My D&D Campaign

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My D&D Campaign

Postby Orion » Sat Nov 07, 2009 9:18 pm

Currently I'm working on a D&D campaign. It's not exactly to core 3.5 standards. I want some feedback on it though.
It's somewhat Cyber-punkish, but it still has fantasy elements.
Land of the Felled

Story:
In the year 2865, long after the Old World had destroyed itself, the roots of a new civilization were taking hold. With technolodgy advancing at a much slower rate than before, only the rich can afford the luxuries the Old World had. The rest live in poverty and hunger. The world, still ruled by humans, has a few new creatures roaming the lands though.

Races:

-Humans
Racial Traits:
Charismatic Appearence- Due to the humans looking normal, they are respected more than the other races. (Charisma +2)

Alignment: Any

-Wanderers
Racial Traits:
Mutated Strength- Over the years, these people have learned to adapt to their disfigurement after being cast out into the wild. Living off of the land they've developed an uncanny physical strength.
(Strength +2, Constitution +1)
Birth Defect- While in the womb, their young are extremely suseptible to the toxins in the world, and lack the mental development of other races. (Intelligence -3)
Alignment: Any Chaotic

-Highers
Racial Traits:
Cybernautics: All Highers, at the age of fifteen, are given an implant to increase comprehension and intelligence, almost ten fold. (Intelligence +4)

Fraility- The Highers are a sheltered race, and due to that, lack the body strength to survive easily in the outside world (Constituion -2, Strength -2)

Alignment: Any Lawful

-Lowers
Racial Traits:
Hardship: Lowers go through a series of trials as children to prove their worth in society. These trials prepare them mentally and physically. (Agility +2, Strength +1)

Alightment: Any neutral

-Nihliens
Racial Traits:
True Neutrality; The Nihilens are completely cold hearted in the eyes of others, for they feel no emotion and only view the world logically. (−2 Constitution, −2 Charisma)
Flight; They have adapted to their environment in high altitudes, and over years have scientifily forced wings onto their people (Allows flying as travel, at 50 feet per turn. Ignores obstacles shorter than 25 feet)
Alignment: True Neutral



Classes:

Pyromaniac: (AoE Magic)
Main Ability: Intelligence
Races: Any
Starting Gold: 2d20 +10
Hit Die: 2d4
Skill Points at Each Additional Level: 1 + Int modifier.

Skills:
0 Level Skills:
Ignite; Will ignite combustible object. 2d6 damage. DM rolls d20 to see if it leaves a burn. Must have fuel
Fort Ref Will
+1 +0 +1

1st Level Skills:
Napalm Ring; creates a ring of fire around the unit. All surrounding tiles do 2d4 damage per turn. Lasts 5 turns
Fire Clap; creates a loud bang. All creatures within 2 tiles loose a turn.
Fort Ref Will
+2 +0 +1

2nd Level Skills:
Smolder; sets a row of three tiles on fire. Creatures on these tiles loose 3 movement in their next turn
Fort Ref Will
+3 +1 +2

3rd Level Skills:
Molten Shot; fires a shot of heated earth towards an enemy up to 4 tiles away. 1d8
Fort Ref Will
+3 +2 +3

4th Level Skills:
Tempering; warms the air around Pyromaniac, giving him a +3AC bonus for 5 turns.
Fort Ref Will
+3 +3 +3

5th Level Skills:
Nova; sends a burst of fire outwards. Does 4d6 damage to surrounding 2 outward tiles,
Fort Ref Will
+3 +4 +3

Weapon and Armor Proficiency: A Pyromaniac is proficient with all simple weapons. The Pyromaniac is proficient with light armor

Specials:
Natural Tempering: In heated environments, the Pyromaniac receives a +2AC bonus.
Heat Lust: With a passion for higher temperatures, the Pyromaniac has a 40% resistance to fire damage.


Scout: (Ranged, Fast Moving)
Main Ability: Dexterity
Races: Any
Starting Gold: 6d6 + 20
Hit Die: 1d4 + ½ Dexterity
Skill Points at Each Additional Level: 2 + Int modifier.

Skills:
0 Level Skills:
Sniper Shot 1d6 (Requires Gun and Ammo)
Fort Ref Will
+0 +1 +0

1st Level Skills:
Uncanny Dodge; (Passive) You can't be caught flat footed.
Fort Ref Will
+0 +2 +0

2nd Level Skills:
Sniper Shot 2d6 (Requires Gun and Ammo)
Hawk’s Reflexes; (Passive) Cannot be attacked from behind, retailiate with 1d4.
Fort Ref Will
+0 +3 +0

3rd Level Skills:
Aiming: The Scout doesn’t miss his next 2 shots. Adds 1d4 damage.
Fort Ref Will
+1 +3 +1

4th Level Skills:
Blending; roll a d20, if you roll higher than the DM, you’re effectivly invisible for 2 turns.
Fort Ref Will
+1 +4 +1

5th Level Skills:
Sniper Shot 3d6,(Requires Gun and Ammo)
Fort Ref Will
+1 +4 +1

Weapon and Armor Proficiency: A Scout is proficiant with all guns and simple weapons. The Scout is proficiant with light armor.

Specials:
Snipe Attack: When you fire from a ranged weapon and have an attack of opportunity you do extra damage.
Sensory Training: With a need to hear everything, incase it holds valuable information, scouts have learned to use every sense to their advantage. (Dexterity +1, spotting feat +2)

Ether Harvester: (Direct Damage Magic, Crafter)

Protector: (Tank)

Gear: (Fighter, Buffs)

Psion: (Debuffer)

Medic: (Healer)


I've only finished the first two classes, but I plan to do the others tonight
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Re: My D&D Campaign

Postby Jackard » Sat Nov 07, 2009 10:47 pm

3.5, eh?

that tells me enough
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Re: My D&D Campaign

Postby theTrav » Sat Nov 07, 2009 10:59 pm

Hey, only briefly skimmed your post, seemed mostly numbers heavy which I'm not really any good with.

A few resources I recommend are:
www.rpg.net forums
www.dragonsfoot.org forums

The latter link is especially useful if you want to try out first ed, which is in some peoples opinions (including my own) vastly superior to the latter editions, but is also far less number heavy (combat happens without mini's or battle maps)

If you wanted to go the other way and make it MORE numbers heavy then you could look at fourth ed.

Finally, a few good systems for cyberpunk/sci-fi role play games are the Traveler series (made by mongoose I think) and of course ShadowRun

Good luck with the campaign.
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Re: My D&D Campaign

Postby SynthesisAlpha » Mon Nov 09, 2009 5:07 am

You seem to have a poor grasp of the math and balance behind 3.5 D&D. Just as a primary example, you use a lot of +/- 1 modifiers to stats, which the game expressly avoids because stat benefits exist only in multiples of 2. Racial flight is strong enough to warrant a level adjustment rather than a stat penalty, and a non-level adjustment race should never have a +4 stat modifier, even paired with two -2s.

What do these skills even mean? Are they usable any time? Recharge time? Uses per day? Classes don't use 2d4 for hit dice, and what does that even mean that your scout has 1d4 + .5 dexterity as hit dice? Your blending skill? That's called a stealth check, and it's an opposing roll, Hide in Shadows vs. Spot, and Move Silently vs. Listen.

Have you read the SRD or the actual core rulebooks? Your grasp of how character classes function seems.... off. If you want to create a core class, you need to work from the ones that exist, giving abilities with comparable power at the appropriate levels. None of your abilities make sense or fit with the way anything in 3.5 D&D actually works. I mean, your classes lack any description, base attack progression, etc.

Please, go into the SRD or your core rulebooks and read up on things. Learn the system before you try to make new things or modifications like this, because this is total crap. Total. Crap.
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Re: My D&D Campaign

Postby theTrav » Mon Nov 09, 2009 5:28 am

Wow... that seemed pretty harsh...

what is the SRD?
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Re: My D&D Campaign

Postby RaptorJedi » Mon Nov 09, 2009 5:30 am

This (probably): http://www.d20srd.org/
<Megagun> FOx
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Re: My D&D Campaign

Postby Onionfighter » Mon Nov 09, 2009 5:38 am

Most of what I know about D&D I learned here: http://www.giantitp.com/comics/oots.html
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Re: My D&D Campaign

Postby lazerdix » Mon Nov 09, 2009 5:47 am

theTrav wrote:Wow... that seemed pretty harsh...


he's right though, man. this campaign would be really broken if you're working with 3.5 as the base.
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Re: My D&D Campaign

Postby theTrav » Mon Nov 09, 2009 6:16 am

lazerdix wrote:he's right though, man.

Didn't disagree with his content, just his style

this campaign would be really broken if you're working with 3.5 as the base.

'sif any system other than 1st ed isn't horrible broken already :P
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Re: My D&D Campaign

Postby Jackard » Mon Nov 09, 2009 6:21 am

4e owns qtiyd
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