Difference between revisions of "Heros Paths."

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(Created page with 'Category:Campaign Setup The Heros Paths =Campaign Concept= Runequest III [houseruled with dollops of MRQII, mainly for the effects based combat and encumbrance] with a twi…')
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Revision as of 01:27, 8 August 2010


The Heros Paths

Campaign Concept

Runequest III [houseruled with dollops of MRQII, mainly for the effects based combat and encumbrance] with a twist. The setting will be an homage to classic D&D, specifically centred around the 1st edition AD&D era. Elves, dwarves, gauntlets of ogre power, dragons by color, etc.

Character creation

Characters will be produced as per normal RQIII at around 21 years of age. However, layered over the top will be a Heropath or calling [essentially a character class or multiclass] that is part of the essential fantasy ‘magic’ of the setting. While there will not be levels per se, each path can be improved through heroic adventuring, fulfilling quests and objectives, etc. This will be modelled through ‘Hero points’ [similar to MRQ II], which, instead of granting heroic abilities, allow improvements in your Heropath.

In terms of character creation it means that your background [civilized farmer, for instance] may have very little to do with the Heropath you are called to. You may find said farmer is called to the ways of the Cleric, even though he has had minimal dealings with any organised religion. This allows for the humble farmboy called to glory characters as well as the optimised barbarian warrior called to the Fighters or Rangers path.

Any class benefits will be added to the character in addition to any RQ type skills or magics. A beginning Magic User will be able to cast one 1st level spell a day, renewable by studying their spellbook. This will have nothing to do with any Pow fuelled spirit magics or Divine magic they might have available under the ‘standard’ RQ rules. A Fighter will have increased weapons skills with all weapons, some chunky bonuses to saves [attribute rolls or resistance rolls] and a weapon specialisation, etc. The idea is that any benefit above that of a 0 level human [in D&D terms] will be translated into a bonus of some sort, with as much direct correlation as possible.

HeroPaths

Setting

The setting [at the moment] is the ruins of a vast megapolis that stretches from coast to mountains, inhabited by the various rude successors to a once vast magical empire. Entire communities the size of a medieval city can be found and there will be at least two or three small ‘kingdoms’ within the bounds of the ancient ruins. To give a rough size, imagine the north east of the USA and the growing urbanisation that stretches around the cities based there – then flatten the lot.