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Witchcraft d20

Started by Hibou, December 10, 2006, 12:40:47 PM

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Hibou

Thanks for the encouragement, snakefing. It's definitely going to be a long process.

Yeah, I might make it open game content, at least what will actually be my own design.
[spoiler=GitHub]https://github.com/threexc[/spoiler]

SDragon

Quote from: WitchHuntElf Haters, Historians, and Critics

One should know that there will likely be found within a host of cliches, historical inaccuracies and things not all that feasible.


isn't the whole idea based on a historical innacuracy, though? if you were going with real-world history, then i would feel comfortable picking out things i thought were historical innacuracies, but since the very premise is a historical innacuracy, what's the point in picking out events and saying they didn't ever happen?

in comparison, stating that "this never happened, much less like that!" would be akin to saying "a halfling child could never slay a black dragon, much less a lone halfing child using a sword made out of the down of a golden goose!".
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Hibou

Historical inaccuracies I am referring to are specifically tied to humans and the misconceptions people have about the way people lived, the way government worked and the way different social classes, races, and genders were viewed. I apologize, I should have been a little more clear. While I will try to fix some of the problems, I won't fix all of them, but regardless you can be sure that Witchcraft d20's design will look a lot better for a more accurate medieval setting. The medieval "qualities" that I will be using also may or may not necessarily apply to the nonhuman races. Generally, you can expect each nonhuman race to display maybe one or two "familiar" points, while opposing or having alternatives to the rest.

I should also probably clarify that this isn't set in the real-world; rather, Witchcraft d20's eventual accompanying setting will be a fictional world that only looks like Medieval Europe.

On a related note, one thing I thought would be interesting for people to know is that I'm re-implementing strength (and depending on the weapon, dexterity) requirements for weapons in order to properly use them. These won't be terribly high, but will be enough to reflect the fact that some are very difficult if not impossible to wield without the proper physical attributes (bows, for example, while they might naturally require a little dex, they'll also require a fair bit of strength depending on their size). The common longbow might require 12 strength to effectively pull, while the bow of a giant might require 19+.
[spoiler=GitHub]https://github.com/threexc[/spoiler]

Matt Larkin (author)

It sounds like you might want to factor strength into all bows the way D&D does for composite bows, then.  That is to say, the bow itself has a STR score, and you need that STR to use it.
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Hibou

Quote from: Phoenix KnightIt sounds like you might want to factor strength into all bows the way D&D does for composite bows, then.  That is to say, the bow itself has a STR score, and you need that STR to use it.

Aye, I'm going to be doing that. There'll be a fair number of weapons that will have pretty low requirements, but when you get into the bigger weapons the strength requirements will be higher (such as the bigger bows, warhammers, and bastard swords). I may even add the ability to wield certain two-handed weapons one-handed with the right amount of Str/Dex. Such an option would replace things like the whole bastard sword wielding thing (can wield it two handed as a martial, but gotta get EWP to wield it one-handed) and might add that opportunity for a few others.

EDIT: Now that I'm home, I can devote more time to working out the system changes and additions, and you can probably expect some actual useable material to be posted by the end of the week.
[spoiler=GitHub]https://github.com/threexc[/spoiler]

Hibou

Some updates. The Warrior class's prototype is now complete and can be found under the "Complete Classes" section, while the Knight is on the way. Several notes about new and/or optional rules are found in the House Rules post.
[spoiler=GitHub]https://github.com/threexc[/spoiler]

Hibou

Scrapping the Warrior. The Adventurer (name pending) will now be both an effective warrior, a skilled individual, or a mixture (the class will have decent customization options). Knight's first prototype is now up, however.
[spoiler=GitHub]https://github.com/threexc[/spoiler]

Hibou

The Adventurer prototype is complete, and can be found under Classes.
[spoiler=GitHub]https://github.com/threexc[/spoiler]

Matt Larkin (author)

The adventurer looks interesting.  I've seen and done some experimenting with customizable classes before; it's always tricky.  One thing I would say is that the jump from d10 to d12 is probably too high.  It results in an average of an additional 1 hp.  The jump is the same as the jump from d6 to d8, or d8 to d10, so arguably it should cost the same increase (I'd say 2 points for each jump, or stick with the same pattern, but go 3, 5, 7).

Neat ideas ;)
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NEW site mattlarkin.net - author of the Skyfall Era and Relics of Requiem Books
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Hibou

Thanks :). Yeah, a lot of the mechanics still need to get a good second observation, and I'll need to do some playtesting with various things as they come into play later on. But I'm glad it looks pretty good now :)

EDIT: And I just realized that I didn't put the Oath of the Dark Knight in for the Knight class... durrrrrrrrr...
[spoiler=GitHub]https://github.com/threexc[/spoiler]

Hibou

Updates for Skills and Magic. No crunch for those sections yet, but it's coming soon, and I've got the ideas up for what I'm going to do up. I'll also be throwing up the missing Oath of the Dark Knight for the Knight class and changing the entries for the complete classes that include skill lists by the end of tonight. :)

EDIT: For those actually wondering what progress is on Witchcraft d20:

-The Sorcerer is underway and ideas are being solidified for the Medium and the new Druid. The Druid is going to take a new twist and will probably now feature a fair number of the Necromancy and Transmutation spells that were once only found in the books of wizards and the souls of sorcerers. There are officially now only seven classes for the system.

-Working out changes to spells, such as changing healing spells from Conjuration to Necromancy. Also working through spells to determine which of those that once had Lawful or Chaotic descriptors will be changed to fit the 3-alignment system, and which will just disappear.

-"Generic Magic" is slowly being worked out.

Those are the most notable things going on (unless I'm forgetting something). Progress is fairly slow because of school and planning for house parties and other events. Until next time. :)
[spoiler=GitHub]https://github.com/threexc[/spoiler]

Hibou

Ok, due to some new changes, the Adventurer class has been scrapped (there's really no need for it), and the Warrior will return. For those of you I haven't been talking to it about constantly, I'm trying to get a hold of Shadowfoot on the D&D boards to ask if he'd mind me making his Witch class an "official" class for Witchcraft d20. If this happens, the Medium is gone, leaving the Warrior, Knight, Hunter, Druid, Sorcerer, Harlequin, and Witch. If.

Questions, comments, concerns, inquiries about the setting, etc., email me at bluehigh38@hotmail.com, PM, or post here.

:)
[spoiler=GitHub]https://github.com/threexc[/spoiler]

Wensleydale

This is awesome, man. I'm extremely interested in the Medium, hope you don't scrap it.

Hibou

Well, I may keep it, but if the Witch class is allowed by Shadowfoot, then it basically can do everything the Medium can depending on the options one chooses. That and the general description for the Witch class is totally what I had meant for Witchcraft d20. Perhaps I will keep them both though :)

EDIT: Check the Witch out  here.
[spoiler=GitHub]https://github.com/threexc[/spoiler]

Hibou

Well lookie here, an update! I know I haven't been around much and it seems like Haveneast died shortly after it began, but I'm always working on my settings in some way (usually in my head). And on a note related to the setting, I've decided I'm going to be even crazier than I already am and cut two more classes: the Druid and the Sorcerer.

The Witch is still there and is now the only core spellcasting class. Druid, Wizard, and some others will make appearances in the form of PrCs, while I plan to possibly do something else with the idea of the sorcerer (maybe an inborn talent similar to the Spellfire power of FR). We'll see. Spontaneous casting is also going to be a general feature of casters as well (except for the Wizard, who I plan to make unique in that it'll be the only class that can prepare spells ahead of time, and get extra bonuses to their spells' effects that could only happen by preparing).

Peace!
[spoiler=GitHub]https://github.com/threexc[/spoiler]