Doldrums -- Equipment Rules

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serleran
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Doldrums -- Equipment Rules

Post by serleran »

I've posted the "expert weapons" for my World of The Doldrums. I'll soon be adding the expanded item creation and item save information as well.
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Of the listed classes, dwarfs make the most use of this stuff, as do fighters and various other military-minded characters.

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Post by serleran »

I've added my expanded item creation and item saves, so everything can be accessed from a single point, rather than being spread all over. Many have seen it before, but others have not. If you have anything to say, please don't hesitate.

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Post by Maliki »

Looks good, I will be stealing some ideas for use IMC.

Thanks.
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Post by Zudrak »

Maliki wrote:
Looks good, I will be stealing some ideas for use IMC.

Thanks.

Indeed. Thanks, serl!
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Post by Omote »

I will say this, in seeing that document in the past I immediately used a select few of the weapon improvements. Honestly, I think some of them (serrated for example) are a bit overly powerful, but the flavor is what is important.

This extensive document can be further tweeked to any other CKs liking though. The best thing about it is that it gives so many good ideas to either outright steel for your own game or modify as desired.

Again, very nice.

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Post by serleran »

Yes, I tried to make the ones that are very powerful not work with other things, or difficult to make, either by cost or flat-out difficulty. Other things are just easy to make, and would be cheap (serrated is an example) but are barbaric and likely criminal, or associated with non-civilized people, so it has to be self-made, in most cases, and likely that means a long time not adventuring. And then, don't bring it into town. Also, opponents use these things against the party, so when you encounter 24 orcs with serrated two-handed swords, you'll deserve any reward you might get, if you live. :)

On second thought, I should've noted that in the serrated description... hmm.

Otherwise, I just tried to provide a big list of possible nonmagical goodies to do to weapons, to give more customization, in a sense.

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Post by Omote »

serleran wrote:
Otherwise, I just tried to provide a big list of possible nonmagical goodies to do to weapons, to give more customization, in a sense.

And you certainly succeeded in that! Like I said, there are so many good things to take from that list. As an idea generator alone, it is fantastic.
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Post by Lurker »

Really like this one! Great job
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Post by Zudrak »

Lurker wrote:
Really like this one! Great job

C'mon, everybody!

"For he's a jolly good fellow, for he's a jolly good fellow..."

Never stop, serl.
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AD&D, Amish Dungeons & Dragons.

"Galstaff, ye are in a cornfield, when a moustachioed man approaches. What say ye?"

"I shun him."

-----

"Knowledge, logic, reason, and common sense serve better than a dozen rule books."

-- E. Gary Gygax
Psalm 73:26

"Knowledge, logic, reason, and common sense serve better than a dozen rule books."

"Rules not understood should have appropriate questions directed to the publisher; disputes with the Dungeon Master are another matter entirely. THE REFEREE IS THE FINAL ARBITER OF ALL AFFAIRS OF HIS OR HER CAMPAIGN."
-- E. Gary Gygax

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Post by Moorcrys »

Hey Serl,

I love both your racial class and equipment rules, great stuff. I'm thieving your ideas for my campaign without guilt or conscience...
Thanks for posting them...
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Post by serleran »

I accept donations. :)

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