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Post by Athkethin on Sept 1, 2016 15:10:28 GMT -7
My first Primeval Thule campaign fizzled out a few months ago, but I just started a new one and I'm wondering how everyone else is doing. Optional rules working out? I banned full casters and play up the fear of magic, and I require all PCs to be human, but that's about all I'm swinging for optional rules so far. I'm working on figuring out which Madness variant I want to use. Session 0 was yesterday, and we begin actual play next week,
How has everyone else managed? What's worked? What hasn't?
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Post by egamma on Sept 3, 2016 12:13:40 GMT -7
I'm playing through it still. No madness rules. Using rare magic item rules, which has cut them out almost completely. Using the races from the campaign guide, and the class suggestions. I have one serpent man (poison dragon) sorceress, originally atlantean but resurrected as a halfling. One battle master dwarf. And one atlantean fighter-rogue.
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Post by Athkethin on Sept 4, 2016 6:04:04 GMT -7
That's cool, egamma. I suppose I should have mentioned that I am also on board the ultra-rare magic items paradigm, but I see that as a 5e standard rather than a baseline so I didn't think of it.
It's actually kind of interesting that this approach is NOT the way the Primeval Thule adventures are written. I plan on kicking off the campaign with "Tower of the Black Flame" from the Campaign Setting, and reading through the module it's amazing how much treasure and magical crap they hand out. I had to do a bit of editing, else by the end of the adventure the party would end up with something like 750 gp, a potion of healing, a scroll of chromatic orb, a potion of growth, some beads of force, and a brooch of shielding. Plus the tower itself. Excessive to my mind.
My party consists of a warlock (Shub-Niggurath), a slayer barbarian (from the Player's Companion), and a poisoner rogue (also from the PC). All humans, brothers, exiled from their tribe (who were worshipers of the Black Goat) when the older two interrupted a sacrifice ritual in which the youngest was offered up to the Goat. The rescue was a success, and the three were banished, though the youngest remains touched by the Old One (hence the warlock class).
They know that magic is something to be feared, but the poisoner (who was an apprentice to the tribe's medicine man, and is something of a healer/oracle) determined that their fate lay in the big city. So off they go.
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Post by egamma on Sept 4, 2016 10:57:09 GMT -7
I meant that when you roll on a treasure table in the DMG, you're supposed to cut the magic item % in half. So d4-2 items, d6-3, etc. DMG137-138
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Post by Athkethin on Sept 5, 2016 4:32:39 GMT -7
Aaaah. I don't use the treasure tables, so I didn't even think of that. I just don't hand out magic items that aren't plot-relevant or seeds for a later development. Regardless, the amount in the adventure seems excessive.
I think I'll leave the spell scroll, but change it to a scroll of silent image. The other items I replaced with rolls on the Trinkets table.
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