No Goblins Allowed
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Curveball too out there?
http://862838.jrbdt8wd.asia/viewtopic.php?f=21&t=89
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Author:  Arcane Archer [ Mon Sep 23, 2013 1:33 pm ]
Post subject:  Curveball too out there?

I wrote a story years ago, correction: partially wrote a story. Makes a better D&D world than a book. In any case, in this world, Goblins are on par with PC races, and even have their own arcane magic system, in the form of D20 book "Chaos Magic". For the first continent my friends start out on, I wanted one race that could make a good competitor.

My basic question is: has anyone used "Chaos Magic" as a resource, and did it work out? It seems like it could be fine as an NPC race's unique wrinkle, but thought I would ask the community.

Author:  GobO_Fire [ Mon Sep 23, 2013 1:40 pm ]
Post subject:  Re: Curveball too out there?

Who's the publisher? I have so much stuff it's hard to remember...

Over the years, I've used bits and pieces from a whole slew of 3rd party books. I may have used this one...

Author:  Arcane Archer [ Mon Sep 23, 2013 1:45 pm ]
Post subject:  Re: Curveball too out there?

Chaos Magic: Wild Sorcery by Mongoose Publishing, 2001 by Sam Witt from the Encyclopedias Arcane series.

Author:  GobO_Fire [ Mon Sep 23, 2013 2:14 pm ]
Post subject:  Re: Curveball too out there?

OK, I don't think I have that one. I didn't have very much stuff from Mongoose, for whatever reason.

One thing to watch that I can see right off the bat is that the book is 3.0, so there are some things that might need a touch-up.

The idea sounds interesting - giving a race its own "style" of magic. I really like the concept.

Author:  Arcane Archer [ Mon Sep 23, 2013 3:12 pm ]
Post subject:  Re: Curveball too out there?

As my base rules are 3.0, that shouldn't be an issue. It stems from the story I wrote, that with the Goblins having a magic older than humans, having split off from the Faerie Folk after the dragon wars at the dawn of time. Pretty derivative stuff, which is why I never continued the story, but Chaos Magic really gives a neat way to set the Goblins apart and conveniently fit the story without modification, but haven't used the resource, yet, so if someone has please let me know how well Chaos Magic from this guide works.

If it's not going to go as hoped, I can instead use shamanistic magic from Oriental Adventures, since the story deals with hexes, curses, enchantments, etc instead of blast spells, but I like the idea of insane, twisted, mutated Goblins lurching out of the gloom, using magic drastically different than the PCs, but which causes disruption itself in Goblin society...so many story angles and adventures to spin there... :drool:

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