ancient Realms
I suppose that this will be where I'll put all my ideas for my ongoing Homebrew Forgotten Realms Campaign.
ChangesImportant People (Original PCs - like Elminster) are removed and replaced.
There is no Weave. Changing to a New Deity of Magic - eventually.
Tend to combine Wizard and Sorcerer spell lists.
No offense is intended by anything I post
Mark Hall said: It isn't realism, it's verisimilitude; the appearance of truth within the framework of the game.
>Me< This must be supported by all sides to remain effective.
************************************************** ****
WarningSome of these Posts will be Really Long.
(I'm working on reducing some)
*****
Note: this is what I use for "open games":
my actual handcrafted World is a lot more complicated, and I'd need more resources to actually work on.
Personal Comments were in Hello - but moved to here.
Some things repeated from:
Meph
Name Those Monsters!! (Dying)
9th (seems dead)
Segev's Wheel
For anyone wanting to consider helping me rebuild various Monsters:
Monster tweaking
I'm using this Faerun Atlas
******Note about my game: There are only three ways for any of the "Outsiders" (and all the Deities) to get true Power, and all of them revolve around getting Mortal Souls.
A) When a Mortal dies, their Soul is pulled into the compatible plane.
LG to "Symmetry" (Mount Celestia), CG to Wanderlands (Arborea), NG to "Tranquillity" (the Twin Paradises), LN to Mechanics, the Beastlands get all souls connected to Nature, LE to Inferno (Hell), CE to the Abyss, and NE to "Ereshkigal" (Gehenna).
(Although I use Forgotten Realms, I don't have the "Wailing" Wall of the Forsaken. Lost Souls are usually trapped as wandering Undead on the Mortal World, and are considered "currency" by all Non-good Beings.)
Note that both "Cannae" (Plane of Concordant Opposition) and Sigil does not "get souls" although any sentient being permanently captured by a Warring Faction or trapped in a Maze by the Lady of Pain does count for this purpose.
B) The mortal has committed Moral Acts relating to a particular Outsider's "motiff".
Or, for Deities, being a truly devoted "worshiper".
(Which is why you don't find very many "Monstrous" Humanoids outside those Planes dedicated to them and their Deities)
C) If the mortal has made a Deal that involves the classic "Selling your Soul" (knowingly or not) with that Outsider: Usually Fiends.
Great Dragon
A) That was for the default D&D Outer Planes.
For my games, change the above to the "Prime" Alignment Planes, and those Souls with connections to one of the Mythos Demi-Planes go directly there.
* The Norse Giants have their Realm as a Demi-Plane in Beastlands, and serves much the same purpose.
Olympus and Hades are also linked, if not on the same Plane.
* The Titans are more Elemental-based versions of those Giants above.
But, both of those Planes are more than just what most people refer to.
Example: Olympus is more than a Mountain.
(Sure, the top is Unreachable, even by all the Greek/Roman Deities)
It's just that those Mortals writing about the place tend to focus on said Mountain. Because, you know, Zues (and Family/Friends) lives there.
****I just tend to give each Race their own "Demi" Planes.
*****The interconnected "Mythos" Demi-Planes can border on being Outer Planar versions of a Material Plane. But, the Laws for their Respective Realm applies as per the normal Rules in the D&D Books. They are just connected via Permanent Portals, and walking through one might not be noticable.
This makes traveling possible between the various Realms via non-magical means.
****Now, before I get too in depth in rehashing all the different Pantheons and their respective Deities, First I should step back a bit and explain some of my thoughts.
Ok. I'll accept, and even use, most of the D&D Alignments
"The Tree" is copyrighted by the Norse, and I'm not even fighting that battle!
4e "The World Axis" - I'll be honest, I have yet to really get the picture for this.
*******For the various "Evil" Realms of each "Mythos", these might be a Demi-Plane within the corresponding Alignment Plane, but still directly connected to their respective Mythos Demi-Plane.
Like Nordic Hel would be a Demi-Plane in Inferno, but connected to Asgard.
TimeI have that the Prime Material Plane sets the Clocks of All the Outer Planes, usually at each Dawn.
Yes, Time can be accelerated (or slowed) in relation to the Prime Material Plane, but takes the direct effort of a Deity - or the highest ranked Exemplar - of that Plane to do this.
Direct confrontations between Deities outside their respective Demi-Planes are extremely rare.
****I'm lousy naming things.
All help is greatly appreciated.
LG - "Symmetry"
Spoiler: Order vs ChaosYes, I know about the oD&D thing where Order (Creation) and Chaos (Entropy) weren't Good/Evil.
However, they tended to become Law+Good and Chaos+Evil in the head-cannon of most gamers; Which is why (IMO) Gygax went with the now traditional Alignment Chart in AD&D
Dwarves get a Demi-Plane here.
"Olympus" goes here.
****""
CG "Wanderland" A less violent version of the Beastlands.
Gnomes have their Demi-Plane here.
"Asgard" is here.
Yggdrasil is just how some mortals view the Astral Plane, because some people don't wanna think about an endless fog/sea.
****""
NG "Tranquillity".
Halflings have their Demi-Plane here.
Elves have their Demi-Plane here.
****""
LN Mechanus
(Mostly because I can't think of a name for the Main Plane, and don't like "Balance")
The Egyptian Pantheon has their Demi-Plane here.
(Except Set - who is in Ereshkigal)
****""
TN Cannae
(Yes, I know it's Roman)
- the Ultimate "I Don't Care" Dimension.
There are no "Rulers of the Plane" here - No Exemplars and especially no Deities.
The Lady of Pain doesn't leave Sigil, ever.
Sigil is only findable by Portals.
All of the of War Deities have their own Planes connected to here.
They are the only ones to care enough about who wins in a Daily Battle.
Note: as mentioned, this Plane does not "get souls". Example: a PC "dying" here does not automatically have to join any Battle or Army.
Valhalla (and similar Realms) is a Demi-Plane here, with the actual fighting going on in Cannae.
****""
CN (ugh!) Beastlands
Wandering Talking non-anthropomorphic Animals (although most of the Bipedal Animals do end up here) in the ultimate "Survival in the Wilderness" - and not just "Forest" - game.
****
NE Ereshkigal (Yugoloths)
Carceri is still here, but ruled by LE Fiends (Jailiers = type name?) less underhanded/intrigue motivated (more tyrannical, and lots more cruel) than Devils.
Duergar have their Demi-Plane here.
Goblin/Bugbear have their Demi-Plane here.
****
CE Abyss (Demons)
I liked Pandemonium being the Fiendish version of Sigil.
But, being the Threshold of The Pit is also cool.
Gnolls have their Demi-Plane here.
Orcs have their Demi-Plane here.
Limbo (?)
Personally, I can live without Slaad.
Really, near-Fiendish Frogs that reproduce via Xenomorphic methods? But, somehow exist in a randomly changing (Chaotic) unaligned (Neutral) dimension? Nope.
If I'm forced to keep Slaad ("they're in the book!") they go into a Demi-Plane here in the Abyss.
The Githzerai kicking their butts is still awesome!)
****
LE - Inferno (Devils)
Ok. I can totally get behind:
Inferno replacing the Hells.
Hobgoblins have their Demi-Plane here.
Kobolds have their Demi-Plane here.
(Though, since I actually like Dragons (go figure) - I might try and work on their own Demi-Plane/s with altered Deities)
Edit: might get their own "interconnected" Mythos.
*****I'm seriously not able to cover every new "Race" now allowed in 5e.
To me different versions of a Race
(Humans, Elves, etc from Eberon, Ravnica, etc don't call for a different "Afterlife", unless tied to a specific Deity-using cultural Belief.
In which case, use that Campaign's Outer Planes as the basis.)
Centaur, Aarocra, Kenku, Tabaxi, Loxadon, Tortles, Grung, and whatever other Bipedal Animals:
(It's theRevengeReturn of the 3x Anthropomorphic Animals, just with type names!)
Go to the Beastlands, unless dedicated to a specific Deity. Some somehow end up in the Feywild.
FeywildI actually have this as a huge Demi-Plane in the Astral Plane, with close connections to the "Nature" parts of the Prime Material Plane.
The Archfey rule parts of the Feywild, and can't prevent (but can repel and expel) incursions from any of the others.
While there are Mortals that worship the Archfey, this does not grant them any real powers, and does not increase the power of the Archfey.
For the Fae: I like to use a lot of the things from Jim Butcher with some additions of my own.
(I'll eventually get around to the Fomor.
Most likely trade Slaad (except not Xenomorphic) for them. Much cooler)
There are three Rulers in each Court:
Princesses: Aurora of Summer and Meave of Winter: the least powerful, but closest to the Mortal World. Still Tier 3 powers, so watch your step.
Queens: Titania of Summer, and Mab of Winter.
These are the movers of their respective Realms.
While able to change things in their respective Realms, these are almost always temporary.
They are more than a match for Tier 4.
The Mothers live together and are mysterious beyond belief: and only the God/s of Nature outrank these two, and if they work together, maybe not even then. They can actually Permanently change the "Laws" of the Feywild itself.
"What's this Tier thing you keep talking about?"
I also have Oberon's Court.
Meghan Chase the Iron Qween
Prince Kierran is Oberon's grandson.
Cernunnos The Master of the Wild Hunt and King of "The Wild".
I need to work on
Spring and Autumn.
These don't have Courts, and their Rulers are Princess level.
Shadowfell
Personally, I prefer the Plane of Shadow, and both Ravenloft and the Shadowfell are Demi-Planes in it.
Ok, I like this version a little better than the "official" story in Mordenkainen's Tome of Foes.
Drop the Deity/Domains. In my games: She's the most known and easily accessible Hexblade Patron, focused on destroying all Undead.
(The weapon is the physical representation of the Pact {even for Chain and Tome} and acts like a link to the Patron)
I'll keep the first three titles, and the last title is what she (indirectly) tells Mortals.
(But, I really prefer to have the Lady of Pain in Sigil, as the only Mystery Lady.)
But there are actually quite a few Beings that know RQ's story, and will tell you for a Price.
Solars, Archfey, Archdukes, Arcanaloths, and Deities of both Knowledge and Secrets.
TL; Fallen Elven Deity that is no longer has any connections to the Elven People.
Mortal worship will not return her to Deity status.
EditMore stuff to view:
Rogue - Scout
Group focused Rogue Subclass attempt.
Background Ideas
Undead Patron Revisited
*****Posts welcome. Just be prepared to write up long detailed explanations (Crunch and Fluff) on why you think something should be changed.
Thanks for reading!!Last edited by Great Dragon; 2022-11-01 at 02:57 AM. Reason: updates
My Knowledge, Understanding, and Opinion on things can be changed
No offense is intended by anything I post.*Limited Playtest Group - I'm mostly Stuck in the White Room.
*I am learning valuable things, here. So thanks, everyone!
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2019-07-01, 05:08 PM (ISO 8601)
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Re: Ancient Realms
Thanks!
I'm putting up my own thread, since that way Members can read andstealborrow from everyone Pontificating on the subject equally.
Ramblings
OOH I'm adamant that using real mythical gods straight up is lame and boring. OTOH it's not like Sune isn't Aphrodite and Gruumsh isn't Christianity description of Odin and Shar/Selune aren't Ahriman/Ahura Mazda and so on and so forth.
Unless you mean 4e's World Axis, which is something entirely unrelated to Great Wheel and is maybe picked due to just sounding cool and mystical.
Outer planes are defined as fundamentally different from Material (like elementals), this would change their basic definition but functionally nothing else. Either way would work.
My version might be called a Wheel, if you squint real hard…. But I call it The Box.
The Eight Alignments "ringed" around Cannae.
(I'm still working on the picture in my head, of this)
LG NG CG
LN N CN
LE NE CE
I really don't have a use for War "for its own sake", so I just dump all the "eternally fighting" Groups here. The Demon Horde vs the Devil Army takes place on Cannae. The only real exception for me: are Demons vs Devils, because they're trying to directly destroy each other from their respective (already established) Planes - but it's more Guerrilla Warfare, even here.
I'll be making Sigil completely unfindable except for portals. That would suit the mystery nature of Lady of Pain better.
That sort of Beastlands would make a good CN plane actually. It just wouldn't be as good as Limbo's cHaoSMatTEr gimmick for 3 o'clock and I already put Asgard as the humanoid version.
I can possibly split the difference and have both. Though would prolly need TripleD to be the mayor to prevent it becoming Acheron 2: Demonic Bugaloo, giving it to some CE god is out of the question, and TripleD would never want to be a mayor.
What Anarchist respects a mayor?
Idea: Parts of Carceri are run like a (USA) Southern Work Farm Prison (which is still kinda cool), but mostly I tend to imagine huge "Castles" with level after level of rows of prison cells, with hard*** Guards and an unforgiving Warden. Even if the Demi-Plane is Chaotic, the Jailiers are (like Githzerai) Lawful, and their "exploit you" Attitude makes them Evil.
Frankly, for "unclaimed souls" I much prefer simply using (LN) Thanatos: The Reaper and Judge. With the "Penitence Stare" that Ghost Rider had in the (first) movie.
You can't wiggle your way out of what you deserve in the Afterlife with Tanatos, since you're fully aware of exactly Everything he's Judging you by. There isn't anything beneath his notice, either.My Knowledge, Understanding, and Opinion on things can be changed
No offense is intended by anything I post.*Limited Playtest Group - I'm mostly Stuck in the White Room.
*I am learning valuable things, here. So thanks, everyone!
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2019-07-02, 12:59 PM (ISO 8601)
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Re: Ancient Realms
Amazingly enough, I actually like the FR "Divine Rule" of no more than one Portfolio (Domains can repeat) per Deity, although I do extend it to per "Mythos/Racial" Pantheon.
Despite claims by the Dogma of various Racial Deities, none were the Creator of anything other than their respective Races, and maybe not even then.
Portfolios(Some Domains are also Portfolios)
(More can be added)
Death/Grave
Undeath
Life/Healing
Light/Sun/Dawn
Night/Dusk/Shadow/Darkness
Knowledge
Battle/War
Parent
Magic
Guardian
Murder
Striff
Secrets
Tyranny
DomainsNote: I normally only give one or two Domains to any one Deity, and never more than four Domains.
Arcana (SCAG)
Knowledge (PHB)
Life (PHB)
Death (DMG)
Grave (XgE)
Forge (XgE)
Light (PHB)
Trickster (PHB)
Nature (PHB)
Protection (UA Cleric)
Tempest
Travel (PHB)
Order (GgR)
War (PHB)
Undeath (Homebrew) need help making this different from Necromancer Wizards.
P.E.A.C.H
Luck needs research.Last edited by Great Dragon; 2019-09-08 at 11:57 AM.
My Knowledge, Understanding, and Opinion on things can be changed
No offense is intended by anything I post.*Limited Playtest Group - I'm mostly Stuck in the White Room.
*I am learning valuable things, here. So thanks, everyone!
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2019-07-03, 09:51 AM (ISO 8601)
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Re: Ancient Realms
***Deities***
Note: it's been said by lots of people that listing all the Deities for D&D is nigh impossible for any one person. As such, I'm not even going to try.
Most of the time, I'll only be changing details about a given Deity's Portfolio/Domains and perhaps a comment on their Attitude/Behavior.
My World's "True Creator" Deity has no Name and doesn't have a Portfolio or grant any Domain powers. Only the Oldest of the Deities even know that this Being even exists, and they tend to not answer questions about it.
Note 2: All the non-Human Races are Aliens, and have their own Creation Deity.
All the Prime Deities (Both Good and Evil) of all the Races (Human, Elf, Dwarf, Gnome, Halfling, Goblinoids, Orcs, Dragons, Giants/Titans, Aberrations) came forth from the Elemental Maelstrom (also called the Primeval Chaos) at the same time, and slowly becoming aware of each other, some creating New Races (Dragons = Kobolds; Far Realm Aberrations = Illithid, Aboleth, Beholders) during this time. Since that happened so long ago, no Mortal can ever get any straight answers (individual accounts always put the speaker as the Focus of the story) about the events of those times.
Explanation: The Creator makes the Crystal Sphere, but in Big Bang Fashion.
The Prime Deities of each Race appear from out of this Primal Chaos, only to find Mortals in their Image/s already existing, mortal beliefs create the Outer Planes*, and the Great Cycle starts.
* Yes, all the Deities "lived" on the Material Plane at first, but all the Wise "Ruler" Deities realized that if they remained here, the Great War would destroy Everything, which would also destroy them.
So they banded together and forced all the others into what is now called the Outer Planes.
******
I'm considering only really keeping:
(More research needed, expect changes)
FaerunGond
Wakeem
Velsharoon ? "Deity of Undeath"
GreyhawkTharizdun (CN) Portfolio: Destruction, Insanity.
*****I'll be working on my own Pantheon, but it's going to take some time, so be patient.
*****
More interesting versions.
Only minor adjustments might be needed to apply to my Games.
LudicSavant
Corellon
The only real changes here are
Corellon didn't create the Elves (no one can ever find out who did, though) and his idea of "Civilization" tends to be limited to Elven Towns.
Cities aren't of any real interest to Corellon.
While seemingly an Uncaring Deity (and him being considered nearly insane, due to being dedicated to constant Change) Corellon will respond to any Call for Help by any Non-Drow Elf.
Elves
Lolth - her History stays mostly the same, minus the "relationship" with Grummsh, and only really directly affects the Elves, Drow first.
Lolth
Drow
******
Gruumsh was always his own deal, "civilization" being limited to Orc Tribes with a powerful Chief.
His desire to "Rule everything" is what caused the now famous Fight between him and Corellon.
But while their respective followers continue that conflict, the real Feud is between Gruumsh and Claggadin.
Orcs
******
Dwarves
Moradin didn't create the Dwarves, but did Forge their Spirit to give them drive and purpose; Moradin will Hammer anyone bothering him with Questions about any of that! Moradin is the example of a model Dwarf, though.
Claggadin this is the hothead of the Dwarves. His Flaw is that he tends to believe that any problems can be solved by violence.
I liked a lot of that.
But, I run that Abbathor (NE) does answer prayers (and has Clerics) since doing so does gain him something in return, usually at a low cost to high reward rate. And he absolutely loves stealing Souls from other Dwarven Deities, and any other Deity he can.
******
Now, for my games, no one knows who started the Feud between Garl and Kurtulmak - or can get a straight answer from either.
Kurtulmak says Collapsing the Mines on him was deliberate, but Garl maintains his innocence.
Gnomes
Garl Glittergold (CG) "Revealer of Secrets".
Garl has an insatiable Curiosity, and a love of pranks. Domains: Trickery, Knowledge.
******
Now, I need to do some research, but I like the Idea that the Kobolds were created by at least one Dragon Deity. But, I don't limit Kobolds to only being LE, although few Kobolds are considered being "Good" by other Races and their Deities.
Dragons
Kurtulmak (LE) is to Kobolds what Corellon is to the Elves. Only less forgiving. He is a harsh taskmaster and drives the Kobolds to build the "perfect" Lair.
I only found two other Kobold Deities, so I'll need to work on that.
Gaknulak the Trapmaster
Kuraulyek the Coward.
******
Halflings
For the most part, I don't think I need to change much, for Halflings.
Brandobaris The Quintessential Adventuring Halfling Rogue.
Domains: Luck, Travel, and Trickery.
Ok, I love those Titles, and have no shame stealing the "Adventuring" parts.
******
Goblins
Maglubiyet: The Battle Lord.
Domain: War.
Think more General Lucullus, only more of a Tyrant.
Spoiler: Goblin Deites
Maglubiyet the self proclaimed King of All Goblins.
Khurgorbaeyag, the goblins' racial god, desires the rise of goblins to domination of other races.
Slavery, Oppression, and Morale.
Bargrivyek the "Peacekeeper"
Kikanuti is the goddess of the desert goblins, known as bhukas, in some campaign settings of the Dungeons & Dragons role-playing game. She is one of the rare good-aligned deities of the goblinoids.
Hobgoblin Deities
Nomog-Geaya.
Bugbear Deities
Hruggek Ruler. violence and combat. His symbol is a morningstar.
Skiggaret is not worshipped by bugbears, and as such has no clergy. He is instead described as using fear to make bugbears act for him.
(Warlock Fiend Patron?)
Grankhul: hunting, senses, and surprise. symbol is two eyes that are ever open in the darkness.
Edit:
Need more research.Last edited by Great Dragon; 2019-07-24 at 10:35 AM.
My Knowledge, Understanding, and Opinion on things can be changed
No offense is intended by anything I post.*Limited Playtest Group - I'm mostly Stuck in the White Room.
*I am learning valuable things, here. So thanks, everyone!
-
2019-07-03, 11:22 AM (ISO 8601)
- Join Date
- Dec 2018
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Re: Ancient Realms
Deities vs PatronsNow, for my games, an "Outside Being" cannot be both a Deity and a Patron.
First, because of the mechanics behind each.
More importantly, I like the Fluff of Very Powerful Beings struggling to steal Souls from those Uber Powerful Deities, but never actually being able to become Deities themselves.
For me, the Patrons are beings that can share their power with mortals, but only through special connections (usually a Contract, but not always) that have their own limitations.
Unlike a Deity with a Cleric, a Patron cannot "cut off" a Warlock's power, once given.
But, they can deny granting New Powers (spells and Invocations) if the Warlock strays too far from that Patron's goals. Finding a new Patron of the same Type (ex: either Demons, Devils, or Yugoloths for Fiend: changing from Demon to Devil requires changing from CE to LE, etc) is possible, but the rules are still the same.
Ok, I'm not sure about anyone else, but I tend to think:
FiendI break these down as follows
Demons
I'll be honest, outside the Demon Lords, only Balor have the Power to become a Patron.
"Lolth" is a remnant of when the Drow Deity was a resident of the Abyss. Sadly, this creature actually thinks that 'she' is said Deity. Which amuses the real one to no end.
Devils
Most Mortals go for Archdevils, if not the Archdukes.
Yugoloths
Arcanaloths are usually the go-to here.
Archfey
See comments on the Feywild.
Great Old OneOk, I'm going to be a bit rude, and Rant.
I HATE the Lovecraftuan Elder Gods!
Something so Unbelievably Incomprehensible that just looking at it drives you insane.
Quite a few of his Minion Monsters are ok, but that's it. /Rant
As such, I'm creating my own List for these.
Right now, these are just concepts.
(Name) The Lurker: This Being tends to be confused with The Dominator, since they can seem the same. But in fact they are strongly opposed to each other.
(Name) The Dominator: is litterally the First Illithid Elder Brain. Nuff said.
The Spider King: Is an Old Spider Being (Uber Phase Spider?) that no one has found a way to translate 'his' Name; and is in contention against Lolth (the Fiend creature more then the Deity) for mastery over Spiders.
The Cat Lord (1e MM)
The Lizard King 1e
HexbladeTwo Patrons in development
Edit >Moved to new Post<
I have another Patron in the making
(spot saved)
CelestialI'll look up what I got...
UndyingImhotep the Mummy Lord (NG)
Acerack the Lich (NE)
Vald The Vampire King (LN)
Literally wants to make a Vampire World, with himself as Emporer. (Yes, I know I'm not fooling anyone)
GenieNeeds more research.
DragonOnly Ancient Dragons achieve enough Power to become Patrons, and only a few of those actually become such.
The Five Consorts of Tiamat.
Black, Blue, Green, Red and White. (need names)
The Five oldest Companions of Bahamut.
Brass, Bronze, Copper, Gold and Silver. (need names)
* The seven Ancient Gold Dragons aren't Patrons.
And the Five Friends of the Prince of Gem Dragons.
Amethyst, Crystal, Emerald, Sapphire, and Topaz. (need names)
While Ancient Ferris Dragons can become Patrons, this is rare beyond compare.
****Assistance most welcome!!!!Last edited by Great Dragon; 2022-08-25 at 05:06 PM.
My Knowledge, Understanding, and Opinion on things can be changed
No offense is intended by anything I post.*Limited Playtest Group - I'm mostly Stuck in the White Room.
*I am learning valuable things, here. So thanks, everyone!
-
2019-07-03, 11:56 AM (ISO 8601)
- Join Date
- Nov 2011
Re: Ancient Realms
On racial and cultural planes aligning with the Great Wheel:
I use Asgard/Hel as the example. From the perspective of the followers of that pantheon the outer planes are part of the world-tree, and the planes of their deities all connect via the tree, though for worshippers of Ganesh of the same alignments would be unable to access them. Instead their planes would be on tie backs of turtles swimming in the void. The fact that the CG planes of both mythos occupy the same place on the wheel diagram but are not contiguous with each other while both are contiguous with planes the other cannot access is simply an n-dimensional math problem.
Just as A. Square from Flatland has trouble telling a circle from a triangle, we find it difficult to see how a tree, a wheel, and a bunch of turtles are all simultaneously correct, but they are.
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2019-07-03, 01:11 PM (ISO 8601)
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Re: Ancient Realms
@brian 333
Thanks a lot for posting!!!
How you describe things there: is what actually happens to most of the followers of each respective Pantheon.
But, I allow "Inquisitive" Adventurers to cross those Barriers (sometimes unknowingly) - perhaps seeing that Alignments transcend specific "beliefs", and how they can be viewed from the "perspective" of another culture.
The funny thing is, when (A) Square return Home, trying to explain Triangles to anyone else - it just cases frustration on his/her part, and confusion on everyone else's part.
***I forget who posted it, and looking would take way too long, but I agree that Everything in The RPGs (D&D = Astral, Ethereal, Shadow, Inner, and Outer Planes) should be something the Players can interact with, in some way.
I'm kinda a Hipster for Inclusive play.😸Last edited by Great Dragon; 2019-07-03 at 03:08 PM.
My Knowledge, Understanding, and Opinion on things can be changed
No offense is intended by anything I post.*Limited Playtest Group - I'm mostly Stuck in the White Room.
*I am learning valuable things, here. So thanks, everyone!
-
2019-07-03, 06:01 PM (ISO 8601)
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- Dec 2018
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Re: Ancient Realms
repost
@Segev: if you're reading this: first thanks!
I like your ideas, and they can affect how I do things.
These Hexblade suggestions seem to have been considered and dropped, so reposted here for PEACH-ING.
I can't find out who, but the suggestion to git rid of Specter at 6th level and put Hexblade's Curse there was made. I think that has potential, but would then need something fairly cool at 1st level....
EditBy allowing both Medium Armor (which all Warlocks get) and shield, the only thing stopping a Player from getting AC 19 at First level is >money<.
And since Half Plate is only 750 gold, most Warriors can afford it by 3rd.
Which means this Class makes all other Warlock Patrons less likely to be picked, since Hexblade is the prime pick for going Gish. And since they never need more than a 3 level dip for the best Features of the class, is otherwise ignored.
Now, I am giving shield use, and having that Armored Invocation to give Medium Armor to Hexblade.
Originally Posted by Great DragonLast edited by Great Dragon; 2019-10-03 at 10:44 AM.
My Knowledge, Understanding, and Opinion on things can be changed
No offense is intended by anything I post.*Limited Playtest Group - I'm mostly Stuck in the White Room.
*I am learning valuable things, here. So thanks, everyone!
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2019-07-04, 07:30 AM (ISO 8601)
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Re: Ancient Realms
Clash of the ClassesSpoiler: AlignmentThis is going to be unavoidable, so I'm going to post my feelings about it.
I learned the hard way that I needed to keep Alignments Simple in my games.
I avoid Shades of Grey, simply because I don't want to have a heated debate that takes up all the Game Time.
Good: cares about others more than self.
Evil: willing to hurt/kill others to get desires.
Law: teamwork, civilization.
Chaotic: independent.
As should already be known, I don't allow:
True Neutral, because this is truly Uncaring NPCs.
Chaotic Neutral:
Best outcome: Uncaring Solo PC.
No. This is a group game that is based on making hard moral choices.
Chaotic Evil: in an All Evil Game, I can tolerate this.
Think less "random" and more "destruction with a purpose".
If you would like to Debate with me on my views about D&D/PF Alignments, PM me and we'll start a new thread for that.
Spoiler: OoC Game Information
This goes back to the 1990s and AD&D 2e.
I was in my 20s back then.
I was DMing a High Magic Campaign, loosely based on Greyhawk. I was just learning how to DM a Living World Sandbox.
As should be absolutely no surprise to anyone,
I had
The (Quasi) Murder-Hobo Munchkin Group.
Post your query into the thread, or PM me.
As the Title implies, the Group started a Battle Royal between all the Classes. Think classic PvP battles, here.
This lasted until 2000 and the conversation of (mostly Wizards) into Third Edition D&D.
The group broke up less than a year after this, so there were a lot of loose ends; that I have been working on incorporating into the now 5e D&D Living World I now do my best to Run.
I no longer remember all the details, and I've moved and lost all my gaming supplies several times.
As such, things will change as Players impact my World.
These shinagines are the main reason I rarely allow PvP.
I have yet to find a group that can really handle it, despite believing so.
BarbariansClassic "Defeat/Become the Horde!"
BardsThink part Traveling Circus and lots of Court Intrigue. With sporadic magic.
ClericsI'm seriously not going to get into the Religious side of things (even in the context of the games) on the Forum:
Let's just say imagine the worst of The Crusades plus the Spanish Inquisition, involving all the major Deities.
DruidsNow, even as far back as AD&D, I've believed that the War between Good and Evil applied most everywhere. This includes Nature.
To me: doing your best to coexist with Nature is Light Side. Hunting for the pleasure of the kill is Dark Side.
So, there became a split in the Druidic World:
Light Druids were (of course) you're atypical (NG) Hippie types. Today's Lighters are more "warrior" and less tree-hugger.
Dark Druids were your (NE) Eco-anarchists.
These were the ones to create Killer Plants and either breeding or creating (or both) Magical Beasts (including the Owlbear, which Wizards got blamed for) and most of what are now called Monstrosities.
The War between these Factions is kept secret.
FightersBasically switching between Gladiator battles, and Napoleon Army warfare.
Monks
Try and fit every (USA plus classic Asian) Kung Fu movie into the game.
Note: I had the Tome of Battle, but no one was interested.
Converting to 5e might be something I attempt, someday.
Rangers
(No offense to Vets; I have only stories to go by)
These ended up being Vietnam-style War Zones.
Rogues
Go back to the years of Old, and then picture the Ultimate Deadly Spy vs Spy "Battle of the Thieves Guilds".
Sorcerers
These didn't come into play until 3e, and boy-howdy!
Did they mess up the Works!!
Warlocks
Another late arrival, these became Magical Long Range Snipers.
PsionicsThe mechanics in 3e were ok, but the impact on the World? "Just another Mage or Gish."
Another conversation project, eventually
The Mage Wars
Partly Inspired by:
Novels by Larry Dixon and Mercedes Lackey
The Black Gryphon
The White Gryphon
The Silver Gryphon and more.
Now we get into the Quadratic Wizard issue.
Now think about all the actual effects of when several (about 7) High Level Wizards go all out against each other. For 10 years in game!
I actually stepped down as DM and played under another GM in the group, I pulled out my 1e Mage and converted and updated him.
And I solved this War.
I'm not telling my secret.
(Curious DMs can either PM or Email me)
****More than 1,000 years (in my game) has past since then.
****
I have done my best to convert some of these PCs into 5e.
Questions about specific Class Builds (3x or 5e) are welcomed.Last edited by Great Dragon; 2019-09-08 at 12:10 PM.
My Knowledge, Understanding, and Opinion on things can be changed
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2019-07-04, 02:37 PM (ISO 8601)
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- Protecting my Horde (yes, I mean that kind)
Re: Ancient Realms
On the idea of Great Old Ones in the Lovecraft vein, the shtick with using them is they don't care. They don't grant power, they don't talk to you, they are giving you powers. The idea with a GOO warlock is they've found some remnant of power related to a Great Old One, rather than contacting the GOO directly (or even indirectly). I don't think Cthulu was ever specifically made anybody insane, but rather forced them to in an instant there are greater more powerful things in the universe than humans and they don't care about us which manifests as insanity to an outsider observer, but that person who has seen Cthulu just realized some small part of how the universe actually works.
That isn't exactly compatible with D&D however, so I'd go with the 4E version of Living Stars, where there are literal stars that are also sapient creatures of immense power. We're talking actual star sized creatures that have their own gravity and what not. So think Mogo the Green Lantern from DC, or Ego from Marvel (recently in Guardians of the Galaxy Vol. 2) but bigger and not giving a rat's patootie about anything involving the "mortal" world.
Some of the stars are dead, but still sapient, so they're undead stars. One of them was described as a what can only be the fantasy version of a sapient blac khole.
To attach this to a warlock the pact isn't literally with the Living Star, since the you are so far below notice that it can't hear your pleas, but rather the warlock has learned to harness something about the Star in some small way through study. I'd go with less insanity inducing, and more you have to be kind of crazy to try this route. This method works reasonably well with GOOs in general, but your mileage may vary.
This is the previous edition info on Living Stars:
Acamar: Acamar is a corpse star whose motions and behemoth size send celestial objects that draw too close spiraling to their doom.
Caiphon: This purple star is usually on the horizon. It has the guise of a helpful guide star, but sometimes betrays those who rely upon it.
Delban: An ice-white star often visible only during winter, Delban might surprise the star-gazer with an impromptu flare during any season.
Gibbeth: Better not to write or think overlong on this greenish point in the sky.
Hadar: Hadar is the extinguished cinder of a star lurking within the cloaking nebula of Ihbar.
Ihbar: A dark nebula between stars, Ihbar is slowly expanding and eating the light of neighboring constellations.
Khirad: A piercing blue star, Khirad’s radiance sometimes reveals secrets and gruesome insights.
Nihal: Nihal is a reddish star that writhes around the position it should hold in the heavens.
Ulban: Ulban’s blue-white light disrupts cognition and the ability to recognize danger.
Zhudun: Another corpse star, Zhudun is historically described as shining a baleful light over the Ruined Realm of Cendriane in the Feywild before its fall.
So these are literal stars you can see in the sky, depending on how you want the world to work they are billions and billions miles away, just like the actual galaxy, or they can be breaks in the crystal sphere that have gained sapience.
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2019-07-04, 07:30 PM (ISO 8601)
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Re: Ancient Realms
@Beleriphon
That's an interesting take on Lovecraft beings.
I have yet to see anyone actually run them that way.
I wouldn't mind trying to play CoC with you as GM.
(This is High praise, since I normally refuse all offers to play CoC.
Heck, I'll gladly play Paranoia instead.
Since in the Game: while Death is stalking your PC, it doesn't try and break your Mind/Spirit first)
***I might go with those Stars.
Might make each Warlock Archetype a different Star.
Especially for Warlock Players that don't care about RP, Background, History, or want "Patron Drama".
I'll keep the Surprise/B/ !!gif a secret until after 17th level.
(IMO - There's no such thing as a Free Ride)
***Part of the problem that I have, is that I really prefer Patrons to care about something.
Not caring about barely talking Ape-like Creatures is totally fine.
But, some kind of goal.
****Mab wants to not just out-maneuver her Rival, she wants to humiliate her as much as possible.
Oh, and to absolutely prove that you aren't as cleaver (or pure) as you think you are.
****
Acerack wants to see if anyone is both smart and skilled enough to survive his latest Deathtrap Dungeon (that might also have Ulterior Motives) with those failing feeding his (extremely well hidden) Phylactery.
Example of Very Powerful, but Not a Patron:
Halaster does much the same (minus Soul Devouring) - but doesn't care about anything outside Undermountain, and will hunt down and imprison anyone stealing anything from him.
****
Vald wants to create a Vampire World, with him as the Emperor. Also, destroying Imhotep would be a bonus.
****Now, I will say that I find Fiend Warlocks to be somewhat difficult to really justify for my Heroic Games.
Sure, I know and liked the whole Ghost Rider (back when it was a cheep Comic Book and not a multi-million dollar Movie Series) that people love to use as their buy-in for this Patron.
Hellboy being next up. (I tend to treat him as a CG Tiefling Conquest Paladin - although the new UA Watcher Paladin also works)
But, I have a couple issues with that:
First: I don't want to see 1001 versions of the same Story.
(I know the actual point of the Ghost Rider comic series)
Please, make your PC and their Story different.
Second, none of the Warlock Patrons are clueless or stupid.
So, none of the Patrons give the PC/s the full potential of the Pact, and getting the Spells and Invocations of Higher Levels (as unlocked when the requirements are achieved) usually means making a new Deal or doing a New Service {Quest} to get them.
These 'Quest' demands are what I normally mean by "Patron Drama".Last edited by Great Dragon; 2020-09-10 at 02:14 AM.
My Knowledge, Understanding, and Opinion on things can be changed
No offense is intended by anything I post.*Limited Playtest Group - I'm mostly Stuck in the White Room.
*I am learning valuable things, here. So thanks, everyone!
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2019-07-05, 03:57 AM (ISO 8601)
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Re: Ancient Realms
Dragon Deities
More research:
Aulddragon's Blog
Change both These to Intermediate Deities.
Bahamut
Tiamat
Change Tiamat to CE. And drop Brown and Yellow heads.
Next, Kobolds.
Kurtulmak
kuraulyek
gaknulak
dakarnok
Ok, we got some options.
Kurt and buddies are up top.
I'm going to pull a classic Redemption trick, now.
ZakorxuLesser Deity.
Portfolio: Parent, Guardian.
Domains: Life, Protection.
This very small (3'0" and 20#) female Urd is soft spoken; and while not a pacifist, chooses her battles with extreme care and much planning.
Now, there is a rare rumor (History or Investigation/Persuasion DC 25) that Bahamut actually promoted Zakorxu to Divine Status for her constant efforts to turn the Kobold Race away from the Evil Path. There is no way to confirm this rumor.
Very few Kobolds speak of her (only using secret signals and implied phrases) since followers of any of the traditional "spiritual" Kobold leaders will immediately seek to imprison them and then use any true Clerics dedicated to Zakorxu to nefarious ends, via using Kobold young as blackmail.
Zakorxu is suspected to empower any Divine Soul Sorcerer of Good Alignment.
****For Celestial Warlocks, Rokuq (male Exalted Kobold) is the one to turn to. His goal is to destroy all Fiends, since their influence is a threat to all Kobolds.
****For evil Kobold "Fiend" Warlocks, the suspect is the Neutral Evil Exemplar:
Qutekriz the Destroyer.
(Male urd) Who wages a personal war against Rokuq and seeks to replace Kurt himself.
(Not likely, but that's why their called Dreams)Last edited by Great Dragon; 2022-09-21 at 06:53 AM.
My Knowledge, Understanding, and Opinion on things can be changed
No offense is intended by anything I post.*Limited Playtest Group - I'm mostly Stuck in the White Room.
*I am learning valuable things, here. So thanks, everyone!
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2019-07-05, 02:43 PM (ISO 8601)
- Join Date
- Jan 2006
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- Protecting my Horde (yes, I mean that kind)
Re: Ancient Realms
The thing with the Cthulu Mythos is that Chtulu cults tend to operate on the basis that the members have realized that the end of the world is coming, and it's going to hurt. The best comparison I can think of is that video of a guy that poors liquid aluminum into a fire ant colony. Cthulu is like that guy, if he didn't even realize that ants were there. So the cultists realize the end is both inevitable (you can't stop Cthulu), slow, and full of molten aluminum burning your body to bits. So, instead if they make Cthulu hurry up and arrive they'll be the first ones incinerated so they don't have to watch the rest of the world burn.
As for the stars, they're detailed in a Dragon Magazine article with more info, but not a lot. They're not quite Blue/Orange morality, but their concerns are measured on a cosmic time scale. At the very least most of them are billions of years old. They are so long lived that some deities might be younger than the stars. As for goals here's an example for Ulban, which may or may not be a living star from the future! source: https://1d4chan.org/wiki/Star_Spawn
Goals: Ulban’s appearance marks dark times ahead. It crosses the alignment of Allabar and other baleful celestial bodies when their influence is greatest, disrupting their machinations by instructing you in the use of the powers of warlock champions from its own time. Its mysterious knowledge drives you to instigate plots taking years to complete. These plots test the limits of morality by sending entire regions spiraling into chaos, uncovering secrets best left hidden, and confronting enemies without regard to moral motivations. All this, Ulban claims, shall avert disaster in coming eons.Last edited by Beleriphon; 2019-07-05 at 02:45 PM.
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2019-07-05, 04:33 PM (ISO 8601)
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Re: Ancient Realms
@Beleriphon:
I'll do my best to check those out. Thanks.
****But, most times I don't really need truly Unimaginable/Incomprehensible Beings to be Patrons.
It's hard enough to get some Players to be interested enough to engage with what I have.
Giving these a slot in my games means that they should serve a purpose for what I'm doing now in the World. A trillion years in either The Past or The Future is well beyond my concern.
which reminds me
Chronomancers
ok, while a cool concept - this really ended up being just another means to Travel to another Realm.
Fantasy Past, Alternate Now, and maybe SciFi Future.
I've even forgotten most of the Monsters this splat-book had
except the Time Dragon, which totally ROCKED!!Last edited by Great Dragon; 2020-01-14 at 05:33 AM.
My Knowledge, Understanding, and Opinion on things can be changed
No offense is intended by anything I post.*Limited Playtest Group - I'm mostly Stuck in the White Room.
*I am learning valuable things, here. So thanks, everyone!
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2019-07-08, 03:08 PM (ISO 8601)
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Re: Ancient Realms
Now Testing
Point Buy
PHB
Zero points = 08
One point = 09
Two points = 10
Three points = 11
Four points = 12
Five points = 13
Seven points = 14
Nine points = 15
*********Expanded**********
Eleven points = 16
Thirteen points = 17
Fifteen points = 18
**********************************************
34 points to spend
Munchkin 18, 18, 12, 08, 08, 08
Good 18, 18, 11, 11, 08, 08
Balanced 15, 15, 15, 12, 11, 10
**********************************************
Do I have any Playtesting volunteers?Last edited by Great Dragon; 2019-07-08 at 03:09 PM.
My Knowledge, Understanding, and Opinion on things can be changed
No offense is intended by anything I post.*Limited Playtest Group - I'm mostly Stuck in the White Room.
*I am learning valuable things, here. So thanks, everyone!
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2019-07-09, 09:55 AM (ISO 8601)
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Re: Ancient Realms
Planetouched
I have Cambions being the Demon version of Tieflings.
Aludiz {Al-oo-DIZ} (Alu-Demons) are connected to a Succubus/Incubus.
Yugox (You-GOX) are connected to Yugoloths.
** Tieflings **Ok. I've been giving this some thought for those that want to allow Fiendish PCs while still staying PG 13 for their Games.
I have a couple of options (or both) for an "Explaination" for their exisitance in the World.
1) You made a Deal (knowingly or not) with a Fiend, and when you woke up the next day, you were a Fiendling !!!!
2) Inherited: An Ancestor made a Deal with a Fiend and you were the Surprise Reward.
This idea can also be applied to Aasimar and Genasi.
Levels
Last edited by Great Dragon; 2019-07-09 at 12:47 PM.
My Knowledge, Understanding, and Opinion on things can be changed
No offense is intended by anything I post.*Limited Playtest Group - I'm mostly Stuck in the White Room.
*I am learning valuable things, here. So thanks, everyone!
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2019-07-12, 06:29 PM (ISO 8601)
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Re: Ancient Realms
Here is something I found to add:
10% exp = gold cost should be either per task/service or Daily, at most.
I'm not 100% sure.
Hiring the Arch-caster to cast a 9th level spell is most likely going to cost you more than 840 gold.
Maybe half the XP value?
4,200 gold for a non-Wish/Miracle?
Getting the casting services of any Arch, should most likely be thier Full Exp in Gold per day. In advance.
Disrupting their plans should cost you, a lot.
Even the Assassin (especially if known as that) should not be cheap.Last edited by Great Dragon; 2019-07-19 at 02:51 PM.
My Knowledge, Understanding, and Opinion on things can be changed
No offense is intended by anything I post.*Limited Playtest Group - I'm mostly Stuck in the White Room.
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2019-07-13, 12:41 PM (ISO 8601)
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Re: Ancient Realms
Last edited by Great Dragon; 2019-07-15 at 05:34 AM.
My Knowledge, Understanding, and Opinion on things can be changed
No offense is intended by anything I post.*Limited Playtest Group - I'm mostly Stuck in the White Room.
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2019-07-17, 10:38 AM (ISO 8601)
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Last edited by Great Dragon; 2019-07-17 at 10:12 PM.
My Knowledge, Understanding, and Opinion on things can be changed
No offense is intended by anything I post.*Limited Playtest Group - I'm mostly Stuck in the White Room.
*I am learning valuable things, here. So thanks, everyone!
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2019-07-18, 11:39 AM (ISO 8601)
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Re: Ancient Realms
I opps, and committed Necro-threading!
Original Post: Great Dragon
https://forums.giantitp.com/showthread.php?p=24012073
@Pronounceable:
I have captured Princess Glasya, and am holding her for Ransom in my "To the 9th" thread.
I expect to see your chosen Champion/s within the week.
I'll have roast Pheasant (are you sure?) and all the trimmings prepared.
muhahahaha!!!
Heh. Nerdout!
IME, oD&D had that "past 10th level is epic" bit.
With AD&D 1 & 2 just continuing that.
Some of the Names for Class Levels was cool.
3.x was just fine (Except Quadratic Wizards, which the DM could deal with 👹)
until the Epic Level Handbook was pulled out.
That was a Super Nuclear Mess!
And yeah, since Gygax was gone before the buy-out of TSR (1997?) I think he ret-conned his old Character (Mordy) to at least 14th level.
But, I can be wrong - since I wasn't anywhere near the Legends of D&D.
*******
I wasn't aware that his name meant that, or have any clue in which language.
So, yeah. Need a new Name for this guy.
I'm thinking:
Nezaustav
And
General Euwigaien
Warlock Dragon Patron
Looks cool.
I noticed the Medium Armor, but didn't see shield as well, so isn't too unbalanced. Only 2 points better than Draconic Sorcerer.
Note: I wouldn't let Extra Attack stack with the Thirsting Blade Invocation.
Edit: This is RAW, actually.
Wish I had some Playtesters. >Sigh<
Spoiler: My Attempt
You have made a pact with an Ancient Dragon
The DM should keep in mind the type and nature of the Dragon, and set goals accordingly.
Draconic Presence starting at 1st level, you can cause each creature in a 10'-cube in front of you to make a Wisdom Saving Throw against your Warlock save DC. Those creatures that fail their saves are all charmed (Good Dragons) or freighted (Evil Dragons) until the end of your next turn.
Elemental Affinity: at 6th level, when you cast a spell that deals damage of the type associated with your Dragon Patron, add your Charisma modifier to that damage.
Draconic Resilience: at 10th level you gain Resistance to Spells. (Advantage to saves)
Draconic Power: At 14th level, you gain a Breath Weapon of the energy type of your Dragon Patron.
The character can choose either Line or Cone (once chosen, cannot be changed) with a range of 30 feet, and does 10d6 damage of the chosen type, with a Dexterity Save equal to your Warlock Casting DC, for half damage. You regain use of this ability when you have finished a long rest.
Expanded Spell List
Black/Copper
1Acid Splash, Silent Image
2Darkness,Hold Person
3Fly, Protection from Energy
4 Confusion, Dominate Beast
5 Insect Plague, Seeming
Blue/Bronze
1 Shocking Grasp, Thunderwave
2 Gust of Wind,Mirror Image.
3 Lightning Bolt,Dispel Magic
4Polymorph, Stoneskin
5 Telekinesis, Hold Monster
Green
1 Disguise Self, Detect Magic.
2 Alter Self,Invisibility
3 Water Breathing, Water Walk
4Dimension Door,Banishment
5 Cloudkill, Dominate Person
Red/Gold/Brass
1 Burning Hands
2 Scorching Ray
3 Fireball
4 Fire Shield, Wall of Fire
5 Flame Strike
White/Silver
1Chill Touch,Expeditious Retreat
2 Blur,Spider Climb
3Slow, Sleet Storm
4 Ice Storm,Blight
5 Cone of Cold, Hold Monster
Need to do some spell replacing....
Last edited by Great Dragon; 2019-07-26 at 01:52 PM.
My Knowledge, Understanding, and Opinion on things can be changed
No offense is intended by anything I post.*Limited Playtest Group - I'm mostly Stuck in the White Room.
*I am learning valuable things, here. So thanks, everyone!
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2019-07-19, 03:43 AM (ISO 8601)
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Re: Ancient Realms
More
I might as well make my comments on the rest.
Aries LE.
Extremely Disciplined, but this guy compares to Hades in Attitude (replacing Zeus is a minor Hobby), creating and controlling Wars in the Mortal World, to increase his Power (this is what makes him Evil) is primary.
Not quite as interesting as a BBEG, except for military-based Roman Campaigns, or an Arc in a longer Story.
Athena CG
If there was ever a Nice Amazon, it would be her.
Sure, she's helpful; but she doesn't take anyone's ***!!
Hermes NG
Once again - Disney - did this hard working Messenger a disservice. Sure, he'll party as hard as anybody else, but he takes his Job very seriously. He's Neutral because he just delivers messages, and doesn't take sides. He's Good because he'll help the other Deities as needed, but he mostly likes to help Mortals better their lives.
Zeus LG
Ok, this guy can be a prick.
IMO - He's barely Lawful, mostly in enforcing his Rules (and constantly ignoring them, himself) and while he promotes Good Societies, he makes a lousy Role Model.
But, he's the King.
Norse
Oden CG
I tend to see this guy as a nicer Conan the King.
Obey - or else! He's not shy about giving Rewards, either.
Frigia NG
She's the Cool breeze to counter Odin's quiet fury.
She thinks in the Long Term.
Thor CG
I suppose that the best way to sum this guy up:
Folk Hero Bear Barbarian plus Tempest Cleric.
Out to Save Mortals from Divine Monsters!!
(And loving it!)
Hella LE
Now, she doesn't want to replace Odin.
She wants ALL the others DEAD!!!
She makes no bones about it, either.
Very creepy BBEG.My Knowledge, Understanding, and Opinion on things can be changed
No offense is intended by anything I post.*Limited Playtest Group - I'm mostly Stuck in the White Room.
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2019-07-21, 11:07 AM (ISO 8601)
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Re: Ancient Realms
My Knowledge, Understanding, and Opinion on things can be changed
No offense is intended by anything I post.*Limited Playtest Group - I'm mostly Stuck in the White Room.
*I am learning valuable things, here. So thanks, everyone!
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2019-07-21, 11:08 AM (ISO 8601)
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Re: Ancient Realms
(Moved to end of thread, easier for me to find)
*****So, I suppose that I will just start putting in the Changes that past players have done.
Some of these Characters I don't have permission to place their Names from their players, and some I no longer remember the Names for, so understand when I just put in their Race\Class/Subclass instead.
************
Spoiler: Twin Keeps - Ended
Twainsmeet KeepV Human - Champion Fighter 5
Mt Dwarf - Mt Druid 5
V Human - Devotion Paladin 5
Start 6/3/1182
(3/7/19)
Fighter and (Evil PC) enter the Keep and take the Bandits Quest.
(Evil PC) disappears in the middle of the night.
Paladin and Ukral enter through the front gate.
Fighting the first Bandit group - captured one and the mage.
(3/14/19)
Moon Elf Archfey Warlock - changed to Arcane Trickster Rogue.
The Bandit Mage managed to Dimension Door (1x use magic item) away from Paladin.
The remaining Bandit was turned over to the Keep Guards.
Paladin offered Zone of Truth for Interrogation.
Fighter asked to see Court Mage.
Fighter and AT killed rats for 4 hours (20 exp)
Paladin got a 15 year old girl as a squire.
Slept.
6/4/1182 - Katerine needed at castle at 4 am.
Court Mage will see Yorick two days from now at 6 am.
(3/21/19)
V Human - Champion Fighter 5
Mt Dwarf - Mt Druid 5
V Human - Devotion Paladin 5
x Moon Elf - Arcane Trickster
Paladin got directions to Location #8.
Duergar Outpost.
Cleared out 8 Guards.
Took Duergar back to Twainsmeet, where the Dwarves took them prisoner. Party gained 2 Reputation each.
Katerine cures her squire, then rests and cures herself.
(4/11/19)
6/6/1182
Took on the rat problem, found a Kobold 6th level Underdark (Land) Druid, killed.
Met the Gnome Forest ArchDruid. Wisperfowl
Got the information for the Bandits Camp and the Kobold Lair.
Party now knows about the killer bulls at the Elven Kingdom.
Backstory: Druid met the Undeval Mayor, found that Adamantine was desired. Walked (with a cat) to the Diviner, and was Teleported to The Mt Dwarf's Kingdom. Met Ironjaws, and got Adamantine (10#) for Ebonystone (100#)
Found out that cat was Drokkandormu the Young Bronze Dragon, and managed to get two lbs Voidstone.
(5/2/19)
Went to Feywatch Keep.
Druid attacked Rogue for gems.
Rogue was possessed by a revenger Weapon.
Defeated a Flameskull and a Mind flayer.
(5/9/19)
V Human - Champion Fighter 5
Mt Dwarf - Shepard Druid 5
V-H - Oathbreaker Paladin 5
V-H - Swashbuckler 3/Hexblade 2
x Moon Elf - Arcane Trickster 5
x V Human - 3 Wiz Conj/ 2 Warlock
Update - Bandits have moved camp.
Teleported into Feywatch Dungeon.
6/7/1182 Teleported back to Twainsmeet Keep.
6/8/1182 return to Dungeon.
Paused in Dungeon.
Party destroyed power-box in Feywatch.
Paladin now setting up the Keep to be the political hub of the Region.
Player traded Human Fighter for Tabaxi Factotum.
(7/24)??
Shipment of 300 lbs of steel within the next 3 days. 1d10 wagons.
Spy Tiefling (M) Whisper Bard level 7 Hp
Str 8 Dex 15 Con 16 Int 10 Wis 10 Cha 15
Bandit Mage escaped and is now building his own smuggling and spy network.
Feywatch Dungeon has been Defeated!
Paladin now working on making this the Political Hub of this Region.
Keep History
***************
Campaign Idea
Council of Wyrms
Spoiler: Dragon Campaign - Wyrms on Discord
New Campaign, PCs to be added.
Dragonborn and (Dragonwrought) Kobolds offered to New Players.
(Full) Dragon Characters offered to Experienced Players.
Started RL = 7/17/19
*************
start = 7/12/1956
first (random) player = Uma Wood Elf Nature Cleric.
25 exp
Looking for Vermix Blackoak* the furniture merchant. Owns a Sawmill.
*(LE. sHuman, Criminal Background, HP 24, AC 14) Seeking to buy into Noble Title.
Bruce Deadhand Rude!!!
(NE Half-Orc Barbarian 1)
Stampeded the Giant Oxen!!
Deliveries delayed a week.
Met Pipilyn Farhawk #5, the Halfling Rogue (DMnpc)
Sawmill - Cleric Damaged belt, Rogue jammed log saw and trapped DC 24
(7/24)
See quote info quote. I'll try and edit in some details when on my Tablet.
Spoiler: Giants
King Hekaton has vanished, and everyone suspects foul play!
Without their mighty father the Daughters cannot hold the various Giant Tribes together.
Serissa the Heiress cannot seem to keep either Mirran or Nym from bickering with each other.
Iymrith - is here, but her work is slow. She is very frustrated.
The Frost Giant Jarl Storvald - has only succeeded in cowing two Wyrmling White Dragons, their Parents are plotting (unsuccessfully, so far) their release. Villain.
The Fire Giant Duke Zalto has dedicated himself to slaying All Dragons.
Alliance with the Drow House Xorlarrin against the Dwarven fortress of Gauntlgrym, for how long?
The Cloud Giant Countess Sansuri is indeed torturing Felgolos the Bronze Dragon for information on treasure locations. If you enter Sansuri’s castle, whose side will you choose?
The Hill Giant Chieftess Guh - while she eats to become the Biggest Giant Ever. Her newest Husband () is starting a War to become the new Chief….
The Ogre Chief CryzU has a Headband of Intellect and a magic Axe….
The Stone Giant Thane Kayalithica is the Villain of her region.
I don’t see much to change within the module, but that might change as Players do things.
Spoiler: Dragons
HotDQ I’m not using Greennest. But I am keeping all the Dragons.
Cult of the Dragon leaders Rezmir (#1), Frulam Mondath, and Langdedrosa Cyanwrath
Cyanwrath is a half-blue dragon. (Might change to Blue Dragonborn. Champion Fighter)
I’ll be using this braggart and his 8 Kobolds as a Distraction….
Wyrmling (Party up to 7th level) Young (up to 12th level) Adult (up to 16th level) or Ancient (17+)
Blue Dragon: Lennithon (can be a different Name for each Age, if desired) accompanied this raid but is not an enthusiastic participant. Its chief contribution has been its Frightful Presence, but that becomes less effective as the night wears on and defenders overcome their fear. Shortly before midnight, the dragon launches a final assault against the citadel.[b]Frulam Mondath[b] orders the attack, knowing that the adventurers are in the (target) at the time. Lennithon doesn’t consider this to be his fight, and it isn’t keen on tangling with adventurers for another’s benefit. During this attack, Lennithon flies over the keep and uses his breath weapon without moving closer than 25 feet from the structure.
******
If the party needs a clue where to go I’ll use Nesim Waladra and Leosin
Erlanthar, his missing Master.
******
No changes to the Hatchery.
*******
Use things from the various Cities, and the Road as makes sense.
Carnath Roadhouse makes a good ‘resting stop’.
Castle Naerytar is next up.
Voaraghamanthar is an adult black dragon who claims the Mere of Dead Men as his territory
Dralmorrer Borngray an elf Wearer of Purple commands Castle Naerytar for Rezmir and is claiming it for the Cult of the Dragon (in name only; she considers it her personal property).
Azbara Jos the Red Wizard has his own Agenda, keeping his plans carefully hidden.
Unless useful, he eliminates Adventurers as quickly and quietly as possible.
Ambushes at night with Greater Invisibility are a favorite tactic.
*********
Graypeak Mountain hunting lodge goes in. If they Party can figure out where that blasted Red Wizard went!!
Talis the White is going to be a tough fight, unless they can convince her of their usefulness.
********
Need to figure out where I want the Village of Parnast and Skyreach Castle.
Unlike HotDQ, these Giants are not helping the Cult of the Dragon, and are in fact making moves against them.
The Village is controlled by Ogres, and they report to Hill Giants, and they report to Blagothkus the Cloud Giant. While not overly concerned about the Lesser Races, Blagothkus has taken note of the increased Dragon activity, and is doing all he can to rekindle the Ancient War. As such, he is gathering Frost Giant allies. While he doesn’t care about non-Giants, he will attack any Dragonkin (including Dragonborn and Kobolds) to capture for interrogation. Once he has all the information they know, he kills them. Blagothkus knows there are Dragon Cult spies in the Village, and his Ogres are alert for suspicious activity.
Put the Cultists in a basement somewhere in the village.
The Red Wizards have their own secret base, since no one really trusts anyone else.
Note: the Alliance is respected, and they all will band together against an obvious threat.
RoT
******************************
All posts greatly welcomed!!Last edited by Great Dragon; 2020-09-10 at 02:19 AM.
My Knowledge, Understanding, and Opinion on things can be changed
No offense is intended by anything I post.*Limited Playtest Group - I'm mostly Stuck in the White Room.
*I am learning valuable things, here. So thanks, everyone!
-
2019-07-25, 10:41 PM (ISO 8601)
- Join Date
- Oct 2017
- Location
- US
- Gender
Re: Ancient Realms
I'm suggesting the following spells as options:
Elemental
1 Absorb Elements, Chaos Bolt, Chromatic Orb
2 Dragon's breath,
3 Elemental Bane, Elemental Weapon
4
5
Wings
1 Feather Fall
2 Wading Wind, Gust of Wind
3 Wind Wall
4
5 Control Winds
Frightful Presence & Metallic Dragon Secondary Breath
1 Command, Heroism, Wrathful Smite
2 Blindness/Deafness, Blur, Calm Emotions, Crown of Madness
3
4 Dominate Beast, Confusion, Phantasmal Killer
5 Dominate Person
Wisdom & Shapeshifting:
1 Heroism
2 Blur, Darkvision, Locate Animals or Plants, Locate Object, See Invisibility
3 Blink, Clairvoyance, Locate Creature, Sending
4 Arcane Eye, Greater Invisibility
5
And moving on to spells by dragon type
Black/Copper
1
2 Acid Arrow
3
4 Vitriolic Sphere
5
Blue/Bronze
1 Thunderwave
2 Lightning Arrow
3 Lightning Bolt
4
5 Telekinesis,
Green
1
2 Alter Self, Protection from Poison, Spike Growth
3 Water Breathing, Water Walk
4
5
Red/Gold/Brass
1 Searing Smite, Burning Hands
2 Aganazzar’s Scorcher, Flame Blade, Heat Metal, Scorching Ray
3 Fireball
4 Fire Shield, Wall of Fire
5 Flame Strike, Immolation
White/Silver
1 Ice Knife
2 Snilloc’s Snowball Swarm
3 Sleet Storm
4 Fire Shield, Ice Storm
5 Cone of Cold
I have removed slow, as it (like polymorph) is available 1/day through an invocation.
-
2019-07-26, 12:15 AM (ISO 8601)
- Join Date
- Dec 2018
- Location
- Portland, Oregon
- Gender
Re: Ancient Realms
Last edited by Great Dragon; 2020-01-03 at 04:15 AM.
My Knowledge, Understanding, and Opinion on things can be changed
No offense is intended by anything I post.*Limited Playtest Group - I'm mostly Stuck in the White Room.
*I am learning valuable things, here. So thanks, everyone!
-
2019-07-31, 03:29 AM (ISO 8601)
- Join Date
- Dec 2018
- Location
- Portland, Oregon
- Gender
Re: Ancient Realms
Not sure how often this will be updated, but here's:
Spoiler: Drekekno 5e Silver Dragon Warlock
Name Drekekno (Dree-KEK-no)
Race Gold Dragonwrought Kobold
Fire Bolt Cantrip. Limited Alter Self: Can manifest or absorb his wings, and change appearance to any other Kobold.
Ht 3'3" * Wt 33. * Scales: dark yellow with golden metallic flecks.
Age 5 * Move: 30 Fly 200 (poor) * Alignment: NG.
+2 Dex -2 Str. 120' Darkvision. Pack Tactics.
Str 7 Dex 18 Con 16 Int 14 Wis 11 Cha 9
Background: Urchin. Investigation and Stealth.
Warlock
Languages: Draconic, Common; Undercommon, Gnome.
I'm thinking that he will be the typical "Cowardly Kobold" in that he will never
get into melee with anyone, and will immediately run away from anything that gets too close.
Temper, Temper
Don't be a-thinking that this means that he won't fight, it just means that he does so from at least 30 feet away.
And with the ability to Fly 200 feet and still hit targets up to 250 feet away in the same Round, he's dangerous if angered!
He knows this, too - since he's been able to do this from the very beginning.
Also, he's Bluntly Honest with everyone.
His 7 strength allows him to have up to 70# of equipment
Studded Leather (10#) and a Waterskin (5#), Dungeoneer's Pack with 50 feet of silk rope,
A Belt (1#) with 2 pouches (1#), and 4 Daggers.
He carries 30 gp on him.
Spoiler: Level progression
WIP
1st Ray of Frost and Eldritch blast cantrips, Witch Bolt and ??
2nd invocations: Devil's Sight, See the Unseen.
3rd Chain Pact: Pseudodragon
4th Spell Sniper Feat
5th Eldritch Spear Invocation
Yes, I tend to plan Way Ahead!!
Drekekno Start
Drekekno options
Spoiler: Dekekno's History
Both Parents were Kobolds, and quit happy - until I came along.
Born in the Kobold controlled Hidden Keep.
----
Drekekno is the first born.
Mithol (MY-throl) 2nd Born - Female Kobold. 1 Year younger.
Uzzra (Uhzz-RA) - Female Winged Kobold. 3 years younger.
Will work on History for these two as I have Time.
Drekekno had several friends, and his childhood was generally a happy one.
He wandered along throughout the caves near the Warren, and learned from Trapmasters how to find and disarm traps, as well as how to locate and open Secret Doors. He learned soft stepping and how to avoid detection from the Dragonshields dedicated to Silverstream.
Drekekno became a Warlock because: Upon meeting Silverstream, he felt a connection that he instantly knew he was missing with his Family.
Original = Back in the warren, he found the enormous skeleton of a dragon and slept inside the skull. Drekekno then had this dream where he spoke to a colossal Silver she-dragon, who showed him Secrets of Power.
Last edited by Great Dragon; 2019-09-08 at 05:15 PM.
My Knowledge, Understanding, and Opinion on things can be changed
No offense is intended by anything I post.*Limited Playtest Group - I'm mostly Stuck in the White Room.
*I am learning valuable things, here. So thanks, everyone!
-
2019-07-31, 11:23 AM (ISO 8601)
- Join Date
- Mar 2004
Re: Ancient Realms
There's some things with what I wrote for the Silver Dragon that contrast Drekekno's origin (since I didn't know Drekekno origin). So the Silver Dragon's origin (when Drekekno is mentioned) would need some tweaking or Drekekno's origin would need some tweaking (because it talks about Drekekno's parents being happy until he came along and such...)
Need a character origin written? Enjoyed what I wrote? How can you help me? Not required, but appreciated! <3
Check out my 5e The Secret of Havenfall Manor or my character back stories over at DMsGuild.com! (If you check it out - please rate, comment, and tell others!)
Subscribe to my D&D Channel on Youtube! (Come by and Sub)
-
2019-07-31, 02:36 PM (ISO 8601)
- Join Date
- Dec 2018
- Location
- Portland, Oregon
- Gender
Re: Ancient Realms
@Tawmis
Thanks for posting!
That's quite alright. I encourage you to keep that version of Drekekno for your Games.
Martial versus CasterMartials
Lower Spell Slots. Limited Spells Known/day.
Concentration and Foci and/or Component requirements.
No Wish. No endless Simulacrum. No Demiplane/s.
Switch Astral Projection and Plane Shift.
New = Put a CR cap on Gate?Last edited by Great Dragon; 2019-08-06 at 02:14 PM.
My Knowledge, Understanding, and Opinion on things can be changed
No offense is intended by anything I post.*Limited Playtest Group - I'm mostly Stuck in the White Room.
*I am learning valuable things, here. So thanks, everyone!
-
2019-08-02, 03:24 PM (ISO 8601)
- Join Date
- Dec 2018
- Location
- Portland, Oregon
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Re: Ancient Realms
Ok. I got to thinking and wondered that giving Immunity (even with Vulnerability) to Dragonwrought Kobolds might be too much.
Now I'm instead considering:
Keep the Energy Resistance, drop the Breath Weapon (Reverse?)
and maybe a limited form of Alter Self?
Allows them to add/remove the wings and even look like any other type of Kobold as an Action.
Maybe usable once per short rest?
I’m thinking on giving this as well as Wings to Dragonwrought Kobolds.
Thanks, Nagog!
Edit/update
I've given Dragonwrought Kobolds a limited Alter Self ability:
Can hide/reveal wings and look like any other Kobold.
I've also given them a Cantrip that does damage based on the Breath Weapon of the Dragon they are related to.
Advantage to Persuasion when dealing with other Draconic creatures.Last edited by Great Dragon; 2020-01-06 at 07:13 AM.
My Knowledge, Understanding, and Opinion on things can be changed
No offense is intended by anything I post.*Limited Playtest Group - I'm mostly Stuck in the White Room.
*I am learning valuable things, here. So thanks, everyone!
-
2019-08-03, 05:55 AM (ISO 8601)
- Join Date
- Dec 2018
- Location
- Portland, Oregon
- Gender
Re: Ancient Realms
WaterdeepSpoilerI mostly use this City because it sits on top of Undermountain, which I love to use.
1) I'm too lazy (right now) to sit down and figure out every little detail (Rulers, Nobles, Guilds, Criminals, Factions, etc) of a Major Coastal Trade City.
2) There are lots of online information on the blasted place that I can just tell Players to go and look up instead of wasting Game Time explaining it to each player (because there's almost always a late arrival.)
Once they do that, explaining changes is lots easier. I kept only a few of the Old n/PCs.
Mirt the Moneylender and Unmasked Lord. Durnan the owner of the Yawning Portal.
Xanathar (Although the current one might get replaced. See Hunting Xanathar here) and his Guild.
I actually kept the Noble Family from Dragon Heist.
I'm undecided about "Manshoon".
I don't really like the Seven Sisters, or Elminster (too much Dues Ex Machina), so they are gone. I haven't had anyone actually try and go talk to the Open Lord of Waterdeep (which is still female) so haven't really thought about who and what she is, although i might do that by the end of the month.
3) I love the Masked Lords. Really keeps those Murder-Hobos in check. Never knowing when they are going to attract the attention of at lease one, and more importantly - never knowing who any of them are.
Undermountain
For my games, I have and currently use Dungeon of the Mad Mage.
However, I also have everything I can find on Undermountain from each D&D Edition, and will use things out of those to mix things up
I've changed some of the restrictions that was put in here.
Divination spells only work on the Dungeon Level they are cast on.
Teleportation out of the Dungeon is allowed and fairly easy.
Returning to where you were last time, is also usually allowed.
Any kind of transportation magic used to get into the Dungeon (Plane Shift, Teleporting to a destination other than above) can have some rather interesting random outcomes, though.
Minor Transportation effects (Misty Step, Thunderstep, Blink, Dimension Door, and even Etherealness) are usually unaffected, although there is a chance that Halaster will take notice (and mess with it) if used too much. Especially if used to avoid/escape the Challenges he puts up, too often.
Spells that affect the environment or the Dungeon itself are not Permanent, including Walls of Stone, Stone Shape, or Disintegration cast on Dungeon Walls or Doors.
The Portals between Dungeon Levels are still there, but I've also put in stairs between these Levels, so that Players have more choices.
Monsters are usually prevented from traveling between Levels of the Dungeon by Wards, although Humanoids are (usually) not restricted.
Spoiler: Undermountain - Game TBD
Session One
V-Human Rogue Thief
This guy was the one in the group that managed to make a persuasion check good enough to get most of the members of the “Vampire” Gang to convert to his leadership.
New Gang: Yeah, this was not even close to a challenge to a 5th level party.
As such I’m making one of the Leaders a Vampire Spawn with orders not to make any more Vampires.
I’m taking away the Flesh Golem and making it an Encounter elsewhere.
I need to do more research (and then changes) on Balder's Gate.
The City I normally don't like to use is Neverwinter. Didn't really play the game and few players want to go that far North.
But, I'm actually interested in a City further inland and away from the Coast. Suggestions?
Thoughts on Warrior enhancement
Spoiler: More stuff to ponder
Spoiler: SpellbookWizard spells in book for 5e:
Knows maximum of 5 Cantrips;
4d10 max damage at +11 to hit or DC 19 save.
(01) 6 first Level spells
(02) +2 first level spells = 8 first Level spells
(03) 2 second Level spells
(04) +2 second Lv spells
(05) 2 third Level spells
(06) +2 third Level spells
(07) 2 fourth Level spells
(08) +2 fourth Level spells
(09) 2 fifth Level spells
(10) +2 fifth Level spells
(11) 2 sixth Level spells
(12) +2 sixth Level spells
(13) 2 seventh Level spells
(14) +2 seventh Level spells
(15) 2 eighth Level spells
(16) +2 eighth Level spells
(17) 2 ninth Level spells
(18) +2 ninth Level spells
(19) +2 any Level spells
(20) +2 any Level spells
So, at 20th rank Wizard, this break down to 8 spells of first level and Four spells per spell level, plus 4 extra spells (any level) in their Spellbook. Costing 2,000+ gold.
Unless the DM is nice and gives Intelligence modifier to Spellbook per level, in found spells:
9 spells per level, with 9 random spells.
Like - at least a 10,000 gold investment.
Spoiler: RamblingsWhat I'm thinking is that it's not the spell slots that upset people; as always - it's the spells themselves.
People playing Mundane Martials don't like the fact that Casters can do about the same amount of damage they do to a single foe, but to a Group of foes. Never mind that successful Saves can reduce that even more, plus having damage type Resistant and even Immune Monsters.
Also, without those AoEs - the party would quickly be overwhelmed and end in a TPK.
Spoiler: Whydo these people hate using Magical Items to grant them access to the things they are complaining about? Fly, Invisibility, etc?
Heck, there are now lots more Half-caster Subclasses available to Martials.
Even the Barbarian has a couple Subclasses with some really cool magical Abilities, if used correctly.
Ok, sure, maybe being able to Climb the 50 foot Wall at 20th Rank, without Spider Climb, should be allowed.
But not freely moving about on the ceiling.
If they really want real-life combat simulations, especially without Magic - they should just play World War 1 & 2 and similar Military Wargames or maybe Cyberpunk - or Spymaster (etc), instead of Fantasy/D&D.
Another thing that is usually overlooked during those "Martial vs Mage" debates, is that in each situation, the Player must choose if they need to spend a limited resource on 'insta-solving' it.
Because: Once out of Spell Slots, all Mages are very much screwed. Clerics just don't rely on magical armor to be protected, and can still hit as good as a Martial. Bards have a few things that can be done, once out of Slots, but very limited.
Originally Posted by Great Dragon
Other Martials could also get all saves, and have one feat to spare, with vHumans having another.
(Homebrew option)
Maybe I just think in ways that don't always seem right to others?
Originally Posted by Great Dragon
But, with actual reasons for why and usable rules for how they work.
5e Energy Resistance is better then 3x, and Immunity is a flat no sell to the energy type.
Sadly, I don't have anyone near me to work on figuring these things out, and doing it over the net usually doesn't work, without lots of trial and error - and most folks here have things they would rather do.
Like figure out how to better optimize their latest Broken Character idea...
Not everyone, but....
Let me see: Counting the People here, plus Tawmis, Man_Over_Game, Segev, PheonixPhyre and Grod_The_Giant.
I'd have to go though some of my old posts to find anymore.
(I'm at least trying)
While I'm a fan of D&D, I do my best to not be closed minded towards other RPGs. Including 4e D&D.
I just can't get interested in them without people to play them with.
And I can't really do more then maybe 4 games a week, without mental burnout.
Originally Posted by OldTrees1
And while thinking on how to have someone do something beyond the normal limits is how spells were made, they don't work outside of /magic.
Which is not what is wanted, atm.
Originally Posted by OldTrees1
But, it requires expenditure of a resource most will complain about: Feats.
It starts with
Power Attack. For 5e this would be reduce to hit by Proficiency to deal double that value in damage. (Power boost. Keep going.)
Cleave - drop one foe and attack next within 5 feet.
(Flexibility?)
Great Cleave - no limit to number of foes dropped within 5 feat.
(Power + Flexibility?)
Supreme Cleave - as Great, but also 5 foot move, and continue Cleaving until missing or failing to drop a foe.
(Flexibility?)
Trail of Blood - Cleaving attacks up to full movement speed, so long as dropping foes.
(Power + Flexibility?)
So, Q (1) would keeping these as feats in 5e be enough to achieve some of the higher level flexibility for martials? That way both fighters and Barbarians have equal access.
Or Q (2) would those be better as things that are added to the base features of one class?
Most likely Barbarian.
I believe that (1) is closer to the goal.
#2 is what the Ranger's Hail of Thorns spell does.
Limited to only one class, and therefore not wanted.
#2b can be pushing Believably - even in a Fantasy Game.
A Halfling even with a 20 str should't be able to pick up a 10' diameter two ton rock and throw it 100 feet. (without serious magic!!)
um, still sympathizing with both authors and sad players.....
I've noticed that Extra Actions are kinda hard outside Legendary Actions.
I can see Bonus and Reaction options being added, though. (Unless you meant completely rewriting the game Mechanics?)
(1) Ok.
(2)Bonus Action: Knockback:
Opposed Str check or
Str Save? (DC 8 + Proficiency + Str mod)
(3) complexity could be either Proficiency times per round (so not limited to just BA/RA) or perhaps on some other Ability - like Con?
(4) maybe knockback is opposed Str with the loser being shoved the difference between the Scores?
(5) Either as a Reaction with Protector Style?
or sacrifice your Bonus Action next round?
(A) Uses BA and move, but triples normal jumping distance in combat? O-C maybe double hourly travel rates for Con mod hours?
Originally Posted by OldTrees1
But IMO/E Knowledge is the foundation of Imagination.
Knowledge tells what is already possible,
Imagination reaches for new limits.
Originally Posted by OldTrees1
Making the War Hulk a feat could be neat, but in order to prevent too much O.P needs a limit. Maybe treats thrown objects as being proficient, but with maybe a 25/50 foot range?
Can use Extra Attack, but not Two-weapon Fighting or Multi-attack?
You could change Hail of Thorns from a Ranger spell into a basic combat option at 6th+ or 11th+ level. Use an accuracy penalty to rebalance.
Fair, maybe it is not a 2 ton boulder. Just a large object. If 20 strength can lift it then it probably hurts several goblins. Maybe it even skids across the ground like a comet.
Like maybe a 3 foot diameter rock? Figure being able to throw that 10 feet with no problem, and maybe up to 20 feet at disadvantage? A Medium sized creature could throw that 15/30.
A Large creature could maybe throw that 20/50?
Since this is the general RPG area I was spitballing new mechanics.
This kind of system would be more aimed at if someone was authoring a new edition of an RPG.
You have good ideas. I expect you could make your own list of alterations.
5) I was thinking of using a reaction to hit an object between your ally and the attack.
So the Hold Person spell fails because it hits the object instead.
Other RPGs might allow negation.
To convert to 5E D&D maybe:
1) Replace Extra Attack with an Extra Endeavor per turn.
2) Let all martials do an Endeavor as a reaction. (Different martials get access to different ones as reactions?)
3) Complexity limit per Endeavor is equal to their Proficiency
4) Have Attack, Move, Push, ... as some base Endeavors
5) Push would move a target further with a higher success. Additionally it could be used on objects.
6) Rebalance these.
7) Some alterations
(2) Same problem as (1).
(3) This is a good limit.
Maybe a Feat (11th level requirement) that adds either Dex or Cha to that limit for higher levels?
(4) Push/Toss, Drag/Move, Slide.
(5) Foes can try to oppose? Objects have a weight limit?
(6) Playtesting stage
(7) Most likely; more than once.
Knockback [Attack or Push][Complexity 3]:
- Unlock: Str 16 or Athletics proficiency.
- Requirement: The endeavor hits a target.
- Effect: Make a Push endeavor against the same target at half your Complexity max.
Sweeping [Attack or Push][Complexity 4]:
- Unlock: Str 20, Large Size, or Athletics expertise.
- Requirement: The endeavor hits a target.
- Effect: The endeavor hits all targets in 3 continuous squares in reach.
I'd suggest: Large Size or 20 Str plus 13 Dex and proficient in Athletics.
Roll separately for each target; with Disadvantage after first target?
Mighty Push [Attack or Push][Complexity 1]:
- Unlock: Str 16, Athletics proficiency.
- Requirement: The endeavor moves a target.
- Effect: Take a -5 penalty on the endeavor. Double the movement.
- This can be applied multiple times.
Opposed Str (Athletics) check with target pushed Double the difference in feet each time.
Launch [Push][Complexity 2]:
- Unlock: Str 18, Large Size, or Athletics proficiency.
- Requirement: The endeavor moves a target.
- Effect: Halve the distance the target moves. Instead it also is thrown upwards that high.
- This can be applied multiple times.
Up the Walls [Movement][Complexity 3]:
- Unlock: Dex 18, 40ft Speed, or Acrobatics expertise.
- Requirement: The movement is adjacent to a wall.
- Effect: You run up the wall. You gain 5ft of altitude per 10ft you move.
Originally Posted by Great Dragon
Originally Posted by Great DragonMostly, I find that the various Summons (which are the most common) are basically the Caster adding a few Mooks into the combat. A warrior at anything over 5th level that is properly equipped can deal with even 8 wolves (giant wolf Spiders are a little harder, but only if they hit, and the warrior fails their Con save and is then attacking with Disadvantage) attacking them.
And even being able to bring in a CR 10 Devil with Infernal Calling (costing the Mage their only 9th level slot) isn't much of a threat to most CR 17+ Challenges. Plus, said Devil is hostile to the Mage and allies; and the mage losing Concentration frees the Devil to do whatever it wants for three minutes….
Clerics burning a 7th level slot for a CR 5 Celestial (Unicorn), is really pathetic, IMO.
But, like stated above, even the CR 10 Deva wouldn't really make too much differenceOriginally Posted by Great Dragon
Spoiler: Undeath Domain v2
Undeath Domain (changes)
Balm of the GraveBeginning at 1st level when you select this domain whenever you cast a spell that grants additional or restores hit points of first level or higher you may choose to grant temporary hit points equal to 5 times the spell’s level to all undead within 10ft of the target.
Channel Divinity: Command Undead
As an Action you can command one or more Undead. You can command a number of undead within 30 ft whose combined CR does not exceed your level, those with the lowest CR are affected first. Undead with intelligence scores of 8 or less are controlled for 24 hours. Undead with intelligence scores of 12 or less are controlled for 1 hour. Undead with Intelligence scores of 13 or more are controlled for 1 minute and may retryl their save at the end of each turn.
Channel DivinityRepel the Living
All living creatures within 20 feet of the Cleric must make a Charisma Save or take the Cleric's level plus Charisma Modifier in Necrotic damage, with a successful save reduces this to half.
All RiseSpoiler: animalsBeginning at 6th level after selecting this domain, you can target the remains of nonhumanoid creatures with the Animate Dead spell. You can create Skeletal or Zombie versions of these creatures. The maximum CR of such creatures is your Cleric Level -4. Raising such a creature requires a Spell Slot equal to half its CR rounded down. The creature counts as a number of Skeletons or zombies equal to 2 times its CR.
Use the entry for the creature in the Monster Manual with the following exceptions:
—Creature Type Changes to Undead
—they lose any Spellcasting or Psionics trait and gain immunity to poison and disease.
—They are limited to melee and ranged attacks.
—Skeletal creatures rise with 1/2 their normal hit point total and vulnerability to bludgeoning damage.
—Zombified creature’s lose any Multiattack Action and their speeds are reduced by 10 feet but they gain the Undead Toughness trait.
Plague of UndeathBeginning at 6th level, Undead you create have Turn Resistance and are tainted with a cursed state; Living Creatures hit by your undead, have their maximum HP reduced by the amount dealt. (these are regained with a long rest) Upon death, those affected rize as Undead for one minute. (each)
Spoiler: plagueWhen they hit a living creature with a bite or claw attack the target must succeed on a Con save vs your Spell DC or become poisoned. While poisoned, The target’s maximum hit points are reduced by 5 at the end of each long rest, a creature that dies in this way rises as a zombie or skeleton after the next sunset. These undead also carry the cursed plague.
LifedrainAt 8th Level and beyond, once on each of your turns, when an Undead creature under your control hits with a melee attack you can choose to have it deal an additional 1d8 necrotic damage. At 14th level this improves to 2d8.
No Life KingBeginning at 17th level the doors of death close to you and you become a Vampire Lord or Mummy Lord, you gain the special resistances, immunities, vulnerabilities, traits, and actions described in the MM using your Spell DC or appropriate bonuses to hit and damage. You do not gain any legendary actions or lair actions.
Last edited by Great Dragon; 2019-09-07 at 11:36 AM.
My Knowledge, Understanding, and Opinion on things can be changed
No offense is intended by anything I post.*Limited Playtest Group - I'm mostly Stuck in the White Room.
*I am learning valuable things, here. So thanks, everyone!