Ivoria - The Guild of the Lawless
- I intend for this campaign to be much more role-play intensive than we might otherwise be accustomed to. Ideally, I hope for the game to be paced something in the order of 60% combat encounters and 40% non-combat events. This makes it all the more important that you create a character whose personality and background are interesting and campaign-appropriate. Bear in mind that this also means that having a character missing from a session is much more difficult to write around than simply changing encounters.
- Class choice will be restricted to the classes found in Heroes of the Forgotten Lands, Heroes of the Forbidden Kingdoms, Heroes of Shadow, and the Neverwinter Campaign Setting as well as the Marshal Warlord class posted on the WotC website (included expressly for thematic concerns). I realize this is restrictive, but I feel (and all my research corroborates) that the tighter class design included in these books will lead to faster combat encounters, which I believe we can all agree is an issue of 4th edition. I am willing to discuss exceptions in cases of extremely strong character planning, but that will need to be discussed on a character-by-character basis.
- Race choice will be restricted to the classes found in Heroes of the Forgotten Lands and Heroes of the Forbidden Kingdoms, with Deva swapped for Drow.
- I expect this campaign to begin at level 3 or 4 and should last into the late heroic tier. This should simplify combat and character creation, and the general power level is important for the storyline.
- Low Item Rules – Magic items in Ivoria are exceptionally rare. Instead of having a wide variety of magic items at your disposal, you will function primarily on mundane items. To keep up with the natural progression of power, you will instead be given bonuses inherent to your character as appropriate.
I will be tracking your HP for you, and I will let you know a general, role-play oriented idea of your general health. I believe this will bring a new dynamic to combat and lighten the technical load on the players.
- I do not intend to design encounters around experience values, but rather what is important to the adventure’s plot at the time. As such, I have no plans of tracking party XP. When you reach significant plot points or complete important objectives, I’ll tell you to level your character before the next session. If “finishing one more encounter so you can level” is the most important motivation you or your character has, there are bigger problems with the campaign that need to be addressed.
- I am removing “class skill” restrictions – I see no mechanical reason why a paladin could not seek out training in thievery if they so chose. When you are given the option to select a number of skills from a “class skill” list, you can instead choose that number of skills from the entire skill pool. In addition, I will be approaching skills in general more loosely. If you can come up with a reason you should be able to use your dexterity for jumping, or if your amazingly attractive visage is so beautiful as to be intimidating, I’ll allow it. Skills should celebrate your character, and you should be rewarded for creativity in skill use. But be aware that this will result in overall higher skill checks to compensate for a general inflation of bonuses.
- To help keep your character thematically tied to Ivoria, I have created a series of Themes that can used as a bit of history or guidance. I am more than willing to discuss additional theme ideas, if you can come up with an idea that strikes you as particularly thematically strong. Any theme you take will grant you bonuses that will be relevant both in and out of combat, but I don’t want the shadow of combat effectiveness influencing your thematic decisions (and I can’t figured out what all those bonuses will be yet), so they are not yet posted.