Middle-earth
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Middle-earth

There was a time when the world was slowly plunging into darkness and chaos. A time with witchcraft and sorcery. A time where nearly none stood against evil.
 
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 Campaign types for Middle-Earth

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Campaign types for Middle-Earth Empty
PosteTema: Campaign types for Middle-Earth   Campaign types for Middle-Earth Icon_minitimeMan Apr 15, 2013 2:46 pm

Hero settings:

Dungeons & Dragons 3.5E Pathfinder:
The standard system for playing mighty heroes that slay whatever they face. Skills are a mere flavor to enhance the game, and mostly focus on simpler mechanics like kicking down the door without much thought. You the players have almost an unlimited supply of magic items at your disposal as you venture through the game(unless using the automatic bonus progression rules).


Dungeons & Dragons 3.5E Pathfinder: Middle-Earth campaign setting

The homebrew campaign setting using either the Pathfinder RPG system or GURPS (general universal roleplaying system). A darker and gritty world with Horror Heroes. Skills are more in focus, magic is powerful and proves dangerous to those who do not fully understand it. Characters are divided into to categories: Migth & Magic. Magic heroes have more affinity for using magic items such as wands, and a necessity for using magic staves. The characters have more skill points and are rewarded with powers related to their background for more flavor and diversity in the game.


Gurps Medieval, modern or sci-Fi.:

- Players cannot buy better stats than idicated, or buy higher HP or FP than 30% of your ST or HT. You are human, but can be very skilled. If playing in a hight tech world then cybernetics may enchane stats or give advantages unaccessible to humans. A few examples are traits such as infrared vision (eye, or camera), or robotic bodyparts (arms, legs, organs etc.).

- Concerning low tech campaigns weapons may function as a powerful tool to gain more offensive power like automatic weapons, demolitions or laser weapons in higher tech level settings.

- This a few examples of many other types.

A character can be blessed by a deity to be allowed to buy higher stats than normally allowed, and also be allowed to pick advantages that grant divine power or spells.

- Characters can also be tougher than regular individuals and become stronger, faster and tougher by hard training, and buy more HP or better stats. The more powerful fighters can for instance buy extra attack and other advantages that cross the border of supernatural advantages. Players may buy one or more powers that suit a powerful caster rather than just regular spells. (Power need to cost Fatigue points like spells require. Only Demigods or Gods may use magic or powers for free.)

- Characters may buy templates like werewolf, vampire, monster races or exotic races.

- One can for instance play a slayer that has gained physical, or mental power, through their hunts and kills.

- Players can also have been exposed to certain hazards or environments that have given them powers or mutations. (Not as strong as Superheroes)



Superheroes:
- Players may buy anything from the "Powers" book and any other book availible. All superheroes must have a Fatigue Point-cost to their powers. Only a deity can manage with no cost to utilize powers.

- D&D 3.5 Pathfinder Gestalt



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