| Author |
Topic  |
|
|
Brix
Learned Scribe
 
147 Posts |
Posted - 11 Jul 2010 : 10:48:48
|
This is a small workshop about creating new iconic rules for 3E (PRPG) Edit: Final versions below
|
|
Edited by - Brix on 17 Jul 2010 12:56:12
|
|
|
Zireael
Master of Realmslore
   
Poland
1190 Posts |
Posted - 11 Jul 2010 : 15:02:35
|
| I'm eagerly waiting for more! Good job! |
SiNafay Vrinn, the daughter of Lloth, from Ched Nasad!
http://zireael07.wordpress.com/ |
 |
|
|
Brix
Learned Scribe
 
147 Posts |
Posted - 11 Jul 2010 : 15:40:09
|
| Edit: obsolete (see final versions below) |
|
Edited by - Brix on 13 Jul 2010 11:13:58 |
 |
|
|
Brix
Learned Scribe
 
147 Posts |
Posted - 11 Jul 2010 : 16:07:29
|
PLANETOUCHED: FIENDLING Based on original 3.5 Tiefling
To make Fiends more unique substitude the darkness ability for other powers, depending on their bloodline.
1 - Fiend (demon or devil): horns and tails, possess a forked tongue, leathery or scaly skin, the smell of brimstone, or unusually warm flesh. Cast neither shadows nor reflections. Some diabolic tieflings also sport goat-like legs or hooves, Eyes can be red or yellow. Power: Darkness or Rage spell 2 - Rakshasa: furred skin or feline eyes, palms are where the back of the hands would be in humans. Power: Alter self 3 - Beshaba: antlers instead of horns and pale, white hair. Power: Bad Luck (Sp): You can touch a creature as a standard action, giving it a bad luck. For the next round, any time the target rolls a d20, he may roll twice and take the least favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. 4 - Mask: cast no reflection, Bluff, Disguise, and Stealth become class skills. 5 - Bhaal: identical to humans or elves, etc. Powers: take a look at Bhalspawns 6 - Mulhorand: reptile features (spawned from a union of Sseth or Sebek). Power: Poisonous Bite 7 - Tanarukk (Orcs descended in most cases but not restricted descended demons)They appear as short, stocky orcs with bristly hair and horns or ridges along the sides of their heads. Also, tanarukks have a distinctive smell of brimstone about them along with a limited ability to manipulate fire. Monsters of Faerun. Power: Flare 8 - Maeluth (dwarves with devilish blood)Fiend Folio. 9 - Fey'ri (elves with fiendish blood)The fey'ri are the result of interbreeding between sun elves and tanar'ri in an attempt to strengthen the sun elf bloodline. Most fey'ri become sorcerers, rogues or fighters.[1] Fey'ri seek to reestablishing the old elven realms of Cormanthor with themselves at their head. Monsters of Faerun 10 - wisplings (halflings)Fiend Folio |
|
Edited by - Brix on 12 Jul 2010 08:28:31 |
 |
|
|
Brix
Learned Scribe
 
147 Posts |
Posted - 11 Jul 2010 : 16:09:35
|
quote: Originally posted by Zireael
I'm eagerly waiting for more! Good job!
Thanks. Just some ideas.  |
|
 |
|
|
Brix
Learned Scribe
 
147 Posts |
Posted - 11 Jul 2010 : 16:15:30
|
| All other races remain unchanged. Most of them are already handled somewhere (like the Shades). New races such as Shapeshifters and Warforged have their 3.5 counterparts in the Eberron CS, with some changes to fluff |
|
Edited by - Brix on 12 Jul 2010 08:25:59 |
 |
|
|
Markustay
Realms Explorer extraordinaire
    
USA
15724 Posts |
Posted - 11 Jul 2010 : 20:11:10
|
This is EXACTLY the kind of stuff WotC has targeted, and has gone after. They have made it quite clear that they will NOT TOLERATE converting anything 4e into 3e.
And since I seem to have to tiptoe on eggs around here lately (while balancing a piano on my nose), this is NOT a dig at WotC, or Hasbro, or anything else. This comes directly from their GSL. I am just providing a friendly warning that CK may be treading into dangerous territory here... |
"I have never in my life learned anything from any man who agreed with me" --- Dudley Field Malone
|
Edited by - Markustay on 11 Jul 2010 20:12:52 |
 |
|
|
Brix
Learned Scribe
 
147 Posts |
Posted - 11 Jul 2010 : 20:31:18
|
quote: Originally posted by Markustay This is EXACTLY the kind of stuff WotC has targeted...
If the moderators think the same, please delete the posts. However I don't see anything wrong in making it possible for 3E players to use 4E FR stuff.
 |
|
 |
|
|
Dracons
Learned Scribe
 
USA
299 Posts |
Posted - 11 Jul 2010 : 21:07:34
|
| Where is this news at? That they do not wish to have anything 4th edition converted to 3.5? |
I love PMs! Please send me a message. Even if its Hi. |
 |
|
|
Ashe Ravenheart
Great Reader
    
USA
3254 Posts |
Posted - 11 Jul 2010 : 21:33:22
|
From the GSL FAQ:
quote: Q: Section 4.1 states that, “Licensee will not define, redefine, or alter the definition of any 4E Reference in a Licensed Product.” What does this mean?
A: This means you that if you want to use a 4E Reference listed in the GSL SRD (for example, Dragonborn), you must not alter the definition in such a way as to define or redefine, or alter the definition as found in the Player’s Handbook (e.g. “Classes that use Dragonborn get an additional +1 to Strength and +1 in Intimidate). You may, however, extend a definition by adding to the original content. As an example: “…if you want to play a Dragonborn please refer to the Race Chapter of the 4th Edition Player’s Handbook. For a Greatmountian Dragonborn take and additional +1 Strength and +1 in Intimidate."
|
I actually DO know everything. I just have a very poor index of my knowledge.
Ashe's Character Sheet
Alphabetized Index of Realms NPCs |
Edited by - Ashe Ravenheart on 11 Jul 2010 21:33:39 |
 |
|
|
Dracons
Learned Scribe
 
USA
299 Posts |
Posted - 11 Jul 2010 : 21:40:29
|
So wow. Guess Third edition is done and over with. We're all breaking the law, since we're redirecting wizards that are in 4th edition to have more spells per day.
Oh! And the races. Elves, Tieflings, Humans, Dwarves. We're using them. But not in 4th edition ways. They are however 4th edition rules. Oh boy. This is real bad.
|
I love PMs! Please send me a message. Even if its Hi. |
 |
|
|
Ashe Ravenheart
Great Reader
    
USA
3254 Posts |
Posted - 11 Jul 2010 : 21:43:55
|
| Actually, as long as your using items in the OGL (3rd edition), you're safe. It if you take things that are specifically 4th edition (not in 3rd OGL) that you run into problems. |
I actually DO know everything. I just have a very poor index of my knowledge.
Ashe's Character Sheet
Alphabetized Index of Realms NPCs |
 |
|
|
Dracons
Learned Scribe
 
USA
299 Posts |
Posted - 11 Jul 2010 : 21:54:08
|
| Dragonborn are in 3rd edition though. So it should be safe to have them. |
I love PMs! Please send me a message. Even if its Hi. |
 |
|
|
Markustay
Realms Explorer extraordinaire
    
USA
15724 Posts |
Posted - 11 Jul 2010 : 21:58:36
|
Dragonborn, AFAIK, were never part of the OGL.
quote: Originally posted by Brix
However I don't see anything wrong in making it possible for 3E players to use 4E FR stuff.
I feel the same way, but I do not own the IP.
The MAIN REASON why so many other game companies did not sign te GSL and go with 4th edition is because they had so many 3rd edition products out, some of which were doing well, and so many more that were already nearing completion. Signing the GSL would have made it impossible for them to produce ANY 3e/OGL material from then on.
WE - meaning us personally AND the Keep - have NOT signed the GSL, so we may continue to create 3e stuff to our heart's content. HOWEVER, WotC has made it abundantly clear that anything that is in their 4th edition rules that was not in the OGL is their property, and they will NOT tolerate it being converted to a rules-set they do not own (OGL, or otherwise).
We walk a very fine line here - 3e, for the most part, no longer belongs to Hasbro - it belongs to the fans, and is kept alive by 3rd party companies. WotC does own the Forgotten Realms IP, which means it can come down upon ANYONE using any parts of it. That has NOTHING to do with the rules, but rather the setting itself, which was NEVER 'Open License', EVER.
Hasbro could easily view the backwards-engineering of 4e fluff into 3e rules as a deliberate attempt to sabotage what they see as the 'correct' edition to be playing in. What you are doing, in essence, is taking what they created, and telling people to go and buy Paizo's rules to play it.
You can see how that can tick them off.
BTW, I wanted to do this very same thing over on the WotC boards when the FRCG came out - I really liked the Eminence of Araunt, the Warlock Knights, and some other juicy bits. I was warned NOT TO, and that any thread involving backwards-conversions would be closed ASAP. Just wanted to add that in so you can see I'm really on your side, but I've been down this road.
|
"I have never in my life learned anything from any man who agreed with me" --- Dudley Field Malone
|
Edited by - Markustay on 11 Jul 2010 22:00:41 |
 |
|
|
Brix
Learned Scribe
 
147 Posts |
Posted - 12 Jul 2010 : 08:26:31
|
| Made some editing. I hope we can caryy on on that basis. |
|
 |
|
|
Markustay
Realms Explorer extraordinaire
    
USA
15724 Posts |
Posted - 12 Jul 2010 : 08:52:22
|
NICE job.  |
"I have never in my life learned anything from any man who agreed with me" --- Dudley Field Malone
|
 |
|
|
Brix
Learned Scribe
 
147 Posts |
Posted - 12 Jul 2010 : 11:02:20
|
OK. next one. First some fluff LIVING CONSTRUCT aka Battlerune Soldier / Bloodforged / Gondforged / Juggernaughts Living Constructs are a sentient race of humanoid constructs. Unlike most constructs, warforged are fully self-aware and maintain mental faculies. Artificial creatures, golems and automatons are well known in the Realms. Normally these constructs fullfill a single duty such as fighting, guarding and laboring. Wether Living Constructs hail from a differnt plane (for example warrior in the blood war) or were somehow awakened (during ToT or Spellplague) is unknown. What we know is that they recently (DM) appear in greater numbers (such as the Wonderstar Garrision in Waterdeep).
There are some theories about the creation of living constructs:
*DIVINE:
GONDFORGED: Living Constructs carry the souls of worshippers of Gond who are given the choice after death to either join the ranks of petitioners in the House of Knowledge, become one with the plane or for a select few, become a Gondforged. When the soul is reborn in the body of a Gondforged it retains no knowledge of their former life.
BATTLERUNE SOLDIER: Living Constructs were awakened by the Red Knight, and thus carry his rune on the forehead.
* RITUAL MAGIC:
BLOODFORGED: These Living constructs were created in the Utter East by use of bloodforges, powerful items that were able to create an army of Basal Golems
JUGGERNAUGHTS: These were first created by Imaskari Artificers or constructs of The Ruamanthari Empire from the War with Narfell to better fight demons |
|
 |
|
|
Brix
Learned Scribe
 
147 Posts |
Posted - 12 Jul 2010 : 14:50:37
|
Two finished versions for your gaming pleasure Two new races that might appear in a post apocalyptic FR settings.
ABEIRIAN DRAGONIANS Abeirian dragonians are a race of native draconic creatures. They have a strong hatred of dragons, who enslaved them
+2 Strenght +2 Charisma, -2 Dexterity: Abeirian dragonians are both stronger and more charismatic than the typical humanoid, traits inherited from their draconic relatives. Medium: Abeirian dragonians are Medium creatures and have no bonuses or penalties due to their size. Normal Speed: Abeirian dragonians have a base speed of 30 feet. Dragonblood: Abeirian dragonians are considered both a dragon creature and a humanoid for the purpose of spells, abilities, and effects that affect those types. In addition, an Abeirian Dragonians may use magic items with racially specific qualities as though it were of the dragon type. Frightful Presence: +2 racial bonus on Intimidation, Abeirian dragonians are immune against Frightful presence as if they were dragons Learned: Abeirian dragonians receive a +2 racial bonus on Knowledge (History) Dragon Breath: Abeirian dragonians can exhale a line of energy that blazes with every metallic. Color. The line’s length is 5 feet per Hit Die the abeirian dragonian has, up to a maximum of 100 feet at 20 HD. The breath weapon deals 1d8 points of damage, plus an extra 1d8 points for each 3 HD the abeirian dragonian possesses. The damage can be acid, cold, electricity, or fire, changing on each use as the abeirian dragonian chooses. A successful Reflex save (DC 10 + 1/2 the abeirian dragonian’s HD + her Con modifer) halves the damage. An abeirian dragonian can use her breath weapon once every 1d4 rounds. An abeirian dragonian is not immune against other Breath Weapons directed against her. Language: Abeirian dragonians begin play speaking Common and Draconic. Abeirian dragonians with high Intelligence scores can choose from the following: Celestial, Dwarven, Elven, Giant
ARVANDORAL HIGH ELVES Arvandoral high elves (or gray elves) are graceful warriors and wizards that originated from the realm of Faerie. All elven subraces are descended from avandoral high elves.
+2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail. Medium: Avandoral high elves are Medium creatures and have no bonuses or penalties due to their size. Normal Speed: Avandoral high elves have a base speed of 30 feet. Low-Light Vision: Avandoral high elves can see twice as far as humans in conditions of dim light. See Vision and Light. Feyblood: Avandoral high elves are considered both a fey creature and a humanoid for the purpose of spells, abilities, and effects that affect those types. In addition, an Avandoral High Elf may use magic items with racially specific qualities as though it were of the fey type. Spell-Like Abilities: An avandoral high elves can cast blur, light, and longstrider each once per day, using his total character level as his caster level. Elven Immunities: Avandoral high elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects. Elven Magic: Avandoral high elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items. Keen Senses: Avandoral high elves receive a +2 racial bonus on Perception skill checks. Weapon Familiarity: Avandoral high elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon. Languages: Avandoral high elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. |
|
Edited by - Brix on 17 Jul 2010 12:56:52 |
 |
|
|
Brix
Learned Scribe
 
147 Posts |
Posted - 17 Jul 2010 : 13:21:39
|
Magic has failed. What now? After the Times of Troubles or other major catastrophies magic failed or produced unreliable results. A good method to play in a low-magic campaign is to employ some orphaned rules and still have a lot of fun. Here are some ideas:
Special materials for your weapons and armor become more important to make the difference. Here is a short list. Adamantine (DMG) Arandur (MoF) Astral Driftmetal (A&EG) Baatorian Green Steel (A&EG) Bone (A&EG) Bronze (A&EG) Chitin (A&EG) Cold Iron (DMG) Copper, Alchemical (MoF) Darksteel (MoF) Dlarun (Icesteel) (MoF) Duskwood (MoF) Fever Iron (MoF) Entropium (A&EG) Gehennan Morghuth Iron (A&EG) Glassteel (RoF) Gold, Alchemical (MoF) Hizagkuur (MoF) Living Metal (MoF) Mithral (DMG) Platinum, Alchemical (MoF) Silver, Alchemical (DMG) Solanian Truesteel (A&EG) Steel (DMG) Stone (A&EG) Wood (DMG) Zalantar (Darkwood) (DMG) Ysgardian Heartwire (A&EG)
Combine these materials with weapon qualities such as elven-made, dwarven-made, give them some quasi magical properties like in Volo's Guide to All Things Magical, and enhance them with alchemical stuff like flaming oil, poisons, etc. Next take a look at equipement damage to get the most fun out of it.
Now you have a whole bunch of cool items that can be used in the dark and shattered Realms.
When it comes to hitting monsters with DR you can give these materials an equivalent bonus. Something like
Wood (Non-magical) Mithral (+1 equivalent) Adamantine (+2 equivalent)
So basically the pc would use weapons like a flame oiled steel longsword
This era is also a good opportunity to introduce firearms to the Realms |
|
Edited by - Brix on 18 Jul 2010 08:31:16 |
 |
|
|
woodwwad
Learned Scribe
 
USA
267 Posts |
Posted - 17 Jul 2010 : 20:02:48
|
quote: [5 - Bhaal: identical to humans or elves, etc. Powers: take a look at Bhalspawns
could you talk a bit more about them? I'm currently using them in my FR game. & am interested in any ideas regarding them. |
Check out my reviews on youtube of Forgotten Realms and other rpg products. http://www.youtube.com/user/woodwwad?feature=mhum |
 |
|
|
Brix
Learned Scribe
 
147 Posts |
Posted - 17 Jul 2010 : 20:28:15
|
quote: Originally posted by woodwwad
quote: [5 - Bhaal: identical to humans or elves, etc. Powers: take a look at Bhalspawns
could you talk a bit more about them? I'm currently using them in my FR game. & am interested in any ideas regarding them.
Have you already seen the Dragon Magazine articles? That's a good start. There were three different articles that dealt with the BG story. One about Candlekeep, one with some npcs (including Abdel Adrian, a Bhaalspawn), and one with the actual template |
|
 |
|
|
Markustay
Realms Explorer extraordinaire
    
USA
15724 Posts |
Posted - 18 Jul 2010 : 00:04:24
|
We have masterwork items in D&D, and we have master-crafted in D20 Modern - both are meant to be the same thing.
What I had proposed, on a thread over at WotC, was to use both - one term defining the item being made by a master smith, and the other defining the high-quality materials used.
Ergo, you can have a non-magical, +2 sword.
Then we modify the rule about magic items - they would have to be both masterwork and master-crafted to hold an enchantment. this means that magic weapons should really 'start' at +3 - anything lower and it doesn't make much sense (which is why I couldn't understand the canonicity of +1 magic swords using the standard rules - it was +1 before you enchanted it!).
So, you can have lots of weapons with pluses around, in the hands of professional armies like Cormyr's, that don't require magic to work.
I got this idea, BTW, from an entry in The Hordelands source, wherein a certain settlement was known for their excellent leather, which bestowed a non-magical +1 on armor made with it. It makes sense to me that non-magical items should be able to get both kinds of bonuses. |
"I have never in my life learned anything from any man who agreed with me" --- Dudley Field Malone
|
Edited by - Markustay on 18 Jul 2010 00:05:28 |
 |
|
|
Brix
Learned Scribe
 
147 Posts |
Posted - 18 Jul 2010 : 08:55:10
|
quote: Originally posted by Markustay
We have masterwork items in D&D, and we have master-crafted in D20 Modern - both are meant to be the same thing.
Great stuff. You can also use cultural traits for your equipment, thus contributing to the uniquness Realms countries. I've done such a thing for my Pool of Radiance Campaign.
Orcmade Weapons crude, brutal weapons with additonal blades and spikes +1d4 slashing damage for melee weapons even if weapon don't causes slashing damage, +1 lb., exotic weapon for non-orcs. Additional costs:Add 150 GP (only valuable for orcs)
Chondatan - 20 % Weight. Additional costs: must be masterwork. Add 100 GP.
Sembian made of rare materials such as zalanter wood or special metal alloys +5 material bonus to spellcraft check when enchanting item Additional costs:must be masterwork. Costs thrice the cost of a typical item
Damaran reinforced, more solid and durable weapons, ammunitions only have a 25% chance of breaking +2 Hardness, double hit Points, +10 % weight Additional costs:must be masterwork. Costs twice the cost of a typical item
Tyrran +1 holy circumstance bonus on diplomacy (not cumulative with other items of that type) Additional costs:must be masterwork. Add 50 GP & must blessed by cleric of minimum level 5
Banite +1 holy circumstance bonus on intimidate (not cumulative with other items of that type) Additional costs:must be masterwork. Add 50 GP. Add 50 GP & must blessed by cleric of minimum level 5
Elvencraft, Ammunition (Quivering Forest) perfectly weighted, and carefully balanced projectiles or throwing weapons increased range increment: +10 feet for thrown weapons, +20 feet for projectiles. Additional costs:must be masterwork. Add 100 GP for thrown weapons, and add 1 GP per projectile.
Dwarvencraft (Dragonspine Mountains) A dwarvencraft item's hardness increases by 2, and it gains an additional 10 hit points. In addition, it gains a +2 bonus on all saving throws (see smashing an object). All of these effects stack with the similar bonuses for magic items if the dwarvencraft item is made magical. Additional costs:must be masterwork. Add 600 for weapons, and 300 for armors and shields. |
|
 |
|
|
Quale
Master of Realmslore
   
1757 Posts |
Posted - 18 Jul 2010 : 09:41:14
|
Thanks for the list of special materials Brix.
Tough I'm for the rules to be as simple as possible, I agree with Markus about the weapon bonuses, you can't expect from goblins to have the same quality for hitting, dealing damage or breaking as e.g. dwarves or highly organized and rich armies like the Purple Dragon Knights.
Adding cultural uniqueness is a great idea as well, I try to do that not only with items, but also spells, powers, skills etc.
|
 |
|
| |
Topic  |
|
|
|