3.5 Hollow World

Post/Author/DateTimePost
#1

geekazoid

Sep 26, 2006 22:52:01
Are there any resources out there for HOLLOW WORLD 3.5?
Any plans for official material?
#2

Cthulhudrew

Sep 27, 2006 3:00:22
Are there any resources out there for HOLLOW WORLD 3.5?

Check out the Hollow World page on the Vaults of Pandius. There are some 3.5 conversions of the setting there, most (all?) of which were drawn from some threads here on the boards.

Any plans for official material?

Aside from two articles for the Hollow World in Dragon Magazine #315 and #318, it seems rather unlikely.
#3

havard

Sep 27, 2006 10:14:19
The articles in Dragon were quite interesting. I wonder why noone picked up on those.

Speaking of the Hollow World, one thing I havent come up with a good sollution to yet is how arcane spellcasters should be treated. Should they be given any compensation for the limitations placed upon them?

IMC an ability score of 16 (int or cha) is required to cast arcane spells, though not to access the class. In addition forbidden spells are outlawed as per the Classic D&D version.

Thoughts?

Havard
#4

gawain_viii

Sep 27, 2006 11:57:13
I plan to do the HW as an extension of my Mystara d20 PDF project...

How I'm going to work the spellcasting, is that 16 PR score is required to cast spells (but not take the class)... Wizard and Sorcerer will never be a Favored class, those races which have it.. it will be changed for PC's native to the sub-setting...

Roger
#5

havard

Sep 27, 2006 12:24:25
I plan to do the HW as an extension of my Mystara d20 PDF project...

How I'm going to work the spellcasting, is that 16 PR score is required to cast spells (but not take the class)... Wizard and Sorcerer will never be a Favored class, those races which have it.. it will be changed for PC's native to the sub-setting...

This all makes good sense to me!

Do you think that spellcasters are getting a bad deal though, and perhaps should be recompensated somewhat, at least for campaigns that are set entirely in the HW?

I forget, is your D20 HW project based on the idea that humans get favored classes or not?

Håvard
#6

jakob_pawlowicz

Sep 27, 2006 15:44:18
Speaking of the Hollow World, one thing I havent come up with a good sollution to yet is how arcane spellcasters should be treated. Should they be given any compensation for the limitations placed upon them?

IMC an ability score of 16 (int or cha) is required to cast arcane spells, though not to access the class. In addition forbidden spells are outlawed as per the Classic D&D version.

Just to be precise: it is both Arcane and Divine spellcasters that need a PR of 16 or above to be able to cast spells. According to the Hollow World: Players Guide
#7

gawain_viii

Sep 27, 2006 17:16:55
Yes, Jakob, all spellcasters require a 16+ prime ability (I might reduce that to a 14, to compensate for 3e's lower (starting) average scores)... but only arcane favored classes are removed.

Havard, I hadn't thought about that yet, right now I'm still more heavily focused on KW and a little SC, but just off the top of my head, I'll probably have a Favored Class for each culture to replace any race's "any" or arcane spellcaster options, otherwise a racial fave would still apply... (humans' "any" and elven "wizard" faves would be replaced by a cultural fave, but dwarf retains Fighter)

Anyways, thats just an idea, and I won't be working on that for a few months, at least...

Roger
#8

gazza555

Sep 28, 2006 12:19:05
As it happens the party in my game finally made it to HW last session. I ended the session with them returning to Haldemar, just in time to see the Heldannic warbirds pouring out their liquid fire. In fact we are continuing with it this Saturday.

I did start a 35e conversion of HW's races, which you can find here, there is also a thread on this board, but I'm too lazy to look for it.

There's also this Enworld link as well - which has guidelines on which spells work and which don't.

Regards
Gary
#9

johnbiles

Sep 29, 2006 2:22:09
The Hollow World limits spellcasters enough that I'd suggesting creating alternate spellcasting classes with some extra bennies which natives take and which outsiders could multi-class into. As there's no logical reason why the standard classes would suddenly gain bennies, but it would be nifty to have alternate kinds of spellcasters who have evolved in somewhat different directions.

Here's an idea--

Preservers: Preservers are wizards who learn how to tap into the Spell of Preservation and manipulate and use it for their benefit. It can be used metaphorically to strengthen objects which fit the caster's culture or to repair such objects. It can be used to impose a cultural lockdown on an area, where nothing outside the caster's culture actually functions. It can be used to boost culturally appropriate magics and to defend against non-appropriate ones.

Preservers would thus be greatly valued in any clash of one culture against another.

Another--

Solars: These wizards learn how to tap into the Sun-gate at the center of the Hollow World to amplify their magics. As they rise in level, their spells are harder to save against or dispel and they can easily amplify the effects of spells by drawing more power into them. (Still blocked from using the forbidden spells, though.)
#10

havard

Sep 29, 2006 3:19:15
Wow, those are amazing ideas!

As a way in between, how about creating a path of feats with requirements making them available to HW spellcasters only to simulate some of these effects?

New spells could also be invented to replace those who are lost?

Håvard
#11

johnbiles

Sep 29, 2006 3:38:43
Wow, those are amazing ideas!

As a way in between, how about creating a path of feats with requirements making them available to HW spellcasters only to simulate some of these effects?

New spells could also be invented to replace those who are lost?

Håvard

Yeah, both good ideas.
#12

gawain_viii

Sep 29, 2006 11:32:40
John, are you volunteering to lead the HW portion of my project? It would take a load off of my work (which I don't have time for anyway) and get finished products to the fans faster.

Also, if anyone is a Savage Coast/Red Steel fan, I could use a lead-man to help me out on that too... If anyone's interested, post here, or PM me and we can get the ball rolling...

Roger
#13

Hugin

Sep 29, 2006 15:05:54
Like Havard said, nice ideas John! I really like them. I know there are a few ways to impliment them but I thought of yet another - secret crafts (ala. Glantri's).
#14

geekazoid

Sep 29, 2006 21:13:32
This is great!
Thanks for the useful links!

Here is a link to an older HW thread I think Gazza555 mentioned. LINK

Question...would you even bother allowing psionics in this setting?
#15

havard

Sep 30, 2006 13:46:46
Question...would you even bother allowing psionics in this setting?

As always, the answer to that quesion is, include whatever you and your players want.

If you want psionics in there I'd say the Milennian Oracles are good candidates. The Nithians might also have some psionics in their societies. Gentle Folk might also have them, as could the Blacklore elves.

Håvard
#16

eric_anondson

Sep 30, 2006 16:13:03
Wasn't there a 3.5 Dragon magazine issue on Azcan dino-worshippers?
#17

vgeisz_dup

Oct 01, 2006 16:24:50
Since I am not sitting at home I can't tell you the issue but the article is on the Children of Ka, mainly the Malpheggi Lizardmen. the issue is an april issue about pirates, ninjas, and dinosaurs and has the Oriental Adventures 3.5 update in it and it is about 3 years old now
Hope that helps
Vern
#18

Cthulhudrew

Oct 01, 2006 18:35:41
The issue is Dragon #318. There is also information in Dragon #315 about Defilers of Ka and the Ka-Tainted template (Atzanteotl twisted versions of Ka worshippers, essentially).