I like this. I'd like to change it a little but I recognize that it's covering some holes I left. What I'd like to do to model the ancient consciousnesses of the world is create rules for Intelligent Locations that would act a lot like Necromantic Intelligences from Tome of Necromancy. Let you build intelligences that would have nature minions and a host of spell like abilities to act as guiding hands for the preservation. As an example you could give the Ancient Forest the ability to change the weather within its radius, have one Liveoak effect active at a time, be able to use Dream at will and 1 Sending per month to communicate and be able to manifest itself as an Elder Earth elemental 10 minutes a day. That's off the top of my head but you could do something cool there. I would want those primal druid god-types don't just kindly save your soul. Rather they fuel themselves with it, like the nutrients in a plants soil. So if a Druid gets raised he may come back with a white streak in his hair or something so there's a small sense of having a tiny bit of his life force consumed. I would want the primal gods to seem more raw and crude. When I have something more concrete I'll write it.Eikre wrote:A counter-proposal:
PROTECTING THE BALANCE
A Fighter 3 in my proposed setting could have Power Attack, Cleave, Great Cleave, Leap Attack and 2 other feats. With plate mail, a warhorse, and a war hound he could confidently kill 3-4 people a round. If he asks the town guard to step aside it would take about 20 of them before they could say no and they wouldn't feel happy about doing it. Being a legitimate PC still makes you a total badass.tussock wrote:if the Orcs and Xvarts are all War3 as well, now we're down to damage spells doing nothing at all, weapons not killing people, and a bunch of other rules you'll need to change which makes things even less "D&D's Default World".
Because D&D up through Pathfinder has a man in plate armour on a barded warhorse with war-trained mastiffs being incredibly lethal to the town guard of War1's
You're correct that this makes evocation slightly worse. I'm entirely ok with that though because evocation is garbage and needs to be entirely rewritten to function but these are my world improvement rules and not my evocation improvement rules so that can go somewhere else.
OgreBattle wrote:What happens to your town when locusts descend on their crops
Depending on how many lanterns people have the options range between throwing a bunch of lanterns and burning down some crops with no casualties or sending people with torches to kill the locusts with casualties.Swarm Rules wrote: Swarms are extremely difficult to fight with physical attacks. However, they have a few special vulnerabilities, as follows:
A lit torch swung as an improvised weapon deals 1d3 points of fire damage per hit.
A weapon with a special ability such as flaming or frost deals its full energy damage with each hit, even if the weapon’s normal damage can’t affect the swarm.
A lit lantern can be used as a thrown weapon, dealing 1d4 points of fire damage to all creatures in squares adjacent to where it breaks.