Post/Author/DateTime | Post |
---|---|
#1zombiegleemaxJan 31, 2006 21:44:04 | Hi, would anyone know where I could find a copy of the Mystara game world book? I keep seeing all these additions for Mystara but cant find the AD&D core book. Any help would be appreciated. Thanks |
#2thorfJan 31, 2006 23:19:10 | They never actually released a core book as such for Mystara, under any rules set. The closest thing to a core book for AD&D would be the Karameikos and Glantri boxed sets, but they basically just deal with their own respective countries, not the whole setting. |
#3havardFeb 01, 2006 2:08:39 | They never actually released a core book as such for Mystara, under any rules set. The closest thing to a core book for AD&D would be the Karameikos and Glantri boxed sets, but they basically just deal with their own respective countries, not the whole setting. Karameikos, Kingdom of Adventure actually works well as an introduction to the entire game world IMO. If you pick up the Joshuan Almanac as well, you will get more detail to the rest of the Outer World. You might also want to take a look at these downloads available from paizo at 4$ a piece. A Gold mine of information on Mystara IMO. Håvard |
#4agathoklesFeb 01, 2006 2:44:03 | If you pick up the Joshuan Almanac as well, you will get more detail to the rest of the Outer World. OTOH, the Poor Wizard's Almanac III is already AD&D, and covers a larger area (IIRC, Joshuan's Almanac ignores the Hollow World). You might also want to have a look at the Savage Coast campaign book, which details one of the three subsettings (the others being the Known World and the Hollow World), since at least some character kits and races are widely reusable in AD&D Known World at least -- the Lupin and Rakasta races, unless you have the DM articles that detail them, and most kits, with the exception of those that are SC-specific, like the Inheritor, the Honorbound or the Webmaster. |
#5havardFeb 01, 2006 4:02:56 | You might also want to have a look at the Savage Coast campaign book, which details one of the three subsettings (the others being the Known World and the Hollow World), since at least some character kits and races are widely reusable in AD&D Known World at least -- the Lupin and Rakasta races, unless you have the DM articles that detail them, and most kits, with the exception of those that are SC-specific, like the Inheritor, the Honorbound or the Webmaster. Agreed! This material can also be downloaded for free at: http://www.wizards.com/default.asp?x=dnd/dnd/downloads Make sure to check out the material both under the Mystara and Savage Coast headings. Håvard |
#6zombiegleemaxFeb 01, 2006 18:05:55 | Thanks, for helping me out. I didn't know that there wasn't a Mystara "core" book. I quess that explains why I couldn't find one. I'll check out Karameikos, and the downloads. |
#7sbwilsonFeb 01, 2006 21:29:48 | This actually brings to mind an interesting question: Are new folk to the Mystaran setting put off by the lack of a core book? Personally, I don't think a core book would work, because by its very nature it would have to leave a TON of information out. Of course, even if you did put all the gazetteer info into a huge tome, there would be all the contradictions that us Mystara fans love to fiddle with to make each of our campaigns unique. So, is the amount of information (scattered over so many sources) too intimidating? If you had the chance to create a core rulebook, what would you put in it? |
#8havardFeb 05, 2006 13:11:11 | This actually brings to mind an interesting question: Are new folk to the Mystaran setting put off by the lack of a core book? Good questions Steve! I think it is a shame that there never was a Mystara Core book, especially because it would make it easier for newcomers to learn about our setting. But you have a point that there are many problems involved if putting such a tome together, especially the hard choices about what to include. I think it would be a good idea if a core book went to a great detail about one area/country, say Karameikos. This would be neccesary to make sure the book wouldnt be just a collection of vague references to every country on Mystara, but actually something a new GM could pick up and and use to start playing. So K:KoA isnt too far off the mark, only they should have called it The Mystara Campaign setting, and should have made it a bigger, book. Beyond the stuff on Karameikos, emphasis should be IMHO on the Known World countries, providing say a one page description of each of those countries, and then a much more vague description on areas beyond that, say 1 page on the Savage Coast, 1 page on the Alphatian Sea region and 1 page on the Hollow World. Although K.KoA handles it pretty well, the Mystara Core Book should include great detail on the most common immortals and their churches, as well as some information on Wizardry in the Known World. I think the above was a complicated way of saying that if they had packed together K:KoA and the atlas section from one of the PWAs and a few essential bits from WotI that would have made a good Mystara Core Book. Comments? Håvard |
#9jtrithenFeb 05, 2006 23:43:29 | .... So, is the amount of information (scattered over so many sources) too intimidating? If you had the chance to create a core rulebook, what would you put in it? If I had my wish fulfilled to create such a book, a quick outline of what I think would be important in it is below (just brainstorming here, of course, and I'm sure I forgot some stuff, and didn't go into as much detail as I might like if I took more time). I love making lists and doing research, and an undertaking like this would be an enjoyable one (like many Mystaraphiles). Of course, this would probably be a 300-plus page book, so would be pretty daunting (how big is the Rule Cyclopedia, and how big are most 3.5 rules books these days, anyway, in comparison?). Has anything like this been done before that has comprehensively covered an old game world in such detail (like Greyhawk)? Obviously, all game world books tend to take in recent history as much as possible, right? Mystara books usually outline the countries in AC 1000, and like those, this one could do the same and then have additional blips about near-future (and further?) timelines (e.g., WOTI). But, I would certainly enjoy an overview of all the countries and regions. Some of the more important ones (Karameikos, Thyatis, and some major ones in the "sub-settings" would get more space, of course). And then some additional general political commentary about how they get along could be added, maybe in the 'Themes' section below, in addition to summaries in each nation's outline under the 'Gazetteers' section. I'm sure some of the section headings could be renamed better. Please edit or submit ideas (I'm curious what others think). Of course, I think only canonical materials (TSR/Wizards of the Coast published) should be used, and depending on the rules slant, probably including additional AD&D and 3.5-related stuff in the Appendix I listed at the bottom (this would be a helpful list I think, referencing all materials ever published). I. Introduction (What is Mystara?) II. Overview (planetary geography, cosmology and the multiverse) III. PCs (Races and Classes) IV. Equipment V. Magic VI. Gazetteers (each section broken down with people, places and things, culture, groups/organizations, and even a small section with monsters particular to a region) [INDENT]A. Known World (50%) B. Savage Coast C. Hollow World D. Other Regions and sub-settings (Tall Tales of the Wee Folk, Top Ballista, The Sea People, Night Howlers, Voyage of the Princess Ark, Pandius, etc.)[/INDENT] VII. The Immortals VIII. Dungeon Master Material [INDENT]A. Themes of Mystara B. Adventures or Scenarios[/INDENT] IX. Appendix: All things Mystara X. Index And, what about the rules, and which ones should be used? If this were a fan-based publication, which it probably wouldn't be because of copyright issues, many fans probably would LIKE OD&D references, maybe along with additional 3.5 stat's. BUT, to make it useful for current players, I'm sure that 3.5 would be the main way to go. I'm not sure what major areas the rules come into play in a game setting overview like this except maybe the magic section (which would include Mystara-specific spells, overview of how magic works in Mystara, and major Mystara-specific magic items/artifacts), AND listings of NPCs (the important ones would be listed in the Gazetteers sections, with some general/summarized stat's, of course). Lastly, to make it useful to people currently interested in Mystara, one would have to make a few adventures or something immediately playable for practicality. Maybe one fully-fleshed out mid-level adventures, and at least 4 to 6 short adventures (from basic to Immortal-level playability), and some further summarized scenarios/ideas for DMs. (I am guessing that for most Mystara players, if not many other players of D&D in general, enjoy and adventure a majority of the time in mid-level adventuring, where you're not struggling to get started, you have some magic items, and you're not too powerful that it's not a challenge. Usually this is a "regional-type" adventure that doesn't necessarily involve saving a kingdom, though it can, but doesn't involve saving the world, but is not too far removed from the level of a stereotypical 'knight-saves-the-damsel-from-a-dragon' story. But I digress....) I'm certainly not as well-versed and experienced in the nitty-gritty histories and 'all that is Mystara' as some of the board contributors out here, but I'm pretty well-read (and own most Mystara materials), and have DMd forever in Mystara.... Thanks for letting me say my 4 cents. ;) [EDIT] The equipment section might not be necessary above, but might include some somewhat Mystara-specific weapons, such as rapiers, boomerangs.... Maybe this section could be re-vamped to touch on weapon mastery and general skills. I still used weapon master, even though (I know) it's unbalanced at higher levels, and has all kinds of holes in it, but I think it's quite 'Mystara-esque' (i.e., is part of the flavor of Mystara). And, of course, general skills are a big part of Mystara. IMHO :D |
#10gawain_viiiFeb 06, 2006 18:57:29 | In my own project, I'm expecting 300 pgs or so of finished product... About half of the regional fluff will be expanded KW (including Sind and Wendar), a quarter each for Hule/Savage Coast and HW, and the last quarter of fluff will be the rest. The outline I'm following is roughly equivelant to the FR Camp Set ToC. The guys I'm working with are currently debating what materials to use, and the "current" campaign year. But if I were to guess the outcome, it will probably be AC1000 with the 1981 basic set adventure, B10 (lite) and WotI campaign-theme put in an appendix to kind of guide the potential readers towards the already established "future" timeline. |
#11havardFeb 08, 2006 14:29:25 | And, what about the rules, and which ones should be used? If this were a fan-based publication, which it probably wouldn't be because of copyright issues, many fans probably would LIKE OD&D references, maybe along with additional 3.5 stat's. BUT, to make it useful for current players, I'm sure that 3.5 would be the main way to go. I'm not sure what major areas the rules come into play in a game setting overview like this except maybe the magic section (which would include Mystara-specific spells, overview of how magic works in Mystara, and major Mystara-specific magic items/artifacts), AND listings of NPCs (the important ones would be listed in the Gazetteers sections, with some general/summarized stat's, of course). I like your setup JT. As for rules, I am wondering if we could make a ruleless version? As you say, rules for things like magic could be useful, but what if we just refer to page references in both 3E and Classic where these things are covered? Could be a useful supplement IMO. Håvard |
#12Traianus_Decius_AureusFeb 08, 2006 14:46:08 | In my own project, I'm expecting 300 pgs or so of finished product... My monster conversions alone are already over 300 pages... and my conversion project for the rest of Mystara stands at about 200 pages with only about 25% done (admittedly with a lot of placeholders and not edited one bit). Anything Mystara has a lot of material to cover, especially when you add in: converted dominion rules, converted War, Sea and Siege Machine rules, the Radiance, etc... |
#13CthulhudrewFeb 08, 2006 16:08:50 | Like Gawain, my version that I've been working with off and on is similar in format to the FRCS. I've included little "shout outs" in various sections that refer to OD&D settings/rules. For instance, in the section on half-elves, I have a sidebar referring to the lack of such in previous game editions, and some discussion of how 3E campaigns might/might not be affected by their presence. Similarly, I plan on making some sort of reference to the Paladin from OD&D compared to 3E (possible use as a Prestige Class instead of a base class, etc.) I think little things like that would be very useful for classic players, and might be interesting for newer players (who might like to differentiate their Mystara campaigns from "baseline" campaign settings.) |
#14zombiegleemaxFeb 08, 2006 16:09:00 | What's the "base idea" Mystara is build upon? I mean: Birthright is build upon the idea that some people has divine blood. Ravenloft is build upon the idea of corrupting and misterious evil. Dark Sun is build upon the absence of metal. SpellJammer is build upon ancient cosmology, a quantic yes/no gravity field and crystal spheres flowing in phlogiston. Planescape is build upon the idea of inner and outer planes, thought vs matter (we Mystarans felle the absence of energy, time and entropy in Planescape ;) ). What's the basical Mystaran idea? Radiance? Aliens Alphatians? The absence of "powers" as divinities and the presence of Immortals? The Hollow World? Nagpas? Bargle the Infamous and his captive Aleena? I think a "Complete Mystara Handbook" should show the base idea soon. Byez |
#15Traianus_Decius_AureusFeb 08, 2006 20:32:20 | This is my TOC at the moment... World of Mystara Campaign Sourcebook 1 Table of Contents 1 Introduction 7 Playing a Mystaran Campaign 7 Chapter 1: Characters 8 Character Alignment 8 Character Races 8 The Known World 8 Human 8 Dwarf 9 Denwarf/Rockborn 9 Filwarf 11 Mordrigswerg 13 Elf 13 Wood Elf 13 Aquarendi 17 Shadow Elf 18 Water Elf 18 Gnome 19 Earth 19 Sky 21 Hin 22 Half-Elf 24 Half-Orc 24 Monstrous and Creature Crucible Races 24 GAZ10- The Orcs of Thar 24 Bugbear 24 Gnoll 24 Goblin 24 Hobgoblin 24 Kobold 24 Ogre 24 Orc 24 Troll 24 PC1- Tall Tales of the Wee Folk 24 Brownie/Redcap 24 Centaur 24 Dryad 24 Faun 24 Hsaio 24 Imp, Wood 24 Leprechaun 24 Pixie 24 Pooka 24 Sidhe 24 Sprite 25 Treant 25 Woodrake 25 PC2- Top Ballista 26 Faenare 26 Gremlin 26 Harpy 26 Nagpa 26 Pegataur 26 Sphinx 26 Tabi 26 PC3- The Sea People 26 Giant, Sea 26 Kna 26 Kopru 26 Kraken 26 Merrow 26 Nixie 26 Shark-kin 26 Triton 26 PC4- Night Howlers 26 Devilswine 26 Werebat 26 Werebear 26 Wereboar 26 Werefox 26 Werejaguar 26 Wererat 26 Wereseal 26 Wereshark 26 Weretiger 26 Werewolf 26 Child of an Immortal 26 Diabolus 26 Rakasta 26 Savage Coast and Orc’s Head Peninsula 29 Aranea 29 Cayma 29 Elves 29 Ee’aar 29 Graakhalian 30 Enduk 30 Gurrash (Gator Man) 30 Lizard Man, Shazak 30 Lupin 30 Manscorpion 30 Phanaton 30 Tortle/Snapper 32 Wallara 32 Hollow World 32 Introduction 32 Beastman 33 Bruteman 35 Dwarf, Kogolar 36 Elf 36 Blacklore 36 Gentle Folk 37 Icevale 37 Schattenalfen 37 Halfling, Merry Pirate 39 Human 39 Anatalian 39 Azcan 40 Jennite 40 Merry Pirate 40 Milenian 41 Neathar 41 Nithian 41 Oltec 41 Tanagoro 41 Traldar 41 Hutaakan 41 Kubitt 42 Lizard Man, Malpheggi 42 Orc, Krugel 42 Character Classes 43 Barbarian 43 Bard 43 Cleric 43 Druid 43 Fighter 43 Mystic (Monk) 43 Paladin 43 Ranger 43 Rogue 43 Rake Variant 43 Sorceror 43 Wizard 43 Additional Base Classes 43 Atruaghin Shamani 43 Ethengar Shaman 43 Epic Levels 43 Character Regions 43 Chapter 2: Prestige Classes and Class Substitution Levels 44 New Prestige Classes and Class Substitution Levels 44 Air Wizard 44 Avenger 45 Azcan Eagle Knight 45 Azcan Jaguar Knight 45 Azcan Knight of the Winged Viper 45 Balancer 45 Chosen of Kagyar 45 Darokinian Merchant 45 Dominion Ruler 46 Fire Wizard 46 Hin Master 48 Honorbound 48 Milenian Cleric of Zargos 48 Milenian Griffon Rider 48 Milenian Holy Defender of Petra 48 Milenian Mariner of Protius 48 Milenian Midwife of Matera 48 Milenian Red-Hair of Halav 48 Milenian Sorceror of Zargos 48 Minroth Merchant Prince 48 Mystaran Knight 49 Nithian Artificar of Ptahr 49 Nithian Child of Pflarr 49 Nithian Fang of Ravinorus 49 Nithian Flame-bearer of Rathanos 49 Nithian Horonii 49 Nithian Lockmaster 49 Nithian Mage-Scribe 49 Nithian Montoth 49 Nithian Runner 49 Nithian Seal-bearer 49 Nithian Templar 49 Nithian Thanaton 49 Nithian Thorn of Isiris 49 Northman Hero 49 Radiance Mage 50 Radiance Shaman 50 Shepard of Rad 50 Treekeeper 50 Ylarai Dervish 50 Appropriate Prestige Classes (Previously Published) 50 Chapter 3: Skills and Feats 51 Skills (Previously Published) 51 New Skills and New Uses For Old Skills 51 Feats (Previously Published) 51 New Feats (Including Regional Feats) 51 Chapter 4: Equipment 53 Wealth Other Than Coins 53 Metal Bar Values 53 Trade Goods 53 Weapons 53 Mystaran Weapon List 53 New Weapon Descriptions 57 Armor & Shields 59 Mystaran Armor List 59 New Armor and Shield Descriptions 60 Adventuring Gear 60 Mystaran Adventuring Gear List 60 NewAdventuring Gear Descriptions 62 Alchemical Substances & Items 63 Tools and Skill Kits 63 Clothing 63 Food, Drink and Lodging 63 Siege Weapons and Equipment 63 Mounts and Related Gear 66 Horses and Ponies 66 New Transportation 74 Spellcasting and Services 75 Special Materials 75 Chapter 5: Magic 80 Spells of Mystara 80 Clerical Domains 81 New Spell Descriptions 93 New Magic Items 103 Armor 103 Armor Qualities 104 Weapons 104 Weapon Qualities 109 Potions 109 Rings 109 Rods 110 Scrolls 111 Staffs 111 Wands 111 Wonderous Items 111 Artifacts 116 Immortal Artifacts 117 Chapter 6: Geography & Economics 118 The Known World 118 The Empire of Alphatia 118 The Empire of Thyatis 118 The Grand Duchy of Karameikos 119 The Emirates of Ylaraum 120 The Principalities of Glantri 122 The Kingdom of Ierendi 123 The Kingdom of Alfheim 124 The Kingdom of Rockhome 124 The Northern Reaches (Ostland, Vestland and Soderfjord) 125 The Five Shires 126 The Minrothad Guilds 126 The Broken Lands 127 The Republic of Darokin 128 The Ethengarian Khanates 128 The City of Stars (The Great Cavern City of the Shadow Elves) 129 The Atruaghin Clans 129 The Dreamlands 129 Serraine 129 The Sunlit Sea 129 Thanegioth Archipelago 129 Sind and Jaibul 129 The Plain of Fire 129 The Divinarchy of Yavdlom 129 Ulimwengu 129 The Heldannic Freeholds 129 Wendar 129 Norwold 130 The Isle of Dawn 130 The Savage Coast 130 The Hollow World 130 Azcan Empire 130 Gentle Folk 131 Jennite Lands 131 Kingdom of Nithia 131 Kubitt Valley 131 Malpheggi Swamp 131 Merry Pirates 131 Milenian Empire 131 Neathar Lands 131 Schattenalfen Caverns 131 Tanagoro Plains 131 Other Regions of Mystara 132 Davania 132 Skothar 132 Chapter 7: The Immortals 133 Basics of Immortality 133 Sphere 133 Immortal Rank 133 Other Notes 134 The Immortals of Mystara 134 Philosopher Clerics 186 The Mystaran Multiverse 187 Chapter 8: Organizations and Major Personae 188 Important NPCs 188 Important Organizations 188 Appendix 1: Game Mechanics 189 Of Ships and the Sea 189 Hull Points 189 Ship Qualities 189 Ports of Call 189 Dominion Rules and Economics 190 Dealing with the Authorities 190 Titles 192 Dominions 193 Dominion Administration 195 Dominion Confidence Level 199 Alternative Tax System from Champions of Mystara: 201 Detailed Dominion Population and Food Rules (Optional) 203 The War Machine 207 The Siege Machine 215 The Sea Machine 222 Appendix 2: Conversion from OD&D to D&D 3.5 225 Maps 226 |
#16maddogFeb 08, 2006 21:06:20 | Wow! That's a huge amount of work! Appendix 2: Conversion from OD&D to D&D 3.5 225 Do you have this appendix completed yet? I could make great use of it. --Ray. |
#17zombiegleemaxFeb 09, 2006 1:10:47 | This is my TOC at the moment... What's the difference between "Additional Base Classes" and "Prestige Classes and Class Substitution Levels" Why Atruagin Shamans are "Additional" and Radiant Shamans are "Prestige"? Where Hakomoons, Bratacks, Horse Warriors, Wokans, Inheritors are? |
#18agathoklesFeb 09, 2006 2:02:15 | Beyond the stuff on Karameikos, emphasis should be IMHO on the Known World countries, providing say a one page description of each of those countries, and then a much more vague description on areas beyond that, say 1 page on the Savage Coast, 1 page on the Alphatian Sea region and 1 page on the Hollow World. Although K.KoA handles it pretty well, the Mystara Core Book should include great detail on the most common immortals and their churches, as well as some information on Wizardry in the Known World. Yes, we did something on those lines in the (rules-neutral) Mystara Newbie Guide. While the Guide was never released in final version, the raw material is there: an atlas of the Known World in thirty or so pages. |
#19agathoklesFeb 09, 2006 2:05:35 | What's the difference between "Additional Base Classes" and "Prestige Classes and Class Substitution Levels" 3E rules differences. Basically, whether the class can be taken at first level or not. |
#20Traianus_Decius_AureusFeb 09, 2006 14:06:41 | Couple of responses:Originally Posted by maddog |
#21zombiegleemaxFeb 09, 2006 16:50:00 | The Ethengar Gaz is the one I'm least familiar with. Hakomoons and brataks may become class substitution levels for wizard and rogue respectively, but I haven't looked over them enough to decide if they require special handling. I give you some quick information, hoping to be useful to the cause of the Golden Khan! Brataks are thieves, with a great disguise ability. They operate as messengers, as spies and are very very good archers (as you can think of someone who practices daily). Hakomons are strange wizars, with more hit points than basic magic-users and using a stranger learning method for spells: they use sigils instead of books. Sigils can be on the cloth of their yurt, their robe, ora just any cloth.They are eremitic as they live alone in the steppes. They follow a strange mysticism, with taboos incomprensible to many. There is a Bowman Charger prestige class already in 3e (published in a Dragon mag) that is a steppe warrior type. I plan on using that as a recommended prestige class for ethengar characters. Well. Wokans- If by these you mean humanoids with arcane spellcasting, this is already allowed in the core 3e rules. I suppose a class could be created for it, but I'm not sure it would be any different from a regular arcane caster other than a more limited spell list. Yes, I was meaning humanoids magic-users. I liked the "naturalistic" touch given to wokans (as opposed to witch doctors) in the Red Steel boxed set. It explains why their spells are limited. More, in Orcs of Thar there is a nice table (page 40 players handbook) that shows who is your master. It is more than social class. Inheritors- I'm not sure how much Savage Coast I'm going to do. First thing is determining if the Red Steel/Curse 3e stuff from Dragon is worthwhile. Other than the races (which may be found elsewhere in Mystara) and maybe (a big maybe) the monsters, much of this will have to wait until the main Mystara part is done. Oh... and what about the Web of Intrigue? It is one of my favourutes ;) |
#22jtrithenFeb 10, 2006 1:07:38 | I like your setup JT. Not sure about making references. I have most of the Mystara products, but it's hard enough for me to always flip between books (LOTS of books) when getting prepared for game sessions. I'd be very interested to know what the general consensus would be from others. I'm a bit of a rules-light person myself, but generally don't drive much of a plot in my sessions either (I let my players do a lot of it, yet still guiding them on the main path of the modules; I usually do published material because of time as much as the good/fun ideas, though often adjusted for game balance. I spend too much of my time crunching numbers, but I have to to make the adventures balanced and challenging.) What if general guidelines were given for major NPCs (for their stats)? Such as: Duke Stephan Karameikos, F12-24 (I don't know what levels he really is in the different materials anyway). Actually, I think that makes for too much 'muckiness.' So, which way would one go, considering space constraints and what would interest players? OD&D (or whichever term I'm supposed to use; I can never keep track) or D&D 3.5, or both? One would have to consider to a large degree what would interest a potential reader that drove them to want to look into Mystara.... I'm gonna' have to save that for another post later, because of time, at the moment. I think it ties in with Arcanda's post about the 'base idea;' I somewhat disagree with there being a 'base idea' about Mystara, but there are probably some themes common to new and old players looking to find out more about an old game world (or, in my situation, just have more information compiled in one place!). |
#23HuginFeb 10, 2006 11:21:08 | So, which way would one go, considering space constraints and what would interest players? OD&D (or whichever term I'm supposed to use; I can never keep track) or D&D 3.5, or both? One idea would be to make a rules-less version first. It could then be used as a template to create a version with any rules set; just fill in the blanks. |
#24gawain_viiiFeb 12, 2006 15:01:28 | An update on my own CS... After a good week of productive work (finally), the scope of my project has changed. It will focus on the expanded KW, with only a brief description of the SC and HW. I figured that incorporating those into one book, it would never get done. So I've decided the CS is just the KW, and I woll work on two seperate "Player's Guides to" for the SC and HW later. My rules are 3.5, but I've included sidebars explaining certain differences between the rules sets... why Paladin and Druids should be treated as PrC's as a preferred player's option, why all elves should have at least 1 arcane level, why there's no arcane dwarves, etc. Im writing it in such a way that the "standard" 3e rules can still be used but the options SHOULD be preferred. I'm not including the CC series info because I don't have all of them. but that may change if I get copies before I'm done. I do have a question or two to ask for criticism and suggestions... Should I or shouldn't I include the 6th "Sphere of Power" with no currently known immortals in order to incorporate the Positive Material Plane? or is it not that popular? Also, what campaign year would most of you prefer a cs to be written around?? |
#25CthulhudrewFeb 12, 2006 19:12:10 | I do have a question or two to ask for criticism and suggestions... Should I or shouldn't I include the 6th "Sphere of Power" with no currently known immortals in order to incorporate the Positive Material Plane? or is it not that popular? Also, what campaign year would most of you prefer a cs to be written around?? I don't know that a Positive Material is necessary, actually (or a Negative, for that matter). IMO, I just figure that "negative energy" is those energies that are primally Entropic, and "positive energy" is the energies that are primally behind the other four spheres of existence. |