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Hey, just checking in.  I like what you’ve done with the place!
Been perusing the setting material that I’ve procured, and I like what I’m seeing.  I’ve got a swashbucklery character in mind, and so far everything jives with what I’m planning.  Getting some potential concepts together presently.
Looking forward to our game!

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@guitaristThanks for checking out the place. Still a major work in progress 😅

For swashbucklery, the Swordfighter is perfect. Every band of knaves needs one.

Be sure to think about your knave's personality, quirks, faults, etc. I want everyone to play someone fun for them and entertaining for everyone else 😁

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I am also keeping track of this. 

I've got a few ideas in mind but I'm waiting to see if any mage type classes pop up. I've got an idea using the gifted race and maybe making them an evocation specialist (those gifted with evocation would gain access to most of the healing spells including both Cure Wounds and Healing Word not to mention a lot of the elemental cantrips) but I want to use them more then once per long rest 

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Those magic classes are coming. I swear!

Here are a few things to think about...

First, the maximum character level is 6, meaning the highest spells you can access will be level 3.

Second, rests are gritty in Brancalonia. That means short rests are 8 hours and long rests are 1 week. Knaves are meant to have limited resources and will need to manage those carefully, lean on each other, and come up with some so-crazy-it-just-might-work type plans (and backup plans) to complete jobs while staying one step ahead of those who may want to claim the bounties on their heads. Yeah, it can be a lot.

Edited by jokomaisu (see edit history)
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Looks all very interesting, I’m thinking rogue or swashbuckling fighter, not that those are exclusive to each other. When do you think we can start with character creation? No point doing so until you have completed your compendium, something that leaves in awe by the way, great job. 

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  • 5 months later...

I'd say that misbehaving comes hand-in-hand with being a knave. Although it is a bit of a double-edged sword. The more misdeeds you have, the greater the bounty on your head, the more respect you'll get from other knaves, and the more likely that someone will decide that it is worth their effort to try to apprehend you to claim that bounty.

Players usually try to avoid their characters breaking laws in most D&D campaigns and settings. Brancalonia is different. It's expected and rewarded, but not without some risk. A typical Brancalonian guard is too lazy to care about petty knaves. However, bounty hunters are another story.

I suppose one could try to find a balance between maintaining a low to moderate bounty value. I imagine that may be difficult, but not impossible. My aim for Jobs is that they will have many paths for knaves to take during the adventure and allow for a variety of outcomes - all of which have varying degrees of how many laws can or will be broken along the way.

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