Saturday, September 18, 2010

Musing: Paladins

I had made an offhand mention in my first D/D Dwarf entry about paladins being a human only class. As I thought about it, I actually came up with a fairly descent idea as to why that is within the context of the setting.

Paladins are part of the Militant Order of one particular god of good, law, and all that upstanding stuff (as to which god, we'll figure that out when we start hammering out the religion in the game). Paladins are a lot like special forces or the U.S. Marine Corps; highly trained, first in/last out, off doing things that regular armed forces can't handle. The paladins are trained in Ashford Bay, but maintain outposts throughout the Isles. The Order also has a strict "humans only" policy, stemming from their belief that the god they worship only grants divine protection, blessing, and ability to humans (whether or not that is true hasn't been tested, it also means clerics to this god are only human as well due to the same "ideal")

Much like the above mention Marine Corps, while many paladins are out there doing the right things for the right reasons, some think they're much better then everyone else. They have an air of haughtiness to them, they are the best of the best, and many take their oaths of routing out evil to the extreme, making them zealots along the lines of the Inquisition. This makes many paladins assholes, but assholes that fight the good fight, which can make for good characterization.

Thursday, September 16, 2010

Design and Development: Dwarves Part 1

Meanwhile...

Yes, I'm working on two species at the same time, but it's not as difficult as you may think. Whereas the kobolds are getting designed from the ground up, the dwarves are simply in need of an edit.

Our dwarves are not that far removed from the "traditional" dwarf archetype, mixed with a little bit of the Soviet USSR, yes, but still, they're underground dwellers that excel at metallurgy, have magical resistances, and hate goblins. Because of this, all that needs to change from the standard AEC write-up is the flavor to mention dwarves tie to their own clan and a look at Class Limits.

I've mentioned before that I will look at classes for each species based not only on play balance, but on how they fit the world in which we designed for them. Because of this, the standard limits on the classes might not apply as how they do in the "standard" AEC entries.

Now in the AEC, Dwarves may be assassins, clerics, fighters, and thieves. All of which fit fine for the dwarves of Deminar. Fighters and thieves are universal classes it seems, every species has them as they require no special talents/abilities other then skill and talent. Assassins are a necessary evil for dwarves as they fight their on going battles against the goblins, since you need to employ more tactics then standing on the front lines. The dwarves worship the gods and some are blessed with ability because of it, meaning clerics work as well.

Druids, Illusionist, Magic-Users, Monks, Paladins, and Rangers are what is left out then. Illusionists and Magic-Users are out, due to the dwarf's resistance to magic. If they're resistant to magical energy, they probably couldn't tap into it to use it. Druids are more or less restricted to those species that don't worship the traditional gods, which is why only the Lizard Folk have access to it at the moment. Monks and Paladins are restricted to humans for the time being (unless something strikes me later that fits a different species), which leaves rangers.

Would dwarves have rangers?

On the "Yes" side, there's no reason for them not to be, rangers have no special powers not learned by training. Dwarves have a martial archetype, and rangers are more or less a martial class, so it seems to work.

On the "No" side, the rangers abilities mostly stem from training out in the wilderness, yes they can attempt to track underground and have bonuses to some underground races (including goblins), but the wilderness tracking, the bonuses against giants, the stealth, and just the iconic look of a ranger is that of a man of the woods. And if dwarves are mostly tied to their clan and their underground holdings, where would that training come from?

So, rangers on the face right now, thoughts?

Design and Development: Kobolds Part 2

So now that we've established the "idea" of what a kobold is in Deminar, we can take that information, along with its entry in the LL book to start figuring out what abilities it has as a species in terms of game mechanics.

Firstly, we know they're small and fast (due to their kangaroo-like legs), so as that applies to Ability Modifiers you immediately think -1 STR, +1 DEX, a set up shared by halflings. However, there are no playable halflings in the Bluestone Isles, so that might not seem to be a copy right away. After all, what else would get a bonus? They're not hardy, so CON doesn't make sense, nor are they particularly more intelligent, wise, or charming then the other species. Another idea would be to take a penalty elsewhere (say -1 CON), retain the +1 DEX, and then through Ability Min/Max limit STR to say 14 or so. It still gets across that they can't be as strong as a beefy Lizard Folk, but doesn't enforce a penalty that mirrors the halflings. Also, despite their desire to emulate others, I don't think Kobolds are in any way more stupid then other species, they just live life differently, I don't think an Intelligence or Wisdom Max lower then 18 is needed, you can have wise and smart Kobolds, they'll just act like wise and smart members of whatever species they're with. Also, I think their adaptability actually makes them slightly wiser then most, due to their ability to emulate people after observing them for just a little while. Finally, their loose grasp on morality also probably stifles their CHA, as seen by other species, somewhat. I can also, of course, give them a DEX requirement to show that all of their species is more shifty then others.

So, at first pass, we have:
Kobolds
Requirements: DEX 9
Ability Modifiers: +1 DEX, -1 CON
Ability Min/Max: STR 3/14, DEX 9/18, CON 3/17, INT  3/18, WIS 8/18, CHA 3/14

Feel free to weigh in on that.

As for their other abilities, infravision is a given, its mentioned in their monster write-up, and I think I'm going to stick with the image of them having glowing red eyes as well, since it sounds cool and helps explain the lower max CHA. But now we need to see if we can work in their adaptability and unique locomotion into their other abilities and potential saving throw bonuses.

That's for next post though, unless the Ability Modifiers and Min/Max need retooling based on suggestions. After that we'll look at Class Limits and Thief Skill Adjustments and we'll be done!

Wednesday, September 15, 2010

Design and Development: Kobolds Part 1

Before even a single mechanic can go down, it helps to understand the lore of the kobolds in our setting. The idea behind them is something that we've had for a long time and something I'm quite pleased with if you forgive the ego in that.

Kobolds in Deminar are NOT draconian, nor have any dragon heritage, instead they embrace their "dogmen" roots and have much more in common with them. They are not, however, simply anthropomorphic dogs, neither in look or personality.

While kobolds do have canine like faces and are covered in short fur, there are some fundamental differences in their look. First, the males have two small vestigial horns on top of their heads. Second, all kobolds have enlarged feet that rest at an angle, like kangaroos, and also have long thick tails to support them. Because of that, they have the them hopping gait of a kangaroo and sometimes even maneuver around on all fours, especially in tight places.

Personality wise, kobolds yearn to be accepted by all other intelligent species. They are much like rats, found everywhere civilized species are found (including goblin and dwarven holdings). Their doesn't seem to be a settlement, no matter how small, that doesn't have atleast one kobold in it. However, unlike rats, kobolds are not seen as pests (atleast, not by everyone), because in their bids to fit in, they'll accept any role assigned to them. They often have the lowest jobs, charcoal burners, rat catchers, sewer cleaners, all which they take with pride, because they know this means they are part of society. Kobolds emulate the dress style and mannerisms of those closest to them, and many a kobold hero was born after listen to adventurers tales while serving tables and decided he needed to join a party as well.

Kobolds have an odd sense of species unity as well. Where as in most mixed settlements, such as Ashford Bay, you would find places that would be considered a gnomish district or lizard folk district (much like ethnic subsections in a city), there are no gatherings of kobolds. As far as anyone knows, kobolds don't gather into settlements on their own and only live among other species. Sure, some kobolds may live together and small groups may gather socially, but they don't seem to gather together into communities, perhaps due to their desire to fit in with others, there would be no guidance among a large group of kobolds on how to act. However, kobolds are fiercely protective of each other if they feel threatened, to a frightening degree. A single kobold harassed in a town may draw no repercussions, but someone purposely targeting all kobolds in a town may find the entire kobold population in the town (and several nearby towns) at his home at night, carving up his family without remorse and gleefully dancing around the house they just set on fire with the offender still tied up inside. Horror stories exist of kobolds attempting to integrate themselves with early gatherings of humans and goblins while they were still recovering from The Sorrow. These kobolds were killed for fear of attack or perhaps as food for the surviving masses, only to have a great horde of kobolds descend from the darkness and slaughter every man, woman, and child and simple disperse again calmly. These claims may be exaggerated, but always sits in the back of the minds of any settlement who thinks about driving out their local kobold population.

So, interesting take on a race?

Now, how to work that information into crunchy bits for a species write-up?

Sunday, September 12, 2010

Design and Development: More Species Love

With the history section sort of waffling in my mind and not clicking as well as I'd like, I've turned my attention back to the Species section of Chapter 1.
Now, I've already established which species are going to be in the book and I finished off the write up for Lizard Folk, so what does that leave us with?

Well, first we have three species that are already in the AEC; humans, dwarves, and gnomes. For the humans, I just have to tweak a few sentences to make them fit in the Isles. Dwarves only need a similar flavor text revision and a look through and revision of the Class Limits (something that will be its own series of posts I'm sure) and the gnomes are going to be handled by Sean (I don't know if he knows this yet, but they really are his baby, and he only needs to do the same thing I'm doing with the dwarves). So that only leaves one species to write from the ground up, the kobolds.

The kobolds have become somewhat of a fan favorite among the D&D community over the past several years it seems,  maybe due to fond remembrance of facing so many across so many low level games, or just an undercurrent of wanting to see the lowest of the cannon fodder raised to something better, people just seem to like kobolds and admittedly, so do I.

So, coming soon will be the ideas/discussions/builds of the kobold as a playable species.

Thursday, September 9, 2010

Musing: Plane Names

Just a quick thought for tonight:

What about using "Realms" instead of "Planes" with a more looser naming convention instead of "The Elemental Plane of..."

So:
The Water Realm
The Air Realm
?The Life Realm? (For Positive Energy)

etc.

It sounds a little less "scientific" then the default names used in later D&D editions and I think fits the theme of our setting better.

Just a thought...

Tuesday, September 7, 2010

Musing: Going Narrative on the Timeline

Back again after another small hiatus (anytime I delve into campaign creation I lose the ability to focus on other stuff it seems...), but still thinking, even if not posting.

I think in the end, it's best to go with a more narrative form of history for the Player's Guide, rather then the strict timeline I presented earlier. The timeline works well for DM's, it makes a quick reference, especially when slotting in their own events as well as cross-checking history we reveal in various other modules and sourcebooks (and therefore will be a good reference for us too!).

A narrative style, I think, is more friendly to player's and presents itself in more of a useful fashion as something players and characters would know. That being said, I don't think it will be written "in world" by like a scholar or something. Full in character chapters seem to be more of a later RPG thing and robs some of the old school feel, I'm not ruling out using quotes here and there that are "in world" but I'll be avoiding the "in world" fiction and chapters that populate some later RPGs, gotta keep the feel right!

Now to go about finishing and rewriting the history section...