There's a lot of things I liked about D&D 4th Edition and a lot of things that I don't like about it, but I think one thing I had wrong was trying to make something of the game that it didn't want to be. One thing you can say about it is that its exactly the type of game its meant to be, take it or leave it.
I was thinking about some issues I had running 4E years ago and realized I could have embraced some things rather than fight them. There are lots of OSR blogs that look into the earliest rules of D&D and try to extrapolate how the world is supposed to work from that, rather than try to "fix" things.
So: magic item economy. I wasn't a huge fan of how that worked at the time. For one thing, having a glut of magic items, mostly hand-picked by the players, seemed to make magic less special. For another thing, I don't like the exponential gold piece price of higher level items, where a +5 flaming sword might be worth more than a small kingdom. But how can I embrace this?
One thing D&D does is make a clear difference between mundane weapons, made by a simple blacksmith, and MAGIC weapons which are ridiculously expensive by commoner standards and super special even at low levels. For example, a magic javelin probably glows at command and can return to its wielder after being thrown. Imagine how something like that would have been the most amazing thing ever to a primitive hunter, and in 4E it would only be a +1 weapon that most low-level characters would only turn into residuum to get 1/16th closer to buying the thing they really want.
Historical blacksmiths weren't separate from wizards, they WERE wizards. Most people didn't know how to work with metal and thought it was a mystical process. Even blacksmiths thought it was mystical, they used lots of rituals as part of their process. [Aside-its constantly intriguing to me how we don't understand how people in other times thought about things. We either assume they thought like we do, or that they were ignorant savages.]
Even outside of metal, other weapons were still carefully crafted in ancient times. We see a wooden stick and think of a club. An ancient crafter knew which part of which tree to use wood from for different weapons, knew how to carve it to make it balanced properly, could cut an edge that would draw blood like an axe, etc. No decent weapon was made quickly and cheaply, that came with the industrial revolution.
So...ALL weapons are magic. Anything that isn't an improvised weapon has been made with enough care for it to count as magic. Weaponsmiths pick the right materials, pray to their gods as they work, and produce something of quality or they're not worth their salt.
To exaggerate this, the setting is a mythic prehistory. The Dawn War is barely over, the land bears marks of destruction and even fallen primordials. The mortal races are only a few generations old, still exploring the world. Everything the heroes do is shaping the beginning of the world. Their deeds will echo through history.
*Cue borrowing heavily from Scarred Lands, Exalted, and Imperishable Fame*
So weapons, and armor too, are always magical. Nobody is minting coins, the main currency is residuum. Precious gems and materials will have value because they can be used to make magic items. PCs trained in Arcana or Religion can craft magic items by paying the required amount of residuum. Rare items require some special ingredient or circumstances to craft. I don't see on a practical level how this is different from "assume a merchant has the item your characters want to buy next time they're in town."
This has all been brainstorming, I'm still not sure about a couple of things. It seems like all mundane gear should have some magical properties too. And it could create a glut of magic weapons if all NPCs have magic gear. As long as their gear is low level I think it could be managed--everybody will turn their gear into residuum at half price, I just have to make sure they don't have too much "money" from that. Also, there's a different perspective. Weapons aren't just laying around, they're carefully crafted and guarded. Those bandits aren't just lowly criminals who found some short swords, they're warriors with magic weapons who have been outcast for some reason. That instantly has more flavor, and seems a more serious threat.
I like this idea because I feel it gives greater meaning to the magic items in the world without doing away with the basic way they function as characters adventure and level up. Here's some tables to flesh out magic items:
What's special about this weapon's construction?
1. Starmetal--taken from a meteorite
2. Strange alloy of metals that's stronger than their base components
3. Forged in complete darkness under the earth
4. Carved from a tree that was struck by lightning on a clear day
5. Metal was quenched by fresh blood during forging
6. Forged from ore to finish during the passing of an eclipse
7. Carved from a flawless jade stone
8. Inscribed with runes of its crafter's entire lineage
9. Mementos of a passed loved one were added to the metal while forging
10. Forged in the bonfires of the village's annual feast day
11. Buried in earth one year to honor the primal spirits
12. Made from the bones of a creature killed by the crafter
I imagine the Disenchant ritual being more of a ritual offering of a magic item to a spirit or deity. For example, the Celts and Norse would twist swords in half and throw them in a lake for the water spirits. Magic items could also be buried, burned, shattered, eaten by animals, etc. The residuum would be some token or magical material that could be used to create more magic items. Trophies of fantastic monsters could be residuum (the horn of a gorgon, the teeth of a hydra, the eyes of a medusa). It could also come from special occurences, like a meteorite or flawless gem like above.
Showing posts with label 4E. Show all posts
Showing posts with label 4E. Show all posts
Thursday, May 28, 2015
Monday, December 19, 2011
Circe's Rune, campaign fail and wrap-up
This campaign got cut short due to personal reasons, but I wanted to summarize the other sessions we played.
The characters made their way to the nearest town Arrakhar and were given rooms by the suspicious townsfolk. They bought some equipment with the money taken from the tomb and picked character classes. The elf mage bought supplies and met Monbec the Magnificent, an illusionist. The eladrin star pact hexblade found out that the local lord Danlak the Falcon was asking around about the group. The dwarf slayer Princess Beyonce (my wife's PC, the only one whose name I remember) drank at the inn.
The group met with Danlak, who claimed he had revived them using a strange ritual he had access to. He also filled them in on the army of orcs and skeletons wielded by the witch Circe, which was besieging the lands of men. The Elf King lived in the nearby forest, but he hadn't sided with anyone. The PCs' bodies had been found on a battlefield by Danlak, and he wasn't sure if they had been fighting with or against Circe.
They travelled into the forest to meet the Elf King, and were attacked by Ragramok the Runt, a dragon servant of Circe. They subdued him and presented him as a gift to the Elf King, who ruled over all the fey of the forest (he was actually an eladrin, "Elf King" was one of the dozens of titles he had and the one mostly used by humans). Turns out the Elf King was forbidden from attacking Circe because of an Oath he made. A ritual Oath made on one of the holy days of the year was magically binding, bringing sickness and death on those who broke it.
Ragramok knew of a way around the Oath--the black apple of the God-Tree would break any sickness. There was only one left in the world, and Circe's minions were on there way there now so she could break the pact and invade Elfland. The PCs set off to get there first, fighting orcs and skeletons on the cliff side road on the way there. They got to the tree to find the Nosferatu vampire and werewolf they had fought previously, assisted my magical lighting from Circe. They killed them both for good this time, only to discover that the werewolf was none other than Danlak the Falcon!
They took the Black Apple so the Elf King could survive breaking his Oath and help the mortal armies fight against Circe. I had intended a few military-style battles, trying to get the Stannic Legion on their side, and a big battle against Circe herself to wrap up the game.
Unfortunately, some personal stuff came up and I doubt I'll return to this game. It was an interesting diversion and a welcome change of pace to the previous campaign. It was fairly railroaded, but it was meant to be a short game. I think whenever I can get a new game together it will be much more sandbox.
Sunday, December 11, 2011
Circe's Rune, session 1
I'm about to wrap up a mini-campaign based on Jeff Rients' one-issue campaign idea. Not just the concept (squeezing every creative drop out of one issue of Dragon as the basis of a D&D campaign), but actually stealing his ideas.
It has also been an experiment with a different playing style for my group. Most of them are used to creating their PCs with the DDI character builder. I made them create their characters together, and used mostly random elements. 4d6-L for stats, straight down the line with no trading. I came up with a random chart for races available. They didn't get to pick a class right away, either.
The PCs woke up in coffins--an elf, an eladrin, and a dwarf. They had no memories and no abilities beyond their basic stats and racial traits. They broke out to find themselves in a mausoleum with something further in trying to beat the door down. Everyone noticed they had tattoos of a strange rune (the mark of Circe). They escaped into a graveyard surrounded by an iron fence with a wolfsbane wreathe. A huge shaggy werewolf finally burst out of the mausoleum and they elected to fight instead of run--and they beat its ass. They realized he was dazed by the wolfsbane so they pinned it to his chest, so smart play and lucky dice helped three 0-level PCs take down a 4th-level monster. By then two vampires were approaching (one looked like Nosferatu, the other like the girl from the Ring) Did they flee? No! Back into the mausoleum!
They split up. The elf found some gold and a magic hammer in the family tomb. The eladrin ran into some underground catacombs and was chased by Nosferatu, with his hypnotic red eyes. He eventually clawed his way through dirt back above ground. The dwarf faced off against Ring-girl's spider and wounded it, then beheaded the vampire with a shovel. Finally, everyone escaped the graveyard and headed toward the lights of a nearby town.
I was expecting everyone to run, so I had to improv everything inside the mausoleum. I certainly didn't think they would defeat the werewolf so easily, but then I had given him a strong weakness (ideas stolen from here).
More sessions to follow...
Wednesday, September 7, 2011
Celtic Game: Classes
The classes available had to have some house rules to establish the flavor of the setting. One thing noted with each class is their armor bonus; this was done because there just aren't that many different armors available. Most warriors go into battle almost naked, but chain mail is just being developed. So I gave each class an armor bonus that equals the armor they are proficient in normally, and let them describe their armor themselves.
The campaign I ran had an infernal pact warlock (power granted by Crom Cruach), a druid (son of a bear spirit), a spot-on Slaine style barbarian, a viking fighter (who didn't scoff at heavy armor), and a ranger reskinned to fight unarmed like a monk. And a boar followed them around.
The campaign I ran had an infernal pact warlock (power granted by Crom Cruach), a druid (son of a bear spirit), a spot-on Slaine style barbarian, a viking fighter (who didn't scoff at heavy armor), and a ranger reskinned to fight unarmed like a monk. And a boar followed them around.
No Divine Classes—the celtic deities are natural forces that must be appeased through offerings and sacrifice; they are not benevolent higher powers
Fighter: Usually a noble born trained in heavy armor from a young age. Your combat challenge and combat superiority show your control in the midst of battle. The battlerage vigor build from Martial Power is a good option for this game.
--Light armor bonus +3 and Heavy armor bonus +7. Can increase heavy armor bonus to +8 with a feat.
Ranger: In many ways a typical Celtic warrior—fast and lightly armored. Since bows are not often used in battle, a ranger can take the Slinger Fighting Style. The beast master build from the Martial Power book is also very appropriate to this game.
--Slinger Fighting Style: When you wield a sling, the damage die increases one size (1d8 instead of 1d6). You also gain the Defensive Mobility feat.
--Light armor bonus +3.
Rogue: Warriors who use cunning, deception, and stealth are not considered dishonorable by the Celts. As long as your enemy is dead and you are alive, little else matters. Stealing is punishable by a fine, double if through stealth, but there is nothing inherently dishonorable about stealing, just as long as you’re not caught or can’t pay.
--Since shuriken aren’t available as weapons, rogues get a +1 bonus to attack rolls with slings.
--Light armor bonus +2. Can increase to +3 with a feat.
Warlock: Unlike druids who train for years, warlocks gain their power through pacts with a powerful being or force. The Fey Pact and the Dark Pact are especially appropriate to celtic warlocks, but any power can be interpreted easily to match the flavor of the setting. Warlocks and witches are often associated with the Morrigan.
--Light armor bonus +2. Can increase to +3 with a feat.
--May take a Pact Weapon Channeling feat to use ranged attacks as melee attacks through a weapon. This avoids opportunity attacks, and if using a named weapon allows you to use that weapon’s benefit on your warlock power.
Warlord: Warlords are usually nobles who encourage their tribesmen in battle. They fight wearing heavy armor. Inspiring warlords are the most common, constantly yelling taunts and encouragement in the thick of battle, but a tactical warlord who uses cunning is valued as well.
--Light armor bonus +3 and heavy armor bonus +6. Can increase heavy armor bonus to +7 or +8 with one or two feats.
Wizard: Wizards are the most mysterious branch of the druidic order, for they have devoted themselves to harnessing the magic of the world. They sometimes refer to the Earth Dragon, spiral energy, or “the serpent” when describing arcane magic. Wizards are masters of rituals, and know more ways to accomplish the impossible than anyone.
--Wizards can use a one ritual they know per day without paying the component cost. At paragon tier they can use two per day and at epic three per day.
--No light armor bonus. Can get a light armor bonus of +2 for a feat and increase to +3 with another.
Barbarian: These represent the ultimate Celtic warrior, a raging madman. More than just training, your rages are a gift from the earth goddess, allowing you to channel raw elemental energy through your body. Legends tell of warriors caught in riastrad (battle-frenzy, or more accurately, warp-spasm) who twist around in their skin, their bodies burning the air around them. Your rages manifest supernatural powers.
--Light armor bonus +3. Barbarians often wear as little armor as possible so they don’t ruin it with a warp-spasm.
--Barbarian powers do not require a two-handed weapon. They are also proficient with light shields.
Bard: Bards are no mere wandering minstrels. They are members of the druid order first and foremost, though their magic specializes in charms and deception. They are valued as news-bringers, announcers of heroes, and tellers of legends. Bards can also act as social equalizers, for they can spread the misdeeds of heroes and kings through song and satire.
--Light armor bonus +3 and heavy armor bonus +6. Can increase heavy armor bonus to +7 or +8 with one or two feats.
Druid: The druid order passes on the secrets of the universe through oral history, training its members for years. Any class with the proper training can become a member of the order, but folk commonly associate the druids with controlling the weather and changing shape. You are a natural force yourself, powerful like the storm and wild like an animal.
--Light armor bonus +3.
Warden: Though barbarians and fighters claim much of the battlefield glory, legends tell of one warrior who trained with the druids, learning some of their magic arts and becoming a great leader. A warden combines great strength with earth magic, using the power of the elements around him to augment his attacks. They also learn how to change shape, taking the form of animals and natural powers in combat.
--Light armor bonus +3.
Wednesday, July 20, 2011
Celtic Game: Tribes
PCs have to be human, but there are several different tribes to choose from. Most are directly inspired by (stolen from) the Slaine comic, although the Picts are lifted from Robert E. Howard's stories (check out Bran Mak Morn). Its ok for players to be from different tribes because it was common to foster children with a different tribe--much like medieval lords. In the campaign I ran, two players were Sessair and two were without a tribe, and when a fifth player joined later he was from Midgard.
There are four main tribes of the earth goddess, and some smaller groups closely related.
Sessair—The Tribe that Stands Up. This tribe takes the Celtic warrior ideal to the extreme. They fight with no armor, and are known to take wounds just to prove how tough they are. Their tempers are just as renowned as their honor and hospitality.
Finians—The Tribe that Endures. While they fight as well as any, this tribe’s true strength lies in defense. Known for their uncaring acceptance of hardship and hunger, they have a reputation of being serious and depressing. Their rocky homeland provides ideal fortress walls, but precious little food. Hope you like oats and turnips.
Falians—The Tribe of Shadows. They paint their bodies black and prefer to fight at night. Some say they are cursed, perhaps haunted by their own ill deeds. Certainly they are prone to moon-madness (lunacy) and avoid the sun more than they should.
Fir Domain—The Tribe of the Growling Shields. They fight with more discipline than other tribes, using battle roars to terrify enemies and marching slowly and menacingly into battle rather than charging. This military training comes from being surrounded on all sides by enemies.
Fir Bolg—Primitive cousins of the Fir Domain, they use crude weapons and worship the Horned God, Carnun, above all others. Their wild hunts have been known to take down both dangerous beasts and unlucky men caught in their path.
Picts—A small, dark-skinned race far older than even the Celts, they carry an ancient racial hatred of the Celts’ ancestors. Once a great people, now they have degenerated to savages, haunting the dark corners of the world. Any trespassers are unlikely to see them before being brought down by a silent arrow or dark blade.
Friday, July 8, 2011
Celtic Game: Races
I didn't want my Celtic game to be full of typical fantasy races like elves, dwarves and orcs. At the same time, making everyone play a standard human can be kind of boring and ignores the awesome racial abilities available in 4E. So I gave the players the advantages of both--some of the human racial traits, and additional traits from other races. Note that this list was written right after the PHB2 came out, so it doesn't include more recent racial abilities.
The only race available is human. The tribes of Tir Nan Og are remnants of sunken Atlantis, although they have mixed their blood with the many peoples of the continent. The Tribes are more concerned with cultural heritage than blood ancestry, so folk of all appearances are found among their ranks.
Humans get +2 to two ability scores, an extra feat and trained skill at first level, and one major and one minor trait off of the list:
Major Traits
Accuracy: You rarely miss. You can use the elf power Elven Accuracy as an encounter power.
Changeling: You can use the doppelganger power Change Shape as an encounter power.
Child of Darkness: You have a touch of dark fey blood, or perhaps you were born during an eclipse. Once per encounter you can use the drow power Cloud of Darkness or Darkfire.
Dilettante: At 1st level, you choose an at-will power from a class different from yours. You can use that power as an encounter power.
Furious Assault: You can use the half-orc power Furious Assault as an encounter power.
Hide of Bronze: You can use the goliath power Stone’s Endurance as an encounter power.
Memory of a Another Lifetime: You have been reborn from death before. You can use the deva power Memory of a Thousand Lifetimes as an encounter power.
Otherworld Step: You can step briefly into the Otherworld and step out in a different space. You can use the eladrin power Fey Step as an encounter power.
Otherworld Step: You can step briefly into the Otherworld and step out in a different space. You can use the eladrin power Fey Step as an encounter power.
Second Chance: You can use the halfling power Second Chance as an encounter power.
Shake It Off: You can use the hobgoblin power Hobgoblin Resiliency as an encounter power.
Spiral Energy Surge: Your body is marked with a scar or birthmark similar to a weirdstone mark, and you can channel Earth Power into a violent blast. You can use the dragonborn power Dragon Breath as an encounter power.
Training: You know an extra at-will power from your class.
Minor Traits
Berserker Resilience: The first time you are bloodied during an encounter, you gain 5 temporary hit points. (10 hp at 11th level, 15 hp at 21st level)
Bear’s Toughness: You can use your second wind as a minor action.
Blood Fury: When you’re bloodied, you gain a +1 bonus to attack rolls.
Bloodhunt: You gain a +1 bonus to attack rolls against bloodied foes.
Educated: You have an extra trained skill.
Eidetic Memory: When you make any knowledge check, roll twice and take the best result. This cannot be used when making a skill check for a ritual.
Infernal Wrath: You can use the tiefling power Infernal Wrath as an encounter power.
Mighty Build: Your oversized body allows you to use a two-handed weapon in one hand.
Powerful Athlete: When you make an Athletics check to jump or climb, roll twice and take the best result.
Self-Reliant: +1 to Fortitude, Reflex and Will Defenses.
Quick Step: Your base speed is 7 instead of 6.
Stand Your Ground: When an effect forces you to move—through a push, a pull, or a slide—you can move 1 square less than the effect states. Also, if you are knocked prone you can make an immediate saving throw to avoid falling prone.
Untiring: Add your Constitution modifier to your healing surge value.
Wild Step: You ignore difficult terrain when shifting.
Wednesday, July 6, 2011
Celtic Game Intro
Lazy post--I'm gonna show some stuff I wrote up for a 4E Celtic game I ran, heavily influenced by the Slaine comics.
Tir Nan Og is the legendary Celtic Land of the Young, so named because few live to old age. It combines the mythical ancestors of the Celts with prehistoric facts, thousands of years ago at the end of the Ice Age. You are members of the Tribes of the Earth Goddess, proud warriors who honor the deities of earth and sky. You are surrounded by enemies: the Fomor sea devils, berserkers from Midgard, and the vile Drune lords who warp earth power to their own ends. And when no enemies are present the Tribes gladly fight amongst each other!
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