Demon wars saga dd campaign setting pdf downloadable






















Thursday, October 28, Eberron. Wednesday, October 27, Aliens Vs Predator. Sunday, October 24, Oathbound. Thursday, October 21, Founders of Roleplaying: H. Wednesday, October 20, Avatar the Last Airbender. Monday, October 18, Demon Wars. A Tale of the Coven - 1. Homecoming - 2. Homecoming - 1. Vengeance of the Iron Dwarf. Companions Codex - 3. Rise of the King. Companions Codex - 2. Night of the Hunter. The Companions. The Coach With Big Teeth. The Last Threshold. Neverwinter - 4 Forgotten Realms.

Charon's Claw. Neverwinter - 3 Forgotten Realms. Neverwinter - 2 Forgotten Realms. The Sentinels. Stone of Timora - 3. Neverwinter - 1. The Bear. Saga of the First King - 3. Realms of the Dead: The Haunted Lands. Forgotten Realms. The Shadowmask. Stone of Tymora - 2.

The Ghost King. Transitions - 3. The Dame. Saga of the First King - 2. The Pirate King. Transitions - 2. The Stowaway. Stone of Tymora - 1. The Ancient. Saga of the First King - 1. Realms Of War. The Orc King. Transitions - 1 Forgotten Realms. Crimson Shadow. Road of the Patriarch.

The Sellswords - 3 Forgotten Realms. Comrades at Odds. Promise of the Witch-King. The Sellswords - 2 Forgotten Realms.

The Two Swords. The Hunter's Blades - 3 Forgotten Realms. The Highwayman. Paths of Darkness. The Lone Drow. The Hunter's Blades - 2 Forgotten Realms. Second Demon Wars Saga - 3. The Thousand Orcs. The Hunter's Blades - 1 Forgotten Realms. Second Demon Wars Saga - 2. Attack of the Clones. Star Wars. That Curious Sword. Sea of Swords. Paths of Darkness - 3 Forgotten Realms. Second Demon Wars Saga - 1. Servant of the Shard. The Sellswords - 1 Forgotten Realms. Bastion of Darkness. The Chronicles of Ynis Aielle - 3.

DemonWars Prequel. Vector Prime. The Spine of the World. Paths of Darkness - 2 Forgotten Realms. The Demon Apostle. DemonWars Trilogy - 3. The Accursed Tower: Adventure. The intro fiction helps set up the setting, but knowing the novels at least the first helps much more with getting the feel for the setting.

The classes seem to be on par and definitely not stronger than DND classes. There are the lists of gems, magical properties, and a list of magic items. Otherwise, give it a pass. If you plan to use the setting you will probably want to get some of the other game books as well. I believe they have prestige classes and other geographical information for the world. The corebook has just enough information to get you started. Good luck whatever you decide. And, yes, it does get crazy, but I usually don't play into very high epics, so I haven't seen it too much though I have seen it, even at lower levels , but I've also altered a few of the aspects of system in minor ways to balance it a bit.

However, most of my balancing comes from adding in other systems to level things off. Re: Domriso's Massive Homebrew Overhaul Compendium Alright, I finished all the different summaries now, so it's about time to go ahead and tear into some of the ideas I have.

I'll start with Technology, because that's what I've been focusing on over the past few days. Now, as I stated in the summary, the Craft skill seems to work pretty good as is, at least in terms of daggers.

Would it work as well with other objects? I'll need to do the math with them and see. My biggest complaint thus far is that I needed to highly optimize my Dwarf to be able to spit out daggers so quickly.

The prices of most of those things seem vastly out of proportion to other prices. After reading Grain into Gold , I have come to view the prices presented in the Player's Handbook as a bit So, as of now, I have the big issue of revising how the Craft system works based mostly on the fact that it appears that most goods in the Player's Handbook are highly overpriced.

I'm still looking into other sources to see if I can find other good information, but as of now, that seems to be the biggest problem. Putting that aside, I've been working more on how exactly technology would work. I can see a couple of possibilities, but first, let's discuss technology in the real world. I'm doing my best to base my assumptions on good information, but I can't necessarily say that I am correct. As such, any corrections people might have for me would be highly appreciated, because I would like this to be as realistic, while still streamlined, as possible.

From what I can tell, technology in the current age is rarely built by a single person. Usually, the most human interaction comes into it is designing new things, manually installing certain parts of objects which are not mass-produced, and manually installing parts of things which they want to be better than mass-produced.

I simply mean that they do not require mechanical precision to create, and as such still require human labor in today's day and age. Such things could be putting a shower in a bathroom, siding a house, flooring a room, building a house, fixing a radio, and many, many other things. This isn't to say someone couldn't make a whole bunch of electronic things all by their lonesome; just that it doesn't usually happen, and for a number of good reasons.

For one, most electronic parts are so incredibly small, a human probably couldn't reliably produce it with any skill. So, in other words, in an electronic-based setting, technology works best when in the hands of machines. Ignoring the fantasy aspect for the moment, two major possibilities jump out at me for how automatons work automatons, from this point forward, meaning machines built to build other things, but which do not possess their own sentience.

One is that a full-scale factory is, in essence, the same thing as an alchemist's lab, giving the crafter a bonus to their Craft checks equal to some amount, and which certain things cannot be crafted without said factory. Then there's two, that the automatons actually can make their own, very specific Craft checks, which they can reliably do for long periods of time, so long as they have power.

It seems to me that either option could work, but I like the second option better. Well, it seems a bit more elegant, first of all, but also, this type of system allows for automatons to work by themselves, and also allows magic to work on them in interesting ways.

So, to begin with, whille trying to create an electronic-based setting, the Craft skill will work, but we need to include a new type of object which can be Crafted, namely, the Automaton. Here's my write-up of how it will work in terms of game mechanics. Automatons: An automaton is a device created with a single purpose: to make other objects extremely efficiently. Automatons have no sentience or will; they are objects, pure and simple. Every automaton, when made, is assigned a single, specific purpose for which it exists.

This can be as simple as "split these pieces of wood into 2x4 planks" or as specific as "solder an object in [position X] every 3. An automaton will carry out its given task adequately so long as power is provided to it. Every automaton is immoveable, though it may and likely must possess moving parts to perform its task. In essence, when provided power and materials, an automaton will perform a Craft check at a predetermined rate often in the number of rounds or minutes.

The automaton, by its nature, constantly takes a 10 on its check, as its mechanical precision is not guided by intuition, but cold, hard data. Additionally, each automaton is assigned a certain modifier.

This modifier is a bonus added to the automaton's Craft checks. More efficient machines possess higher modifiers, thus allowing them to create more difficult products, and to also produce lesser products of a better quality. Creating an automaton with a modifer costs [X; will fill in later] gp per modifier.

Every automaton has a chance equal to their Craft modifier of attaining a complication. Most often, complications will not result in any serious problem, but they can pile up, and if an automaton ever possesses five complications at one time, they become unsafe. Unsafe automaton's possess some form of major complication that can seriously damage products produced by said machine, but also harm the machine itself, or the people operating it.

A minor complication can be fixed usually by simple maintenance often involving a few hours work, and subsequent downtime , but many are often so minor as to be overlooked. A major complication requires several days downtime to identify and fix a problem. It is possible to install a subsystem to monitor for complications which arise, but otherwise it is dependent upon the automaton's operators to notice complications.

Minor complications often require a DC 20 Perception check to notice, while major complications are almost always very obvous, such that a DC 5 Perception check is enough to notice them meaning, unless the operator is severely distracted or just not paying attention, they'll notice them.

Finally, automatons can be created to work together, allowing an assembly-line style process, but such a creation requires more efficient design, and hence an increased Craft DC for the automaton.

Re: Domriso's Massive Homebrew Overhaul Compendium just one: EDIT: Make that two, Biotech was actually something someone else thought up a while back, found here , though that is an entire campaign setting so it's still in the works. Last edited by EdroGrimshell; at AM. Quotes Spoiler. Originally Posted by GFawkes. You didn't poke fate with a stick. You set fate on fire, then whacked it with a 2x4 several times.

Originally Posted by blackwind1kaze. Extended Signature. And considering I already am in love with your geomancy system, seeing how the others will work will be amazing! I especially will be looking forward to your star magic system. I love the idea of star magic, it just has always invoked a more Also, you have played with True Sorcery? How much work would you say it was to play with?

I love the concept, but it seemed like it would be daunting in practice. It should be interesting to see how my mind takes it once I let it. In terms of True Sorcery, it is quite daunting. Getting used to the system really involved me reading the pdf several times over, and the running a few practice sessions with some friends.

After that point, I had a pretty good idea of how to use it. My friend played a Wizard in my last campaign, this being the Wizard I altered to use the True Sorcery system, and he eventually got to the point that he could come up with spell effects on the fly, and work out the DC in a matter of minutes. It was fairly impressive.

So, my advice if you plan on using True Sorcery is, make sure everyone who is going to use it knows the system enough to make their own effects. That'll make things go much smoother. Since this is a thread mostly for my homebrewing, I'll be detailing most of my random thoughts as they come, so you can now see why I have so many unfinished subsystems the answer is, obviously, that my mind has too many ideas to focus on one for too long.

That being said, it is time to look at The concept, the implementation, the fluff I've never had a chance to play a Binder, but the entire thing still makes me all sorts of happy. That being said, since I haven't used it ever, I didn't think about it for a good long time. It eventually led to me adapting the Binder into my own version of the game, and having all sorts of fun. The final part of my recreation of the Binder was going to involve recreating the Vestiges, making them fit my campaign world, but more importantly, updating them with the additional and, in my opinion, fun content that Secrets of Pact Magic introduced.

But, as I did so, I noticed something. The core Vestiges are kind of lacking. Let me explain. When I say the core Vestiges are lacking, I mean that when I look at the Vestiges, particularly the higher level Vestiges, I can't really see a reason that they are so high level, other than that they provide more blanket immunities and such.

You look at Acererak and, while it's powerful, it could easily be a 1st level Vestige if some of its abilities were just toned down and made to scale. In fact, all of the Vestiges are like that. So, that's where I am now. The rest of this post will involve my intended procedure for recreating the Vestiges how I desire. Wizards did release a couple of web documents detailing how to make your own Vestige found here and here , respectively , but I didn't find them terribly helpful, to be honest.

But, they might help others, so why not spread the love? Basically, I boil down the abilities the Vestiges grant into the following categories spoilered for your benefit : Spoiler.

Proficiencies: Several of the core Vestiges grant proficiency with some kind of weapon, series of weapons like different types of axes or bows , armor, or shields. I am currently in the process of revising the weapon proficiency rules, so this might change, but as it stands, I have no problem with this. Feats: A lot of the core Vestiges grant feats of some kind. Due to my games using a scaling feat system, bonus feats are never granted, under any circumstances.

So, these are out. Skills: Another common ability is a bonus to certain skills, and sometimes granting the ability to use certain skills untrained.

Yes, please. I really like this mechanic, mostly because I very much dislike abilities that can be used only a certain number of times per day, so these are some of my favorites.

Oftentimes, these abilities are spell-like abilities, which I don't like as is probably evident, I don't use the Vancian system, so spell-like abilities no longer make sense as a category of abilities , so I'll probably alter these somewhat, especially to make the Vestige's scale. Constant Abilities: These are, as they sound, constant abilities that are active while bound to a Vestige.

Things like deathwatch, featherfall, and the like are all possibilities. Natural Weapons: Sometimes a Vestige might grant you natural weapons, and sometimes they actually grow in power as the Binder increases in level.

Class Abilities: There are also some Vestiges that grant the abilities of other classes to the Binder, like Poison Use, Sneak Attack, Sudden Strike they have a love relationship with sneaky characters, apparently. Miscellaneous: These are all those other abilities that pop up and don't really fit the trend. Newly made abilities Ricochet was my favorite , summonable companions, summonable armor or weapons, different movement speeds, and other things, the miscellaneous abilities are often the most interesting things given to Vestiges.

It's usually quite short. This is the explanation of why the Vestige is the way that it is, and perhaps why it is a Vestige. Everyone knows that the "sages" love speculating on everything and everything, given even just a small thing debate about. Kinda easy, ya know. Requirements: This is the special addition to the Vestige ceremony which the Binder must accomplish to summon the Vestige. In the core, this was known as a special requirement, and not all Vestiges had them, but I like the idea that all Vestiges have their own special requirements.

They don't need to be big, but it makes the ability to ignore certain Vestige's special requirements that much better. Manifestation: The big ol' shiny Vestige itself, presented in illusory form for your player's enjoyment. I recommend making this all sorts of screwed up, and also making it a fun roleplaying experience.

Some Vestiges have abilities which can only be used if their sign is shown. Personality Influence: Another big aspect of the Vestige, this is the really fun roleplaying aspect that Binder's who fail their Binding check receive. These are some of the best parts of the Vestiges, and why I like my Vestige's having higher binding DCs translation: 'cause I'm evil. Favored Enemy: Not to be confused with the class ability of the same name that the Ranger possesses, this is a type of creature which the Vestige has a certain hatred for.

Some Vestiges or class abilities can reference these, but they most usually simply influence roleplaying by having the Vestige push hating them. Note, these need not be specific.

Some could be very broad, like Sorcerers or Females, but others could be more specific, such as Kobold Fighters, or Lammasu Prostitutes. This should likely be inferred based on the legend. Honored Ally: Just like Vestige's possess favored enemies, they also possess certain types of creatures which they have a particular love for.

This is pretty much the exact opposite of the Favored Enemy, but uses the same idea as the Favored Enemy. This is the crunchy part of the class. Again, I intend to overhaul this aspect, so we'll focus on it more later. It adds a special, extra-powerful ability in which can only be attained if the Binder succeeds on their binding check by at least 10 higher than the DC.

This is, coincidentally, how I intend to balance some of the more interesting abilities of Vestiges. The binding DCs of the Vestiges which should be more powerful in the normal way, will have higher DCs, so low-level characters will routinely fail. This won't make the binding process fail, but will make too-low level Binders almost always be under the influence of the Vestige, and they won't get the Capstone Ability.

There are always exactly four ways to gain a tactical bonus, and they are things like "Move underwater," "Fight within 5 feet of a Hobgoblin ally," or "Escape shackles, bindings, or other restraint. They literally just become better when they do it.

For an example, check out Lord Fluffybottoms , a Vestige of mine recently created using this template. I was actually fascinated by the claim that Wizards actually made a completely accurate depiction of binding in their system. It was good stuff. Also, I like what you want to do with it. Hopefully you do not get overwhelmed by your work! A lot of my ideas have been in the making for a very long time. I really need to stop thinking of these Alright, this is a kind of random idea which just occurred to me, sort of a possibility for a social system of rules.

Now, I've heard of such systems already existing, though I've never read one myself. So, here's my thoughts thus far, after half an hour of concept. Basically, I'm thinking of a system in which you are constantly attempting to gain the upper hand over the other person. This can be accomplished via subterfuge, direct debate, intimidation, manipulation, and otherwise. Honestly, I picture it in a kind of token-style "combat," where gaining certain bonuses can let you have greater control over another's actions.

Anyways, my whole idea on this matter is that gaining enough "tokens" over another person allows you to make them do things. Perhaps having a lot of one kind of token just lets you pull crazy stunts without getting them angry, another gets you the ability to have deals, another might get you benefits, maybe a fourth could get you information.

I was also thinking of possibly having an extreme result allowing you simple "mind control" or the like. Any ideas, concepts, concerns? Thoughts in general? Hey, look! A small update! After much deliberation, I've decided that creating a modular d20 based system, like how Mutants and Masterminds does it, would be a much better thing to do now, before I get too far into my own projects.

To that end, I'm going to start off reverse engineering the d20 system. So, we have ability scores. That's pretty basic, and thus a good place to start. First and foremost, my goal in reverse engineering the d20 system is: 1 to make the game more modular and customizable, but also; 2 to make the game better capable of reflecting real-world people. Once the second of these goals is satisfied, I'll be able to add on more mystical things, so that the game can be interesting for all manners of play.

Back to ability scores. One thing that always bugged me about ability scores is that a normal human being would likely have all 10s and 11s, and maybe a 12 somewhere in there. However, there really isn't much of a mechanical difference between a 10 and an 11, except for Strength, which alters carrying capacity. An idea approaches. So, first off, my assumption is that all normal people will have 10s or 11s in their ability scores. I'm not altering that. Instead, I want to make every ability score do something interesting at each new point, like how every increase in Strength increases ones carrying capacity.

Here's what I've come up with: Strength: Influences carrying capacity. Haven't really changed this much. Dexterity: Determines movement speed.

A Medium, bipedal creature has a speed equal to 3 x their Dexterity score per round. So, most humanoids have a speed of 30 feet per round clever, aren't I? Quadrupeds have increased speed, different sizes will have different modifiers Small creatures only get 2 x their Dexterity score? Now, obviously this has consequences on the game.

First and foremost, changing the movement like this makes the "5-foot square" mechanic a little messy. How do things translate? To be perfectly honest, I'm not quite sure yet, but I'm not going to let a little thing like making the game less miniature happy stop me. Constitution: Determines how long a character can spend fully exerting themselves before they become tired.

In essence, a character can go all out for a number of rounds equal to their Constitution score before becoming fatigued. A full minute of rest automatically resets the countdown, but taking a full-round action can also reduce the stress. By taking a full-round action doing nothing but "taking a breather," a character can restore a certain amount of their score, probably a round, maybe this can be increased somehow? Not sure on that part yet. Wisdom: Wisdom was the easy one. Taking a long standing idea from a variety of places, every character has a Sanity score of 5 x their Wisdom score.

Sanity can be lost in a variety of ways, usually from seeing eldritch abominations from beyond time and space but also horrors closer to home. This is nothing new, and need not be used in all games, but carrying capacity can be ignored as well, so I'm okay with that. Tagged with: dc fumetto marvel. Salvatore e Ed Greenwood - un dialogo tra noi riguardo gli autori vyrnil replied to Sly93 's topic in Libri, fumetti e animazione. Molto bella era la serie del Dragonslayer ambientata a Mystara Dunque provo ad aggiungere qualcosa



0コメント

  • 1000 / 1000