by SilverDragon
Updated 27-Jul-2008
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New
visitors to Saltwave 
New players 
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Moving
on to 4th Edition
Well.
So. We are moving on to play to 4th edition of dungeons and dragons.
New additions to the world, new rules, same campaign world and concept.
Time remains tight and the MMOs grab most of our attention, but
we are experimenting with the new system. These are interesting
rules that offer a lot more possibilities for non-spellcasters and
shaft the spellcasters royally in completely fair ways. Some people
complain that DND 4 or D&D 4th edition has lost the flavor of
what Dungeons and Dragons "should" be. I do not see that.
There is as much opportunity for unique, role-playable characters
as there ever was. The disparities in power between classes has
been removed, and there are some really neat options available.
The game has been slightly simplified, but not so much that tactical
combat is gone. Instead, tactical combat using miniatures is assumed,
and many powers make great use of tactical mobility. So much so
that if you are not using a battle grid and minis, then a bunch
of powers from certain classes become irrelevant or useless. It's
all interesting stuff. On the to table!
News
link
((
Note that the Saltwave Campaign has seen very little play for the
past two years, due to the players being mostly involved with the
City of Heroes MMORPG. I am active on the Virtue server with global
handle @silver-dragon. ))
SilverDragon
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Campaign
Game Rules
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New visitors read this | New
players read this )
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Campaign
Assumptions (4th Edition, c. LY 2173)
- All
player characters with any type of civilized background are literate
and at least passably aware of different races, cultures, and
nations. They can be considered to have had a decent education.
This does not affect the number or type of skills available by
class, but does make the Skill Training feat easily explainable.
(I may make that feat a 2-for-1 benefit, depending on how it balances
out.)
- There
is a post-industrial economy. Rennaissance and mideval technology
has become a thing of the past, economically, and the crafts are
only practiced as hobbies in any type of civilized nation. The
blacksmith has become a repairsmith. Goods are purchased from
stores--specialty or general--that sell corporate products.
- Technology
is omni-present, and tucked into the background so that it does
not greatly affect the feel of culture. Every home has indoor
plumbing, heating, cooling, power, communication, entertainment,
and food preparation and preservation devices. The feel of most
places as sources of "Rennaissance" culture is preserved.
- Weapons
produced by any corporate source (anything that is available for
purchase) is non-lethal in effect. Even the sharpest and pointiest
edged weapons manage to transfer their damaging potential into
non-lethal form. This works through extremely high technology
and is effectively magic. It is possible to actually kill a target
by accident or by deliberate intent, and the weapon will record
the event for law enforcement use.
- Anyone
who can afford to leave home owns a wristcomp. (This needs a better
name....) This device is a combination mobile phone, e-mail, camera,
calendar, health monitor, personal digital assistant, GPS device,
credit card, and identification source. It is almost (but not
quite) indestructible. The most advanced and expensive models
also incorporate a medical teleport transponder.
- Sorcerer's
Gates--permanent freestanding two-way magical portals--connect
all major cities and many smaller destinations. Important places
will have multiple private and public portals. Most trade travels
through these portals from place to place. Bulk transport is unusual;
goods are produced by corporate facilities in the scale needed
and economically feasible and sent in requisite lots directly
to the retailers. Food and grocery production is handled similarly.
General
Rules and Info (3.5 Edition, c. LY 2165)
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Classes
available to PCs and NPCs (3.5 Edition, c. LY 2165)
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Campaign
Information & Background
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Race
and Monster Stats (3.5 Edition, c. LY 2165)
- Kraanicher
racial details and stats, including D&D 3.5 psionics rules
for Kraanichers as a psionic race
- Kzin
- Monster and character race stats, plus kzin template NPCs
- Prrex
- Background, culture, and character race stats
- Tabaxi
- Background, culture, and character race stats
News,
History, and Background Information (3.5 Edition, c. LY 2165)
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AD&D
2nd Edition Campaign Resources
WEB
SITE PURPOSE:
To make campaign
information available to Saltwave players and to permit downloading for
personal use of the campaign's players and co-referees. Please respect the
author's copyright by limiting use of this material to individual recreational
use. Refer others to this web site, instead of making and distributing copies.
Please send me email if you would like more information or details, or if
there is something else you'd particularly like to see posted here.
The Saltwave
campaign began February, 1990 at Fort Richardson, Alaska, USA.
This
page and contents © 1998-2007 by SilverDragon
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