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/tg/ - Traditional Games - Kalte Ernte: The Wandering Blade

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Kalte Ernte: The Wandering Blade Anonymous 06/11/14(Wed)00:05 UTC+1 No.32698459 Report

>A forest of swords, their blades trapped in the ice, stretched as far as the eye can see. Great and small, iron and gold, pitted with rust or gleaming as if polished only that morning; every member of that hallowed brotherhood seemed to have assembled upon the glacial field. For what console among them, none could say. Deep below the sheets of cobalt and purple ice, the shadows of a thousand armored figures lay twisted and stretched in eternal slumber. At the center of the field was a pit in the ice, a hands breadth across an an arm's length deep. Here the king of all swords once held court, but ages ago left upon a pilgrims back to seek it's opposite within the world of men. Until the wandering blade finds a hand worthy to wield it, the bloodshed can never end.

D&D/Pathfinder without casters. Magic still exists within the world, but only in the natural world and to be wielded by the hands of men must be teased out with an alchemists contraptions or a smiths forge.

Can it be done and still be fun? How do you go about removing assumptions baked into the mechanics? What do you replace the capabilities of semi-casters like Paladins or Bards with?

Alchemists are around who can distill the special or hidden properties out of certain plants or animals, but only after slow cooking and experimentation. Mostly they make the sort stuff you can make via the Craft: Alchemy skill. An actual traditional sort of healing potion would be the work of a life time and the creator could name his price for it.

Forging magical weapons/armor is in the hands of skilled craftsmen. Most of the time, no one even recognizes that there is anything special about item beyond it's craftsmanship (plain +x items), but every now and then a craftsmen will experiment with some strange materials (metoric iron, wood from a tree pulled out of a graveyard, ect...) that gives their creations more obviously powers.

What else is needed?
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Anonymous 06/11/14(Wed)00:07 UTC+1 No.32698508 Report

>>32698459
Where's the breastplate...
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Anonymous 06/11/14(Wed)01:09 UTC+1 No.32699641 Report

>>32698459
Maybe damage reduction on armor to help counter the lack of healing spells and potions in combat?
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Anonymous 06/11/14(Wed)01:13 UTC+1 No.32699728 Report

>>32698459

I always liked the idea of magic weapons occurring based on how they are used.

For example, a sword might gain magical properties after being passed down and used over generations or imbued with heroic acts, such as turning back an enemy army or slaying a powerful beast.
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Anonymous 06/11/14(Wed)01:15 UTC+1 No.32699771 Report

>>32699641

Changing hit points to a wound/stamina system might be a good idea too.
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Anonymous 06/11/14(Wed)02:23 UTC+1 No.32701071 Report

>>32698459
Can you even do paladins without divine casting? Aren't they empowered by gods and shit?

Maybe instead of paladins, you just have knights and cavaliers who fight on behalf of churches and devote themselves to whatever moral codes those preach, only without the magical benefits pallys get.
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Anonymous 06/11/14(Wed)02:26 UTC+1 No.32701149 Report

>twisting 3.x into something it was never designed for

Trying a different system won't kill you. I swear.
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Anonymous 06/11/14(Wed)02:28 UTC+1 No.32701181 Report

>>32698459
4e, Martial only, Final Destination.
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Anonymous 06/11/14(Wed)02:31 UTC+1 No.32701226 Report

>>32698459
Fantasy Craft, no Sorcery (or Miracles if you wanna go whole hog but they work differently enough I don't think they're too high-magic), final destination.
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Anonymous 06/11/14(Wed)02:36 UTC+1 No.32701355 Report

>>32698459
So you're looking at a world where 90% of adventurers are Barbarians, Fighters, Monks, and Rogues. Unless of course you take the Ranger's spellcasting away with an Advanced Class or something. You're also removing all magic items other than +X weapons and armor. That's going to make those items extremely valuable, you know.

I think the main issue you'd have with such a game is handling monsters. A lot of status effects like Petrification or Ability Drain are going to be permanent in your world, and that's going to make the life of an adventurer nasty, brutish, and short. No matter how high level you get, you're one nasty hit from being so much chopped liver.

This, for me, is not fun. I don't like status effects that permanently incapacitate characters, whether I'm a GM or a player. It's effectively death, and it's FAR more common in Pathfinder. Even Dark Souls, a universe where any characters even resembling protagonists are brutally slaughtered over and over until they go insane, has healing items and spellcasting available. Even a game that pretty much explicitly wants its players to suffer has recovery items and options outside of "I hit it with my sword/bow".

So, while I think your idea has merit, I think it'd just be too frustrating to play.
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Anonymous 06/11/14(Wed)02:39 UTC+1 No.32701421 Report

1: Have heavier armor start to give DR. Shields too. I swear at least the 3.5 srd has rules for that somewhere.
2: Scale back the AC/Saves on higher leveled creatures that assume you have magic things. Maybe give DR if it suits the monster.
3: Inheritance like >>32699728 suggested. If a sword has been passed down through the ages in the hands of a demon-slaying family, eventually it will pick up properties that make it great against demons. Or werewolves, or dragons, or orcs, etc etc.
4: For half-casters, I'm almost positive there are archetypes/alternate class features that get rid of spellcasting and give some other things. If I recall, the 3.5 srd has those alternate rules, at least for Pally and Ranger. I'm sure if you looked hard enough there are archetypes on the pfsrd that get rid of spells for other things.
5: If craft skills are going to become important, fix the crafting rules. Someone around here has a small pdf that makes the craft rules less pants-on-head retarded.
6:Don't play 3.PF. I love those systems to death, believe me, but it assumes so hard that you have at least one mage in the party and access to magical equipment.
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Anonymous 06/11/14(Wed)02:43 UTC+1 No.32701492 Report

Why not just run 4e with martial classes only, inherent bonuses, and other magic items reworked into alternative rewards/boons?
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Anonymous 06/11/14(Wed)02:44 UTC+1 No.32701510 Report

>>32698459
don't use Pathfinder.

4e martial only, FC without sorcery or miracles, iron kingdoms, riddle of steel, other options.

all of these are better for what you are trying to do.

as >>32701149 said, you don't need to try and shoe horn a system into something it was never supposed to do
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Anonymous 06/11/14(Wed)02:46 UTC+1 No.32701559 Report

>>32701492

Because then we'd still have teleportation, etc. "Martial only" does not say much in 4e, since the power sources are different only in fluff.
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Anonymous 06/11/14(Wed)02:47 UTC+1 No.32701572 Report

>>32698459
check out Iron Heroes.

The system is not perfect and full of holes, but is exactly what you're talking about.
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Anonymous 06/11/14(Wed)02:47 UTC+1 No.32701582 Report

>>32701559
Martial characters don't teleport. They push and shove, sure, but they don't teleport. In fact, the only class I can think of offhand that does teleport is the Swordmage (he does it a lot)
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Anonymous 06/11/14(Wed)02:50 UTC+1 No.32701641 Report

>>32701559
What martial class has effectively magical teleportation?
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Anonymous 06/11/14(Wed)02:51 UTC+1 No.32701652 Report

>>32701582
A lot of classes have a teleport snuck into a skill. I know Monk has one, for example, where they jump through a portal, kick someone, and portal back.

There's also the item Cape of the Mountebank that allows teleportation as a reaction. I suppose the easy answer is just to say "no anything with the teleportation keyword."
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Anonymous 06/11/14(Wed)02:51 UTC+1 No.32701659 Report

>>32698459
>Kalte Ernte

I hope that's not an attempt at faux German...
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Anonymous 06/11/14(Wed)02:53 UTC+1 No.32701688 Report

>>32701652
Monks aren't actually Martial in 4e.

They're Psionic, representing their rituals of training bringing out untapped potential in their mind and body.
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Anonymous 06/11/14(Wed)02:54 UTC+1 No.32701710 Report

>>32701652
Monk is psionic, not martial.
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Anonymous 06/11/14(Wed)02:55 UTC+1 No.32701731 Report

>>32701652
Wasn't no magic items already covered?
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Anonymous 06/11/14(Wed)03:09 UTC+1 No.32702043 Report

>>32701559
>Because then we'd still have teleportation, etc.

What martial classes in 4e can teleport on their own?

Martial powers don't have any overtly magical effects, dude.
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Anonymous 06/11/14(Wed)03:14 UTC+1 No.32702167 Report

>>32702043
Even Warlord's healing is mundane, seeing as HP have always been a mixture of physical endurance, luck, and fighting spirit. The will to go on that a Warlord gives you comes mostly from within yourself; the Warlord just knows how to bring it out.
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Anonymous 06/11/14(Wed)03:15 UTC+1 No.32702197 Report

>>32702167
A warlord can bring someone back from a dying unconscious state back to life.

Warlord = magical
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Anonymous 06/11/14(Wed)03:16 UTC+1 No.32702209 Report

>>32702167
Technically all healing in 4e comes from within. After all, if you run out of healing surges, healing abilities basically stop working. It turns out everyone has a certain amount of extra life hidden in them, and healing is just about bringing it out.

Honestly, surges are one of my favorite mechanics (just behind Marks)
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Anonymous 06/11/14(Wed)03:17 UTC+1 No.32702236 Report

The Essentials Ranger, the Scout, has a teleport, Step of Morning Mist.

...But it's a half-Martial half-Primal class, and that power has the Primal keyword. So yeah, as usual 4e detractors are full of shit.
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Anonymous 06/11/14(Wed)03:18 UTC+1 No.32702256 Report

>D&D/Pathfinder without casters

Sounds like Heaven

>Magic still exists within the world

It was too good to be true
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