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Author Topic: I'm trying to make a D&D campaign based off DF  (Read 3175 times)

heydude6

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Re: I'm trying to make a D&D campaign based off DF
« Reply #15 on: April 24, 2015, 08:46:57 pm »

add cannibalistic elves, Evil biomes, Thralls, communist dwarves, have the existence of an overseer be a plot point, engravings, war trained exotic beasts like crocodiles, dwarven shotgun, Giant animals, Horrible syndromes, Good biomes, unicorns, carp, lampreys, kitten slaughter, catsplosions, werebeasts, Megaprojects, Bogeymen, night trolls, dwarven ghosts, and add roomcarnaged
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Lets use the ancient naval art of training war parrots. No one will realize they have been boarded by space war parrots until it is to late!
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StagnantSoul

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Re: I'm trying to make a D&D campaign based off DF
« Reply #16 on: April 24, 2015, 10:02:33 pm »

Have low luck mean "accidents" happen.
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evictedSaint

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Re: I'm trying to make a D&D campaign based off DF
« Reply #17 on: April 26, 2015, 11:55:00 pm »

Please please please have a goblin civ made up entirely of kidnapped multi-ethnic children from other civs.

Waparius

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Re: I'm trying to make a D&D campaign based off DF
« Reply #18 on: April 27, 2015, 10:12:51 pm »

I like what necromancy implies about how magic works in the Dwarf Fortress setting, but can't think of a way to make Secret-based magic or inherent abilities like elves' wood-growth and dwarves' artifact-making fit in with D&D rules...(Artifacts seem the easiest fit, to be honest.)
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Cruxador

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Re: I'm trying to make a D&D campaign based off DF
« Reply #19 on: April 28, 2015, 05:40:59 am »

I like what necromancy implies about how magic works in the Dwarf Fortress setting, but can't think of a way to make Secret-based magic or inherent abilities like elves' wood-growth and dwarves' artifact-making fit in with D&D rules...(Artifacts seem the easiest fit, to be honest.)
Well, 4e is a bit tough to modify, but secret-based magic types would make great sense as warlock pacts. You'd have to refluff the warlock a bit of course, but within the D&D magic system (which is a bit notorious for being rigid and setting-specific for a game that ostensibly supports a variety of types of fantasy) it's probably your best bet. Mind, a power that amounts to "spam tons of dangerous combatants" isn't appropriate to a PC from a balance perspective, if implemented unmodified. A necromancer that sneaks into the butcher's district and creates a ton of bizarre undead would make a great encounter though.
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Dirst

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Re: I'm trying to make a D&D campaign based off DF
« Reply #20 on: April 28, 2015, 08:59:19 am »

I like what necromancy implies about how magic works in the Dwarf Fortress setting, but can't think of a way to make Secret-based magic or inherent abilities like elves' wood-growth and dwarves' artifact-making fit in with D&D rules...(Artifacts seem the easiest fit, to be honest.)
Well, 4e is a bit tough to modify, but secret-based magic types would make great sense as warlock pacts. You'd have to refluff the warlock a bit of course, but within the D&D magic system (which is a bit notorious for being rigid and setting-specific for a game that ostensibly supports a variety of types of fantasy) it's probably your best bet. Mind, a power that amounts to "spam tons of dangerous combatants" isn't appropriate to a PC from a balance perspective, if implemented unmodified. A necromancer that sneaks into the butcher's district and creates a ton of bizarre undead would make a great encounter though.
Spellcasting in DF is closer to what you'd see in a HERO or Rolemaster game.  A first-level necromancer in Rolemaster can animate an unlimited number of skeletons or zombies, though only temporarily.  At fifth level, they can be permanent.  Way back in the olden days when I actually had time to play RPGs, a spellcaster could attempt to cast a spell above her own level at the risk of Extraordinary Spell Failure.

Extraordinary Spell Failure is an archaic spelling of !!FUN!!.
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tonnot98

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Re: I'm trying to make a D&D campaign based off DF
« Reply #21 on: April 28, 2015, 12:57:19 pm »

Will update puush link later today. This probably won't be put into play until after my current campaign, though. The idea is always fun to make, and imagine the possibilities. Quite fun just to write this all.
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Floppypig

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Re: I'm trying to make a D&D campaign based off DF
« Reply #22 on: May 02, 2015, 10:17:22 am »

Switch to runequest
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skyte100

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Re: I'm trying to make a D&D campaign based off DF
« Reply #23 on: May 02, 2015, 10:58:33 am »

I like what necromancy implies about how magic works in the Dwarf Fortress setting, but can't think of a way to make Secret-based magic or inherent abilities like elves' wood-growth and dwarves' artifact-making fit in with D&D rules...(Artifacts seem the easiest fit, to be honest.)
Well, 4e is a bit tough to modify, but secret-based magic types would make great sense as warlock pacts. You'd have to refluff the warlock a bit of course, but within the D&D magic system (which is a bit notorious for being rigid and setting-specific for a game that ostensibly supports a variety of types of fantasy) it's probably your best bet. Mind, a power that amounts to "spam tons of dangerous combatants" isn't appropriate to a PC from a balance perspective, if implemented unmodified. A necromancer that sneaks into the butcher's district and creates a ton of bizarre undead would make a great encounter though.
Spellcasting in DF is closer to what you'd see in a HERO or Rolemaster game.  A first-level necromancer in Rolemaster can animate an unlimited number of skeletons or zombies, though only temporarily.  At fifth level, they can be permanent.  Way back in the olden days when I actually had time to play RPGs, a spellcaster could attempt to cast a spell above her own level at the risk of Extraordinary Spell Failure.

Extraordinary Spell Failure is an archaic spelling of !!FUN!!.
At 10th level, the necromancer flees into the wilds after the zombies become suspicious that he is not aging.
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