Pen & Paper - Rollenspiel => Pen & Paper - Rollenspiel- & Weltenbau => Thema gestartet von: Zed am 19.08.2020 | 13:54

Titel: [Troioù] Ideensteinbruch: Pantheon, Völker etc
Beitrag von: Zed am 19.08.2020 | 13:54
Während der Entwicklung meines D20 sind die einen oder anderen Ideen entstanden, mit denen vielleicht auch andere etwas anfangen können. Diese Ideen möchte ich hier in loser Reihenfolge posten. Sollte Diskussionsbedarf entstehen, dann würde ich bei Bedarf dafür einen Diskussionsthread eröffnen.

Geschrieben sind die Ideen in einem Englisch, das verständlich aber auch hier und da verbesserungsfähig ist. Dazu wird es später von meiner Seite nochmal eine Überarbeitung geben, ich brauche dazu zur Zeit also keine Anregungen.

Worauf ich mit meinem D20-System hinaus will, habe ich hier einmal skizziert, das gilt nach wie vor.  :) (https://www.tanelorn.net/index.php/topic,86778.msg1764260.html#msg1764260) Und hier habe ich anhand einer Actionszene von YY vorgestellt, wie mein D20 (https://www.tanelorn.net/index.php/topic,117590.msg134948161.html#msg134948161) funktioniert.


Unterschiedliche Pantheons und Glaubensgrundsätze (https://www.tanelorn.net/index.php/topic,116252.msg134906359.html#msg134906359)

Beispiel: Glaubensgrundsätze des "Pantheons des Westens" (https://www.tanelorn.net/index.php/topic,116252.msg134906361.html#msg134906361)

Gottheiten des Westens (https://www.tanelorn.net/index.php/topic,116252.msg134906363.html#msg134906363) - ihre Avatare, ihre heiligen Waffen, ihre Allianzen (Ecclesiae), ihre Feinde.

Zahl und Macht von magischen Gegenständen eingrenzen (https://www.tanelorn.net/index.php/topic,116252.msg134906939.html#msg134906939) - und den Spielern doch Freiheit bei der Nutzung magischer Gegenstände zu lassen.

Zwei geheimnisumwitterte Spielervölker (https://www.tanelorn.net/index.php/topic,116252.msg134907574.html#msg134907574)
Die Alten - Urelben, die bis vor Kurzem jahrtausendelang in Mammutbäumen eingeschmolzen waren
Die Rückkehrer - Humanoide, die ihren Gräbern entstiegen, und die auf einem beliebigen anderen 3.5E-Spielervolk aufsatteln

Einige Kampfmanöver (https://www.tanelorn.net/index.php/topic,116252.msg134908044.html#msg134908044) - die den Nicht-Zaubernden mehr Möglichkeiten geben sollen.

Konzept für einen mytischen Erzfeind der Spielgruppe  (https://www.tanelorn.net/index.php/topic,116252.msg134938709.html#msg134938709)

Eine Skizze für eine Kampagne auf 4 Seiten. (https://www.tanelorn.net/index.php/topic,116252.msg134953143.html#msg134953143)

Eine faire Auswürfelmethode, die zu tendenziell starken Charakteren führt. (https://www.tanelorn.net/index.php/topic,116252.msg134956940.html#new)
Titel: Re: [Troioù] Ideensteinbruch: Pantheon, Völker etc
Beitrag von: Zed am 19.08.2020 | 13:55
Behind Pantheons
There are forces of nature and culture like fire, life, desire, vengeance and beauty. They exist without consciousness. The faith and the fear of humanoids cre-ate divine beings with an own mind, deities. Deities collect some of these forces and they are formed as a character by the believes of the common people. As a deity they influence nature and society; they cor-roborate their entitlement to represent some of the forces as gods.

For example: As a deity of the west, Hiltor, the god of the sun is a lifegiving, warming deity. He banishes the cold of the winter and enables the spring to come back. In the south, the same deity has a different character: The burning sun is testing the endurance of all life in the desert. He is cruel, exhausting and grim.

Thus, different parts of the world have different pan-theons. In some cases, some pantheons or dieties fight against each other, merge, transform or split up. We focus on the pantheon of the west, where 13 deities and nature itself provides articles of faith, that are the foundation of churches and orders.

Guidelines of Faith
If you chose to become a divine, you also chose to follow principles. It does not matter if you are an aspirant, a paladin or a hierophant: As a representant of your faith, you know what to fight for, by force or by words. There are three levels of engagement: fighting, quarreling, soliciting.

Fighting: When it comes to core values of your faith, you fight for or against something, you use several kinds of force, you become fierce with little room to remain restrained.

Quarreling: In other aspects you are very involved, you passionately dispute them, but you rarely use violence.

Soliciting: Finally, your mission to help building a better world brings you to solicit goals of your faith. You lobby in a cautious, diplomatic way, you are very careful not to be too intrusive. You would rather convince others with your good example.
Titel: Re: [Troioù] Ideensteinbruch: Pantheon, Völker etc
Beitrag von: Zed am 19.08.2020 | 13:57
Pantheon of the West

Airon the Protector, Deity of Communities, Tamer and Cultivator
You fiercely fight for the community you swore to protect. You quarrel about laws that keep peace within and between communities. You solicit non-violence, physically and verbally, in your community.

Bamork the Berserker, The Bull, God of Storms
It does not bother you, why you fight. You quarrel to fight as often as you can. You solicit rampage for everybody, because it cleans the soul, and the strongest should always win.

Berul, Deity of Desire, Lechery and Sneer
You quarrel openly and secretly for the individual right to frenzy and to arouse. You try to protect those who have an affair or who are drug addicted. You solicit the recognition of the emotions and needs of the body against the self-controlling mind. You rarely fight, mostly when you need to protect yourself from the bigots who attack you.

Carr the Incorruptible, Goddess of Revenge
If a victim seeks revenge and sacrifices to Carr, your task is to get vengeance from the perpetrator according to your verdict. As long as the wrongdoer did not undergo his punishment or the victim does not forgive, you quarrel or fight for redemption. You solicit the same legal rights for everybody, and thus you pave a way for a classless society.

Doramis the Lush, Goddess of Life, Birth, Healing, Grows
Although evanescence and mortality are part of the circle of life, you fight for long, peaceful, painless and fulfilled lifes. Thus, the enemies you battle, are war, destruction and plagues. You become merciless when fighting necromancy. Generally, you solicit non-violence, harmony and growth.

Elide the Graceful, Goddess of Beauty, Music, Ele-gance
Functioning civilization and nature are the basis of the existence of beauty. You fight against everything and everyone who threats the foundations of exist-ence of beauty. You solicit the exposition of beauty, so you don’t have to ostracize ugliness.

Hexantor the Horrid, Deity of Fear and Pestilence, Decay and Undead
Fear and pessimism have to be part of the living, otherwise they are not trained to potentially survive the next catastrophe. Thus, you don’t want to destroy life, you want to save it by training it. You solicit cautiousness, by shocking people with disfiguring diseases. You often quarrel and sometime fight against harmony and peace because they are danger-ous illusions.

Hiltor, Father in the Sky, The Judge, God of Light, Sun, Air, Rain, Day, Knights
You fight against the undead, the unjust, for decent people. You quarrel for justice. You solicit brightness over darkness, but you do not argue against the ne-cessity of darkness.

Evolution needs diversity. As long as all biomes exist in stable sizes, evolution isn’t threatened. You fight against monoculture. You fight against necromancy. The most divers biomes, primeval forests and reefs, hold a special place in your heart. You quarrel for limitations for cities. You solicit love for nature and argue against the temptations of civilization like con-venience and division of labor, which means alienation from life.

Quorma, Mother of Night, Goddess of Dreams, of Sleep and Death
Struggle ends with sleep or inevitable death: You just remind creatures of this inconvenient truth, even deities. For a divine of Quorma there is no need to fight. You solicit darkness over brightness, but you do not argue against the necessity of light.

Remurius the Truthseeker, Deity of Knowledge, Science
You solicit more education for everybody. You quar-rel for universities and schools. You fight for places of knowledge like libraries. You keep an open mind to-wards every idea, even towards necromancy: You want to understand everything; that does not mean, you want to promote everything. On the other hand, zombies and other mindless destroyers are especially loathed.

Rosariel the Peaceful, Deity of Peace, the Nonviolent
Nonviolence is an important but utopian dream and you know that. But it is always the ordinary people who suffer from war and oppression, and you at least want to help them. That's why you argue basically for peaceful solutions. If a non-violent approach fails, you give priority to protecting the innocent, the most helpless. Creatures that are violent by nature, without the ability to choose other ways of existence, like vampires and liches, cannot gain your mercy, and you try to redeem them.

Taron the Hunter
You quarrel to go hunting, whenever it seems to be a challenge. You solicit hunting skills, that everybody should be acquainted with. Societies that live as hunters and gatherers hold a special place in your heart.

Warkon, Mother Earth, Deity of the Earth, Fire, Rocks, Volcanoes, Metals 
There is no agenda in this faith: stone is the founda-tion on which everything is built; fire is the essence in every living being. No one doubts that. There is noth-ing to prove. Divines of Warkon worship fire and earth. They give the warmth of a flame to anyone who asks them. Other divines speculate that Warkon's mind is unstable, and once her madness wins, the world will be destroyed by fire. They believe that the main task of the priests and mystics of Warkon is to strengthen her state of mind to prevent the apocalypse.
Titel: Re: [Troioù] Ideensteinbruch: Pantheon, Völker etc
Beitrag von: Zed am 19.08.2020 | 14:00
Pantheon of the West - Overview

DeityWeapon*DomainDomainDomainEcclesiaOpposed to Associated BirdAvatarOne Bonus RankRequirements
Airon the Protector, Deity of Communities, Tamer and CultivatorHeavy ShieldProtectionAnimalPlantCivilization, NatureWarSwanSphinxShield Maiden
Bamork the Berserker, The Bull, God of StormsGreataxeStrengthAirAnimalWar, EmotionCivilizationGreat SkuaMinotaurBerserkerMinimum Str +1
Berul, Deity of Desire, Lechery and SneerLight Crossbow InfluenceProtectionTruthNature, EmotionCivilizationCuckooSirenBrawler
Carr the Incorruptible, Goddess of RevengePoisoned DaggerHuntTruthDarkness--CrowErinyeLoremaster
Doramis the Lush, Goddess of Life, Birth, Healing, GrowsQuarterstaffHealingPlantStrengthCivilization, Nature WarGooseParadise Turtle IslandBlessed OneReputation of Mercy
Elide the Graceful, Goddess of Beauty, Music, EleganceComposite LongbowInfluenceTravelHealingCivilization, EmotionWarSwallowElven dancerAthleteMinimum Charisma +1
Hexantor the Horrid, Deity of Fear and Pestilence, Decay and UndeadSpiked ChainHorrorDarknessTravelWar, EmotionCivilizationVultureHomo VariolisVulgarizerReputation of Hardhearted
Hiltor, Father in the Sky, The Judge, God of Light, Sun, Air, Rain, Day, KnightsLongswordSunAirWaterWar, Civilization, NatureEmotionSea EagleKnightExorcist
NatureSpearDruidDruid------No metal armor, chosen weapons
Quorma: Mother of Night, Goddess of Dreams, of Sleep and DeathRapierDarknessInfluenceStrengthCivilization, Nature-OwlGhostShadowheart
Remurius the Truthseeker, Deity of Knowledge, ScienceHeavy PickTruthTravelSunCivilizationEmotionRavenCrystal creatureLoremasterMinimum Intelligence +1
Rosariel the Peaceful, Deity of Peace, the NonviolentNetPeaceSunProtectionCivilizationWarLarkNaked manDeflectorOath of Peace, Reputation of Mercy
Taron the HunterLongbowHuntAnimalTravelNatureCivilizationFalconWolfMarksmanMinimum Dex +1
Warkon, Mother Earth, Deity of the Earth, Fire, Rocks, Volcanoes, MetalWarhammerEarthFireStrengthWar, Civilization, Nature-PhoenixStone-, Lava-CreatureDefender

* If needed, the priest gets the proficiency of his god’s holy weapon at first level. You also choose one benefit for that weapon, +1 BAB or +1 damage (Airon: +1AC on heavy shield).

From time to time, deities work together in Ecclesiae because they share common ideas and because they fight opposed concepts.

The “Bonus Rank” refers to powers, characters chose for themselves.
Titel: Re: [Troioù] Ideensteinbruch: Pantheon, Völker etc
Beitrag von: Zed am 21.08.2020 | 12:43
In vielen Jahren des (A)D&D-Spielenleiterns bekam ich eine ausbalancierte Nutzung von magischen Gegenständen nie in den Griff. Immer wieder entpuppte sich eine Mischung an Gegenständen als Gamebreaker in meinen Augen. Die Gegenstände waren auch nichts besonderes mehr, weil sie in ihrer Menge, die sich über die Jahre ansammelte, einfach zu groß war. Hier ist mein Versuch, eine Überzahl von Gegenständen zu vermeiden, und trotzdem den Spielern die Freiheit zu überlassen, sich mit unterschiedlichen Gegenständen auszurüsten.

Item Balancing

Any character can use the power of any single magic item of any power level, whereas combinations of items are difficult to master: Magic items interfere with each other when carried by an unexperienced character. Refer the following table:
Character Level12-45-78-1011-1314-1617-1920
Max combined powerlevel of items worn357911131517

Faithor the bard (10th level) has a longbow +2, and a second bow, that changes his arrows into fire arrows (+1D6 fire damage, equals +2 power level). He possesses a ring of protection +2 and boots of stealth (powerlevel +2). All these powerlevels sum up to 8, so he has still use for an item with powerlevel 1.

Then he finds a chain mail +2. When he dresses up this chain mail, the combined powerlevel of his items exceed 9 by 1. In that moment, magical interferences stop all his magic items worn to unfold their magic. He has to take one item off in order to meet the allowed powerlevel. When reaching level 11, he is not limited any more in combining these items.
Titel: Re: [Troioù] Ideensteinbruch: Pantheon, Völker etc
Beitrag von: Zed am 23.08.2020 | 21:59

A few decades ago, slender, naked humanoids suddenly slipped out of the oldest trees that exist. Stripped of their memory, they were disoriented and behaved disturbed. Elven researchers found that these creatures had been fused with these trees for eons, and they appear to be an ancient race of elves from the beginning of time. The ancient elves are not capable of helping solve this mystery, they are still working on adapting to the world. Were they prisoners? What triggered this incident? Is this a bad omen?

Even elves seem to avoid contact with the ancients. Ancient elves do not remember any education. Instead, they try to cohere some of the knowledge that is a tiny bit of their memory that is left.

Ancient elves often become druids. They did not find a way to connect to deities.

Kinfolk Heritage and non-wiped memory
•   Ancients are medium creatures.
•   Low-Light Vision: All ancient can see twice as far as a human in starlight, moonlight, torch-light, and similar conditions of poor illumina-tion. She retains the attribute to distinguish color and detail under these conditions.
•   Skills Listen, Spot and Sense Magic +4
•   Fortitude Saving Throw +2, Reflex Saving Throw+2, Will Saving Throw+2
•   Base land speed: 9 meter

•   Survival and Pathfinder’s Knowledge +2
•   Natural Dryadheart: By nature, an ancient is a natural dryadheart. Every ancient elf of level 0 starts with the first dryadheart power “Cure with Tree Sap”: Once per day, you lead a wounded creature to a tree and open the tree to use his sap as a healing liquid. You cure double (your character level plus your charisma bonus).
•   Suggested Homeland +7: Temperate Forest and Temperate Cultivated Area or Taiga (Arctic Coniferous Forest) and Tundra

Returned (Special)

As a returned character, the following abilities are added to your original abilities. You still belong to the people from which you were born.

When a sentient being dies, in very rare cases some return to life, sometimes right after their death, sometimes after a couple of days, crawling back from their graves. It seems, that grief, hate, love and pain while dying enhances the chance of coming back from the dead. Returned are often feared, exiled or burned by society except for Syradon, the realm of the undead.

Although they breathe and their hearts beat again, returned have not left all aspects of death behind. A very feint aura of necromancy surrounds them. They have pale skin and they tend to behave unearthly. The experience of being dead and back gives them some advantages as well as some disadvantages. Some gods struggle to grant them the wish to serve as a divine. A miracle can remove the status of a returned, shedding all advantages and disadvantages.

We assume that the transformation took place at young adult’s age when their education was completed.

Returned Gifts
•   A returned keeps all of his heritage and educational abilities.
•   Returned basically have the speed, height and attributes of their formerly deceased body. But some attributes transform because of the process from life to death and back: +2; +2; 0; 0; -2; -4 (You pick which modification goes to which attribute.)
•   Sense of Life and Death: Returned exist on the edge of life and death, and they sense life and death at very close range, i.e. 5m.
•   Fortitude Saving Throw +2, Will Saving Throw+4
•   +4 vs cold attacks
•   Undead Lore +4

Returned Limitations
•   Returned are unfertile.
•   In regard of possibly being turned or controlled, they are treated as undead, if their outstanding WC is overcome. Otherwise, they are alive.
•   Returned heal only half effective by spells or any other means.
Titel: Re: [Troioù] Ideensteinbruch: Pantheon, Völker etc
Beitrag von: Zed am 25.08.2020 | 15:38
Hier einige Kampfmanöver für ein D20, die den Kämpferklassen mehr Wirkungsmöglichkeiten geben. (https://www.tanelorn.net/index.php/topic,86778.msg1764263.html#msg1764263) So erhalten Waffentypen (scharf, stumpf, zweihändig etc) unterschiedliche Möglichkeiten, und gezielte Angriffe auf Körperteile sind auch möglich. Edit: Das Plädoyer von Feuersänger (https://www.tanelorn.net/index.php/topic,107872.msg134661036.html#msg134661036) hat mich überzeugt, die Mali, die mit Kampfmanövern einhergehen, um zwei zu verringern.

Folgende Kampfmanöver stehen allen Charakteren auch ungelernt zur Verfügung:

Common Maneuver

If you hit with your piercing weapon despite a -2 penalty, your weapon also gores the target dealing additional weapon damage every round starting the next round as long as it is stuck in the body and the target is moving.

Time: Standard Action
Range: as weapon
Strife: MA -2 vs AC
Duration: -
Prerequisite: S, Piercing Weapon

A target that has an appropriate limb can remove the weapon as a Move Action dealing additional weapon damage. The attacker removing the weapon as a Move Action deals weapon damage +1/2 MAB. Damage Resistance applies.

Common Maneuver

If you hit with your slashing weapon despite a -2 penalty, your target also gets a severe wound that bleeds with 1/10 loosed hp every round, minimum 1, for this encounter. Damage Resistance applies.

Time: Standard Action
Range: as weapon
Strife: MA -2 vs AC
Duration: Encounter
Prerequisite: S, Slashing Weapon

The bleeding is reduced by 1 point per round if 5 hp are cured.

Common Maneuver
Damage, Obstruct

The target loses her next standard action, if your attack roll -2 also beats its Fortitude Save +10. You do damage as normal.

Time: Standard Action
Range: as weapon
Strife: MA-2 vs AC & Fortitude Save +10
Duration: -
Prerequisite: S

Common Maneuver
Gird Oneself

Transform your standard action into an AC-bonus: You point your weapon at your opponent, threaten him and make it more difficult for him to launch an attack against you.

Time: Standard Action
Range: as weapon
Strife: -
Duration: Round
Prerequisite: S, Melee Weapon

The length of your weapon gives you a good bonus on your AC this round: Light weapon or buckler +4, one-handed-weapon or light or heavy shield +7, two-handed-weapon or tower shield +10. Your opponent can use the maneuver “Disarm Strike, bold” even untrained against you.

Common Maneuver
Damage, Obstruct

If you hit with your bludgeon weapon despite a -2 penalty, your target of same size is pushed back 1 meter/4 points of damage and possibly stumbles.

Time: Twitch + Effect Action
Range: as weapon
Strife: MA -2 vs AC & Reflex Save +10
Duration: -
Prerequisite: S, Bludgeoning Weapon

Size Category of TargetPushed Back
Two smaller or more 1 meter/2 points of damage
One smaller1 meter/3 points of damage
Same Size1 meter/4 points of damage
One larger1 meter/6 points of damage
Two larger1 meter/10 points of damage
Three larger1 meter/18 points of damage
Four larger1 meter/34 points of damage

Being pushed against a hard surface like a wall comes with additional 1D6+Str damage. You can define the direction of the pushback within a 180-degree angle. If you also beat the targets Reflex Save +10, the target is tripped too.

Common Maneuver

With your bludgeon or slashing melee weapon you start an attack -2 against every creature in weapon range. As a risky maneuver, you get AoOs from every enemy in range.

Time: Standard Action
Range: as melee weapon
Strife: MA -2 vs ACs of every creature in range
Duration: -
Prerequisite: S

Common Maneuver

You must swing your weapon for two rounds, the last and the actual round, and then you strike with your effect action. If you hit, you determine the weapon damage plus fixed boni and multiply it by 2 and then add the variable damage.

Time: Three consecutive move actions and the following standard action
Range: as weapon
Strife: MA vs AC
Duration: -
Prerequisite: S, Swinging Weapon (normally: Two-handed weapon)

While swinging you are free to move.

Example: Korran the cleric level 5, swings a burning greatsword (2d6 +1D6 (fire)). He provides a hit, he rolls a 5 and a 6 added to his strength bonus of +3. A normal blow would do 14 points of damage plus 1D6 fire damage. As a swung hit, Marc delivers twice the damage, i.e. 28 plus 1D6 damage. He rolls a 5 for fire damage, i.e. 33 points of damage.

Folgende Kampfmanöver müssen durch Featpunkte erworben werden:

Fighting Proficiency
Damage, Obstruct

If you hit despite a penalty of -2 or lower, you do damage as normal, and if you also beat the targets Melee Attack Bonus (MAB) +10, the target loses its weapon. Use the damage in order to determine how many meters the weapon flies away.

Time: Standard Action
Range: as Melee Weapon
Strife: MA-2 (-4/-8) vs AC & MAB+10
Duration: -
Prerequisite: S

If you want to disarm an opponent, you take a penalty of -2 on your attack roll, -4 if opponent wields a two-handed-weapon or a light shield. If you want to disarm a heavy or tower shield, that is usually strapped, your penalty is -8. Your target gets an attack of opportunity (AoO), if your bold attack fails.

Fighting Proficiency
Damage, Obstruct

If you hit despite a penalty of -2, you do +2 extra damage and the target falls under one step of fear and/or stun for one round.

Time: Standard Action
Range: as melee weapon
Strife: MA-2 vs MAB+10 & Fortitude Save +10 & Will Save +10
Duration: Round
Prerequisite: S

Fear: -1 will save; -2 critical roll; -10% supernatural damage; -1 skill rolls depending on Int, Wis, Cha
Stun: -1 attack bonus; -1 weapon damage; -1 AC; -1 fortitude saves; -1 reflex saves; -3 speed, -1 skill rolls depending on Str, Con, Dex. Your target gets an attack of opportunity (AoO), if your bold attack fails.

Fighting Proficiency
Gird Oneself

Once per round, you announce to snatch an arrow or a thrown weapon if it misses both your AC and RC.

Time: Immidiate Action
Range: -
Strife: Ranged Attack vs your AC & Reflex Save +10
Duration: -
Prerequisite: S, Dex +2

If your AC is hit, you fail snatching the incoming arrow or thrown weapon and it has a damage bonus of +4. If the shot overcomes your RC but not your AC, you fail catching it in midair. If the shot misses both your AC & Reflex Save +10, you successfully caught the missle.
Titel: Re: [Troioù] Ideensteinbruch: Pantheon, Völker etc
Beitrag von: Zed am 1.12.2020 | 15:29
Konzept für einen Erzfeind in einer Kampagne, der sowohl immer wieder einmal besiegbar ist, als auch dauerhaft eine Bedrohung darstellt

(Anlass für diese Vorstellung ist dieser Thread gewesen.) (https://www.tanelorn.net/index.php/topic,117330.msg134938710.html#msg134938710)

Zardos ist eine gewaltige amorphe Kreatur. Alle Götter haben ihn einst aus Teilen von sich selbst erschaffen, eine Art Frankenstein-Monster, um die Drachen, die die Humanoiden und damit die Götter auslöschen wollten, endgültig zu besiegen. Zardos ist nicht zu töten, er setzt sich immer wieder zusammen, er war ein gewaltiger Kämpfer. Zardos Aussehen erinnert an eine dämonische Krake, aber er kann auch andere monströse Formen annehmen, vorzugsweise solche, die ihm im Kampf helfen. Zardos trägt den Drachenhass in "den Genen", aber er hat auch eine erhebliche Portion freien Willen: Nach dem Sieg über die Drachen wandte Zardos sich gegen die Götter, er wollte Ihr Oberster Herr werden. Dadurch wurde er in den Heiligen Schriften jeder Religion zum Teufel.

Da taten sich die Götter ein letztes Mal zusammen und rissen Zardos in 666 Einzelteile. Diese Einzelteile verbannten sie in eine Gesteinsart, die für Magie undurchdringlich ist - und suchten dafür 666 dieser Orte auf der ganzen Welt. Dieser Eingriff kostete sie soviel Kraft, dass die Götter sich damals für immer ins Jenseits zurückziehen mussten. Sie können nur noch über ihre Gläubigen Einfluss auf das Geschehen der Welt nehmen. Ein wichtiger Nebeneffekt ist, dass Zardos, seitdem die Götter das Diesseits verlassen haben, sterblich geworden ist.

Vor 25 Spieljahren befreite unser Zwergenheld der ersten Stufe aus Versehen einen der 666 Teile von Zardos. Jeder Teil kann autark agieren, und Zardos' Ziel ist seitdem, alle anderen Teile zu finden, wieder zusammenzufügen und zum Herren über das Dies- und Jenseits zu werden.

Es gibt Zardos seitdem in drei "Arten":

1. Ein noch eingeschlossener Teil von Zardos. Durch dessen Gefängnis ist er von allem abgeschirmt, und wird er befreit, ist seine letzte Erinnerung, von den Göttern zerrissen worden zu sein. Er würde sofort nach anderen Teilen Zardos' zu suchen beginnen. Aktuell sind noch 633 Teile von Zardos an verschiedenen Orten der Welt gefangen.

2. Ein befreiter Einzelteil von Zardos. Er handelt autark und sammelt Informationen, Eindrücke und stellt eigene Überlegungen an. Aktuell sind 33 Teile von Zardos befreit.

3. Verschmolzene Einzelteile von Zardos: Sobald sie verschmelzen, fügen sie ihre Erinnerungen, Informationen und Überlegungen zusammen. Dieser vergrößerte Zardos trifft seine Entscheidungen und sendet den einen oder anderen Einzeltteil von sich in die Welt, vorzugsweise um weitere Teile zu finden und zu befreien. Diese ausgesandten Teile trennt der verschmolzene Zardos zuvor von sich ab, und was sie erfahren, können sie erst anderen Zardosteilen mitteilen, wenn sie sich erneut verschmelzen. Aktuell sind 25 Teile von Zardos verschmolzen, und 8 Teile 7 Teile* sind in der Welt unterwegs auf der Suche nach weiteren Teilen.

Zardos verlässt sich nicht nur auf sich selbst. Er nutzt die Mythen, die um ihn noch kursieren, und hat eine Sekte gebaut, die es sich zum Ziel erklärt hat, die Götter zu stürzen. Gerade Wissenschaftler - Gesteinskundler - werden von der Sekte besonders umworben, denn das besondere, unmagische Gestein ist es, das er er sucht.  Denn darin befinden sich viele weitere Teile seiner Selbst.

Perfide spricht Zardos, der nur in hässlicher Form existiert, außerdem alle Ausgestossenen, Marginalisierten und Heretiker an - denn wer kann ihnen ihr Leiden besser nachfühlen, als der verstoßene Sohn der Götter. Zardos verspricht ihnen eine Welt ohne eine Ordnung, eine Welt ohne Hierarchien, in der jede/r nur sich selbst verpflichtet ist. (Hier konnte ich den einen oder anderen populistischen Ton ausspielen, wie er mir in der Realität in den letzten 4 Jahren begegnet ist.)

Die Heldengruppe hat den verschmolzenen Zardos schon erlebt. Ihr Ziel ist es, zu verhindern, dass Zardos weitere Teile von sich findet und befreit und ihn möglichst in Einzelteilen zu stellen und zu erledigen. *Bei einem Teil ist es ihnen schon gelungen. Dadurch sind für Zardos einige wichtige Informationen verloren gegangen, und es ist zu erwarten, dass er weitere Teile oder Anhänger seiner Sekte aussendet.
Titel: Re: [Troioù] Ideensteinbruch: Pantheon, Völker etc
Beitrag von: Zed am 19.01.2021 | 10:20
Zwar hat folgende Kampagneskizze, die ich 2019 im Rahmen der Tanelorn-Challenge (https://www.tanelorn.net/index.php/topic,110040.msg134739862.html#msg134739862) niedergeschrieben habe, nichts mit dem D20 zu tun, weil dieser Thread jedoch ein Ideensteinbruch ist, passt die Kampagnenskizze hier dennoch gut hin.
Titel: Re: [Troioù] Ideensteinbruch: Pantheon, Völker etc
Beitrag von: Zed am 2.02.2021 | 12:09
Seesaw ist eine Auswürfelmethode (https://www.tanelorn.net/index.php/topic,117901.msg134955985.html#msg134955985), die

1.) tendenziell überdurchschnittliche Charaktere mit Werten zwischen 7 und 18 hervorbringt
2.) die Charaktere hervorbringt, die nicht allzuweit auseinander liegen
3.a) die garantiert, dass eine Figur mit zwei sehr guten Werten mindestens einen schlechten Wert hat
3.b) die garantiert, dass eine Figur mit drei sehr guten Werten mindestens zwei schlechte Werte hat.

1. Würfle 6D6 und sortiere die Würfel nach Wert.*
2. Zum höchsten Ergebnis zähle "12" Punkte hinzu, das zweithöchste Ergebnis ziehst Du von "13" ab, das dritthöchste Ergebnis addierst Du wieder zu "12" und so weiter. ("Seesaw" heißt "Wippe", wegen der des abwechselnden Addierens und Subtrahierens)
3. Ordne die Endergebnisse nach Deinem Belieben frei den Attributen zu.

Hier drei von mir beispielhafte, erwüfelte Durchläufe.

GewürfeltSeesawedErgebnis Sortiert

GewürfeltSeesawedErgebnis Sortiert

GewürfeltSeesawedErgebnis Sortiert

*(Man könnte überlegen, ob man noch einmal würfeln darf, wenn die Summe der gewürfelten 6D6 12 oder niedriger ist.)

Zur Diskussion geht es hier entlang. (https://www.tanelorn.net/index.php/topic,117901.msg134955985.html#msg134955985)