You're Gonna Die
Player Character Limitations
Because the campaign is set in a limited world, there are some obvious limits on what you can choose for a character. These are all starting limits. The rules will change as you explore and discover more about the world.
- You are all inhabitants of a small human town, therefore you must start off playing a human.
- You might as well not bother with Bard, because bardic knowledge isn’t going to do you any good.
- Likewise, it will be difficult to rationalize how you became a monk or a paladin.
- Druid is doable, but why you’d want to I don’t know. Druids are going to be about as useful as bards.
- This still leaves Barbarian, Cleric, Fighter, Rogue, Ranger, Wizard, and Sorcerer.
- You can only be a cleric of the diety worshipped in your village, and the deity must be of Good alignment. And there is only one deity worshipped in your village.
- Since this campaign will be challenging, Muscles and Medics will be in high demand, but you will not be able to simply ignore the need for arcane magic or a rogue’s abilities.
- There are only a handful of +1 weapons or armor in the entire village, and party members don’t get any of it. You’re stuck with boring conventional weapons and armor with no modifiers to start with.
- Because there won’t be a need for a rogue in a town this small, you might have to introduce yourself as some sort of keen-eyed individual with some other function in the village to begin with. As you turn adventurer and level up, your primary function can become Rogue.
- Likewise with barbarian. It might be difficult to rationalize how a tiny remote village in a valley in the mountains managed to produce a barbarian. There is, however, a guard contingent responsible for protecting the village from ferocious beasts.
- Feats out of Mercenaries and other 3rd party supplements are allowed, with DM veto, with the understanding that they must naturally fit into the campaign setting.
Also because the campaign is set in a limited world that you must slowly uncover for yourself, you will have to stick to logical progressions that you can rationalize based on what you have discovered or researched. In other words, spells, feats, skills, etc, taken out of supplementary books, magazines, or other material will have to be rationally inserted into the campaign. The best example for this is that you can’t decide to fork into a prestige class for something that doesn’t (or doesn’t yet) exist.
That said, you will have the opportunity to create prestige classes along the way if you wish, and you can take those out of whatever material you wish as long as you can make it fit the world. As in the summary, this is a fairly open slate and players have the ability to directly affect the development of the campaign instead of simply reacting to external stimuli, although there will be enough of that as well.