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Sunday, June 6, 2021

Houserule - Character Creation

The baseline rules for character creation in the Candle Keep Dungeon campaign.

Books: We will use the Dungeon Fantasy RPG books (Adventurers, Exploits, Spells, and Monsters), Delvers to Grow (including options from the Fast, Smart, and Strong Delver books), Nordlondr Folk (see below), Hand of Asgard, and Fantastic Dungeon Grappling.

Points: Character creation will use the 125-point Journeyman templates from Delvers to Grow with an added upgrade module (total 150-point characters). Players can spend one upgrade module on racial templates and/or Blood Gifts. I am flexible with making adjustments to the templates, class modules, and upgrade modules as well as spending leftover points after purchasing racial templates or Blood Gifts.

Classes: All class templates from DtG are available. The campaign will primarily take place in the megadungeon, so templates like the Druid may not be as useful. It may progress to a hexcrawl or I might run a separate hexcrawl where such characters would be more appropriate. Clerics and Holy Warriors may select variant spell lists and abilities from Hand of Asgard with my approval.

Racial Templates: All of the racial templates from Adventurers (p.43-45) are available except for half-ogre (and half-orcs will need to have additional work to fit the world). The Cat-Folk template loses Combat Reflexes to make it 25 points. The variant racial options from Nordlondr Folk (p.2-7) are also available.

Advantages: All dragonborn and giantkin characters start with the Blooded advantage for free.

Blood Gifts: Only Human, Elf, and Dwarf characters are able to manifest Blood Gifts. Desired Blood Gifts will be described narratively by the player and I will work with the player to design the rules and set the point cost. This will ensure that both I and the player know exactly what the Gifts do, that they are designed to do what the player wants (rather than tinkering with the system to optimize), and that they will be useful in game. Keep in mind that Blood Gifts are all benefit, no drawback. They can and should have limitations but they should not be considered hindrances. Variant abilities from DFRPG, DtG, Nordlondr Folk, and Hand of Asgard may also be appropriate as Blood Gifts.

Changes: Any of the above rules are subject to change based on actual play or player request. I have a vision for the world and have set it out in the rules above but I will try to accommodate a player's vision as much as possible.

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