Last week I dealt with brainstorming for my military-based high fatality huge party epic campaign. This week, I’m going to elaborate on a few of the underlying concepts for the campaign. What follows are my preliminary rules/fluff for the game, subject to further consideration and reader feedback.
A Word on Magic: In my game world (this is in fact a MASSIVE prequel to the games my friends have been playing in since the seventh grade) I’ve held to a simple rule regarding magic and new spells: unusual circumstances allow for more powerful magic. It sets a tone for magic, in that if an NPC wants to use a spell to cause the apocalypse it’s going to have some steep requirements, such as the souls of thousands of innocents or a unique astrological event. In the past, PCs rarely have performed this kind of plot magic, though I’m not opposed to the idea. However, it colors the effects of the Magical Prophecy that fuels a bit of the plot and acts as an implicit promise that I won’t just massively overhaul the world with a huge spell out of nowhere.
The Prophecy: Although the first adventure is still coalescing, the background to the game is coming along nicely. Essentially, only nineteen small villages remain in the wake of a cataclysmic attack by the marauding “Fesh” on legendary city of Aurum. A preliminary report has the surviving attackers numbering 1900 “profanes” (i.e. Monsters). Each of the 19 Village Elders are accomplished spell casters. They assess realize the only thing they have to hang their magical hat on is the 19 numerology. True, it’s a bit of a stretch of fortune, but it’s coincidental enough to not be truly logic-defying. They craft an incantation-turned-prophecy to buy time and hope that there magic is strong enough. Their intention is to create a barrier to save their villages, the rest of their prophecy represents more of a wish list, initially. As it turns out, their blood sacrifice and the “19” numerology turns out to have enough power that the prophecy becomes an entity of itself, assisting the villagers and their champions (the PCs). Without further adieu, the Prophecy in question:
The XIX Prophecy
On the Eve of the Birth
Of the 190,000th
Heroes Emerge from Scorched Earth
Of the Number Nineteen
Each path eldritch or Mundane
Answer to slaughter against their Name
Nineteen Towns the soul Survivors
Blood of the First Born
Barrier ‘gainst threats most Dire
Solace to those battle Torn
Nineteen Months it Shall Stand
Nineteen Heroes in a Fallen Land
Nineteen towns soon to Fade
Nineteen Harmonies to Aid
Heroes that would Fight
Against Fesh and its Blight
To Save the tattered Remains
Or else be reduced to Chains
By Nineteen Hundred Profanes
Design Objectives for the Nineteen Harmonies: Fluff-wise the Harmonies are 19 boons for the players when they select specific groups of characters for a mission. My goal was to make unusual adventuring groups viable, reward synergistic party relationships, and address some likely deficiencies typical adventuring parties would have in a military setting. Moreover, I wanted to give each “family” of Harmonies a distinct flavor, reward unusual composition, and encourage the use a diverse set of characters in the campaign. Each Harmony is activated based on a four man party, which means others can tag along and mooch so long as four characters achieve a Harmony. As such, there need not be any ‘balance’ between these Harmonies, they just need to be interesting enough that PCs want to use them and not so good as to totally make the party overpowering.
The Nineteen Harmonies: Successful use of a harmony on an adventure awards 250XP per Tier and 500 GP (possibly scaled each tier) to each character in the campaign.
- Martial Squad: (Four Martial Classes)
- 1/Enc: Each Member may reroll damage
- Arcane Squad: (Four Arcane Classes)
- Resist: 5 Energy Type of Choice (stacks with previous resistance)
- Primal Squad: (Four Primal Classes)
- Ignore Difficult Natural Terrain For Movement Purposes
- Divine Squad: (Four Divine Classes)
- +3 HP on any healing
- Power in Diversity: (Four Different Power Sources)
- Each PC: +1 to Defense of Choice
- Defender Squad: (Four Defender Classes)
- 1/Enc: Party chooses Hunter’s Quarry or Sneak Attack at the start of any encounter.
- 1/Turn: One teammate a turn may use chosen ability.
- Leader Squad: (Four Leader Classes)
- 1/Turn: Team Member may Mark a Monster he attacks.
- Striker Squad: (Four Striker Classes)
- 1/Turn: Team Member May Use Second Wind as Move Action
- Controller Squad: (Three Controller Classes)
- 1/Turn: Team Member May Shift as a Minor Action
- Balanced Team: (All Four Class Roles)
- 1/Turn: One character may treat an encounter power as reliable.
- Language Bound: (Shared Non-Common Language Speakers)
- Special “Battle Tongue” that none outside the party can understand
- Diversity Team: (Four Different Race Types)
- Ability to understand all language w/ minor action concentration
- Pure Blood: (Groups Apply to #12)
- All Racial Encounter Powers may be swapped with the owner’s permission (still only apply 1/Enc. Total). In the case of humans, simply replicate either Half Dilettante or Half Orc power.
- Human: Human, Half Elf, Half Orc
- Fey: Elf, Eladrin, Gnome, Dark Elf
- Rock: Dwarf, Goliath
- Planar: Genasai, Deva, Tiefling
- Misfits: Halfling, Shifter, Dragonborn
- All Racial Encounter Powers may be swapped with the owner’s permission (still only apply 1/Enc. Total). In the case of humans, simply replicate either Half Dilettante or Half Orc power.
- Light Foot Squad: (No Armor Above Light)
- +Gain temporary training in Hide or Perception. If already trained, choose a +2 bonus to one.
- Heavy Metal: (All Medium or Above)
- Ignore (-1) Armor Check
- Martial Prowess: (All Martial Weapons)
- +1 AC to all Party
- Simple Soldiers (No Martial Weapons)
- +1 To Hit to all Party
- Magicked Up: (All Party Members Have Magic Items)
- Should any magic item be lost, any PC can make an Arcana Check (DC: Magic Item Level + 10) to discern its location.
- No Magic: (No Party Members Have Magic Items; only applies to characters without magic items)
- Each PC may choose to give one stat a +6 Enhancement bonus for the adventure.
Conclusion: So, there you have it, a pretty extensive post previewing the underlying concepts of my game. The Prophecy is serviceable and it rhymes, but I never particularly like my own poetry. Some of the Harmonies don’t seem quite right to me yet (particularly #10), and there’s definitely room to approve some of the wording, but overall I’m very satisfied with my progress.
ruined says
I like the Harmonies (and yes, I was a big fan of Chrono-Trigger too). Regarding #10, I’m not a good judge of what’s overpowered, but having played a lot recently, I would do anything to get a power that let’s me keep/reroll my missed Encounter powers. So maybe it’s too good – but then again, it’s a reward for having a well-rounded party.
The Main Event says
@ruined: Thanks man! I guess my concern is more that parties tend to strive towards balance anyway. With the PHB2 my friends tend to look for what’s needed and fill that role. My concern is that the ‘balanced’ party is the typical party and that rather than encourage unusual play option it may just reward the tried and true.
Bartoneus says
I think your last comment is actually the case, the party ALREADY benefits from having one of each class role by their versatility and adaptability. I’m not against their being a harmony for it, but 1/turn seems hugely unbalanced? Perhaps let each party member choose one encounter power that becomes reliable for that day? Basically just guarantees that they will hit with it at some point during each encounter.
Overall, I can’t wait to try this concept out!
Graham says
re: #10, encounter powers aren’t ALL that much more powerful than at-wills, so I don’t think this is out of the question. But it is good. How about:
Each PC may reroll an attack roll with an encounter power 1/enc.
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What is really, really powerful is #19. Not at higher levels, but when starting out. You’ve essentially given every level 1 PC a +3 weapon, and +3 to one defense. And, depending on the class, +3 AC.
This huge bonus would make me consider eschewing magic items for a few levels, as this is better than anything I could get (combined). After, say, level 8, on the other hand, it isn’t worth it, and I would never take it again.
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Oh, and re: #15 – there is no medium armour in 4e. Just light and heavy.
Graham´s last post: 32 hours of D&D gaming party!
TheMainEvent says
@Graham: Thanks for the thoughts. The #10 revision seems solid, I may also add “At Wills” into it. #19 does have the potential for abuse. It also doesn’t really fit the design goal I had in mind. Essentially, I wanted to make not using magic items viable or preferable in certain circumstances throughout the game. Creating overpowered low level characters is not what I had in mind…
Anyone have any other suggestions?
Graham says
Unfortunately, I don’t think it’s possible to make a “no magic item” party 100% viable, without exceeding the effect that the magic items have at every level.
One option:
If you have no magic items, you get the following bonuses to Attack and Damage Rolls and all 4 defenses, at the following levels:
Levels 1-3: +1
Levels 4-8: +2
Levels 9-13: +3
Levels 14-18: +4
Levels 19-23: +5
Levels 23-28: +6
Levels 28-30: +7
(This gives a higher average bonus, but restricts your options in that you don’t have multiple item powers.)
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As an alternate (and I think better) option, go with the following:
If you have no magic items beyond the “core three” (weapon, armour, neck), you gain a +1 bonus to Attack Rolls, Damage Rolls, and all 4 Defenses.
This once again puts them a bit higher, numerically, but lets them have a bit of item flavour as well.
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Personally, I probably wouldn’t go for the first option at later levels. But option 2 is very tempting.
Hadley says
I had a thought on the original post, but forgot to mention anything. Too lat now, but In terms of REALLY high death rates, you could have a character for each build. To my count up to PH2, that would be 42 different characters.
I say this, because for some classes the builds are very different: chaos sorcerer much different than dragon sorcerer.
TheMainEvent says
@Hadley: That would be VERY ambitious! Your point about different feels of play is totally true. However, I don’t think we can realistically manage a stable that size. Something to consider though for another time.
@Graham: Yeah, that seems balanced. I have to figure out how I’ll deal with magic items for 19 characters before I firmly put Harmony 19 to bed. Still, its good to realize these issues now instead of having to nerf my players after a few adventures.
Graham says
@TME –
My advice: don’t deal with it for 19 characters.
Deal with it for (4/5/6/however many you have) players.
Let’s say I have my stable of a Sorcerer, Warlord, Barbarian, and Bard. We go through a short adventure with my Barbarian.
At the end of this adventure, you would normally award me, say, a +2 Greataxe (a level 6 item).
Instead of doing so, just award me a level 6 item. It is now up to me to choose one level 6 item for each of my characters.
A couple adventures later, you award me a level 8 item. Now, each of my stable of characters has a level 8 item of their choosing.
Since none of them will ever be played at the same time, it works out the same as running a single group of PCs (at any given time). And all the extra work is shuffled off onto the players (just as they would level up their own stable, as well).
A single character can buy, sell, or create (once the ritual is obtained) items as per normal, but only within their own items. No pooling of resources between characters, as then you get into some odd situations.
On a related note, money is easy to adjust. Just divide the amount you’d normally give to a party (from the treasure parcels) by 5, and award that amount to each character. Once again, no pooling of resources would be allowed.
Graham´s last post: 32 hours of D&D gaming party!