Showing posts with label colonial. Show all posts
Showing posts with label colonial. Show all posts

Sunday, January 15, 2017

Colonial 5e Rogues

Continuing my look at adapting 5e/Adventures in Middle Earth for a low magic game set around the time of the American Revolution. The fighter types are fairly usable as is; the spellcasters need some adaptation. Now it's time to look at various roguish sorts:

Rogue
The base Rogue class in 5e works fine as does the thief & assassin archetypes. The Arcane Trickster has so nice features that could maybe form the basis of a "magical trickster" or charlatan (wherein the magic is feigned or pretended), but as currently constituted it's too magical. The Mastermind and the Swashbuckler archetypes from the Sword Coast Adventure's Guide work too, the the latter would be a bit of a relic. Rogues would also be the class of choice for "Thief-takers" working on the opposite side of the law.

Bards
Obviously musicians and performers have always existed, but the inspirational "powers" of this class seem better suited at a time of revolutions for rabble-rousers, speechifiers, and pamphleteers: your Samuel Adamses and Thomas Paines.. The Warden class of AiME seems to get closest to this range of types without the use of spells, so it's probably a good bardic substitute.

Sunday, January 8, 2017

Colonial 5e Fighting Men

This continues my look at adopting 5e for a "low/slightly-secret(maybe)" magic Colonial North America game:

Fighting Man (Fighter)
The 5e Fighter works pretty well were representing your standard warrior types from any of the cultures, though the Eldritch Knight will be out as an option. Maybe Adventure in Middle Earth's Weapons Master might be an archetype option.


Ranger (Wanderer)
The AiME Wanderer class can represent the historical units known as Rangers, but also the general wilderness scout type. The Hunter of Shadows Archetype is out, but the much maligned Beast Master archetype of the 5e Ranger will work. I might also replace Trackless Step with the Ranger's Land's Stride, but this isn't a big issue. Interesting historical tidbit: the terms for skilled firearms marksmen: "crack shot" and "sharp shooter" (the latter a calque from German) are both attested to from only the 1790s.

art by Tim Truman

Slayer (Barbarian)
Though the name is borrowed from the Adventures of Middle-Earth class, I think 5e's Barbarian works better. This will represent the fierce, rustic warrior, including some Native American warriors, but also some of the frontiersmen or proto-Mountain Men with which they contended. Weapons would be similar for both: muskets, tomahawks/hand axes, and knives, though some Natives might still employ the bow.

Friday, January 6, 2017

Colonial Era 5e Class Musings


On breaks from getting other projects done, I've been working adapting some of the classes in Adventures in Middle-Earth (due to their low magic setup) for a hypothetical 5e game set in a game in the America Colonies just before the Revolution War. Thinking the fighter classes will (hopefully) but pretty straight forward. I've started with the (quasi-)magc-using classes.

AiME has the Scholar, which is mostly a healer. While conceptually, I might have wished for a nonhealing scholar, the rules sort of require some healing, and this class can reasonable reskinned as the Enlightment version of a sort of Paracelsus alchemist-physician type, possibly with a little of the faith healing aspect of a Valentine Greatrakes, or pseudoscience theorists the likes of Mesmer. I plan to make the two different specialties of the class Master Healer and Master Alchemist (or something similar), which would require a bit of a change.

The Scholar's abilities are easy enough to reskin. "Hands of the Healer" becomes "Curative Arts," "News from Afar" becomes "The Republic of Letters," and "Tongues of Many Peoples" becomes "Able Linguister."

The only class that may need to be largely made from whole cloth is a sort of magic-user to represent the esoteric magic tradition, likely taking advantage of 5e's ritual magic rules, the Magus. These guys will probably have Lodges or Societies to join.


Thursday, December 29, 2016

Colonial Adventures

A latter day Emirikol?

Over the holiday I've been reading The Dark Side of the Enlightenment: Wizards, Alchemists, and Spiritual Seekers in the Age of Reason, and it got me thinking (though not for the first time) about a game set in a slightly alternate history/fantasy version of Colonial America as the Revolutionary War approaches. Such a setting offers plenty of wilderness to be tamed in performance of the Gygaxian ritual, but also political intrigues, mystic cults, and a clash cultures.


Though something like Warhammer Fantasy would work for this, it strikes me that the Adventures in Middle-Earth implementation of D&D 5e would also fit the bill. The de-emphasis of magic better fits a hidden magic or mildly fantastic historical setting. The idea of replacing races with cultures works well. Its Scholar class could probably be a good template for how to implement a Rosicrucian Hermetic Magi, Cabbalist, or Alchemist. The Wanderer could form the basis of a magic-free Frontier Ranger. There would still be some bases to be covered: Some sort of depowered Warlock would be useful for hidden New England witches and a less magically Bard raconteur/agitator (though maybe better handled as a thief?).

Of course this territory has been somewhat mined by game systems to some degree before (Colonial Gothic and Northern Crown, I'm aware of), so there are other places to steal ideas.