Using C&C for Lankhmar?

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capitalbill
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Using C&C for Lankhmar?

Post by capitalbill »

Ok, so I recently started playing C&C (loving it so far). Ive had some ideas on the backburner for a while about a Lankhmar game (human only, low magic, sword and sorcery feel). I started kicking those ideas around again thinking about using the C&C rule set. Id appreciate any ideas, advice, ayes or nays, etc that you all have to give. Some things to ponder: humans get a third prime as an incentive; with no demi-humans should they get scaled back to two primes? Fighters, rangers (might have to look at the combat marauder ability: there wont be many humanoid enemies in this setting), rogues, assassins, barbarians, and bards should be easy fits. I think the removal of spell abilities from the bard and ranger classes make them a better fit than the 2E versions. In the Lankhmar setting- black wizards cover the illusionist and wizard classes, while white wizards cover the priest and druid classes. Would monks, knights, or paladins have a place in the Lankhmar setting? Can anyone think of anything else that would have to be changed, altered, modified, etc? Thanks!

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Post by Treebore »

I presume you have the TSR Lahkmar release? If so I seem to remember there being a bunch of suggestions for capturing the feel best, and they would still largely apply with C&C.

As for the 3 Prime question, I would keep it, because that is to not only make them equal to the other races that get a lot of abilities, but it defines them as human to begin with in C&C.

As for class eliminations and alterations I think your on the right track, and if you have that module I think such suggestions are in it as well.
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Post by Breakdaddy »

Welcome to the boards and C&C! I can't help much on this because I'm unfamiliar with the setting but I'm sure you're aware of the old AD&D(?) supplements that are based there. If you don't have any of those, maybe that would be a good place to start.
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Omote
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Post by Omote »

I would not tinker with the primes aspect of C&C with an all human campaign world. Though, by taking one of the primes away would make the game tougher. So if you want to go for a very hardcore, gritty mechanic feel free to take away one of the human primes, though I wouldn't

Lankhmar is a cool setting, but from the point of the base classes you could just simply do away with the knight, monk and paladin class. I think you could make a the wizard class choose between the standard wizard spells and for the white wizard let them choose druidic spells. I don't think all cleric spells would exactly fit into a Lankhmar setting, but otherwise it wouldn't hurt too much.

Other then that, there is not much else to change in Lankhmar that I can think of off hand. It's a fairly generic type of setting. Not that that is a bad thing.
Best of luck. Sounds like a grand time.

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Post by Omote »

Oh, and indeed... welcome to the Crusade capitalbill!

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capitalbill
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Post by capitalbill »

Thanks for the quick feedback and the welcomes!

I do indeed have all the TSR Lankhmar supplements; on a side note, they definitely vary in quality. Ill have to ponder the human 3 prime benefit, I understand that ability helps to define the race in C&C but I wonder whether that would be the case in a world that never had demi-humans to begin with. It seems that humans have one more prime than demi-humans as they are more versatile in comparison to the demi-humans. I hadnt thought of the fact that losing a prime would make it harder- that might be a good thing for a sword and sorcery game.

I kind of like the magic system presented in the 2E Lankhmar supplement: the elimination of the spell-casting priest class, and the white wizard/black wizard dichotomy. All wizards are rare- black wizards (magic-user/illusionist spell lists) are more powerful but have to deal with dark powers (gradually becoming twisted as they rise in power); white wizards are weaker in offensive power, but benevolent with their healing powers (cleric/druid spell lists). Any character can become a "priest", all that term relates to is working in the service of one of Lankhmar's deities as they rise and fall in stature.

Keep em coming!

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Post by Relaxo »

WELCOME ABOARD!

I'm not familiar enough w/ Lankmar setting to help, but if the Cure spells are too powerful to fit in, consider making them change damage to subdual damage rather that just POOF you're all better, and/or increase them all by a level or two.
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capitalbill
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Post by capitalbill »

Thanks for the feedback everyone! I've got a little bit of work to do, mainly designing some houses for thieves to break into, wizards towers to plunder, sewer systems to clean out, and a couple of wilderness jaunts to round it all out. Fun times in Lankhmar!

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Post by CKDad »

Don't forget the maidens to rescue!
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Post by capitalbill »

I don't know if "rescue" is the right word for it!!!

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Post by gideon_thorne »

capitalbill wrote:
I don't know if "rescue" is the right word for it!!!

Its a spell. Its called "Protection from Sacrefice on Demon Altar"
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Post by jaguar451 »

While not C&C, Akrasia has done some house rules for a Sword & Sorcery style of tame. Old school, so should be easily adapted for C&C...
http://forum.rpg.net/showthread.php?t=457332&page=4

capitalbill
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Post by capitalbill »

jaguar451 wrote:
While not C&C, Akrasia has done some house rules for a Sword & Sorcery style of tame. Old school, so should be easily adapted for C&C...

Thanks! I'll check it out; the 2E Lankhmar sourcebook broke magic up into white magic and black magic much as these house rules has done as. The 2E book has a table to roll for deformities as the black wizard advances in level, but I've been looking for some good sanity rules. I'll see what I can find from your link (which apparently I have to edit out because I don't have enough posts yet ). Thanks.

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Post by Treebore »

capitalbill wrote:
(which apparently I have to edit out because I don't have enough posts yet ). Thanks.

I believe you have reached the magic number, now. Otherwise its twice what your at right now.
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Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael

Grand Knight Commander of the Society.

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anglefish
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Post by anglefish »

For gritty games with ulterior motives, I'd take out any Sense Alignment spells.

I'd also look at Unearthed Arcana for ideas on urban rangers. The CnC companion Freeport and U.A. both have rules for sanity and Taint.

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Some Info for Lankhmar

Post by lobocastle »

Capitalbill,
http://www.momeraths.org/Lankhmar/monsters.html
http://scrollsoflankhmar.com/

The Above links may give you some ideas. I would keep the humans with three primes. The C&C monster manual is based upon that premise.

Joe

capitalbill
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Post by capitalbill »

Thanks lobo, the links look good! I think there's alot I can mine off the first one especially.

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