Quoted By: >>14740485
Sup /tg/. In before "GURRRRRPS."
I've been working on the fluff and mechanics in bringing the Werewolf: the Apocalypse Changing Breeds into 3.5+ D&D.
I'm doing this for a multitude of reasons. The first is that I really enjoy the Changing Breeds, but you have no idea how uncomfortable it makes me to always have them tied to "HURRP END OF THE WOOORRRLD." The second would be, while the gritty Dark Ages supplement is fun, there's still limitations on what you can do and where you can go. I just feel like it'd be fun to play a Changer as they're described and outlined in WoD, in a D&D context. And thirdly, because while I love the way they're set up.. I can't stand the way the information is presented in WoD book supplements. Interspersed with in-character fluff and waxing warglebargic for paragraphs when "They can move 9 feet/turn" will suffice.
Less gloom, less doom. More animism, spirit husbandry, more defined Caern duties, functions and Sept roles. The major enemies of any theoretical D&D friendly supplement? Ghosts, aberrants and other nasty things.
What do you guys think? Would you play as WoD Changers in a more 3.5D&D setting? I'm still going to do this as a private hobby project, but I'm interested in knowing what yall think. As a bonus cutting out a lot of the boohoo might get rid of the melodramatic otherkin.
I've been working on the fluff and mechanics in bringing the Werewolf: the Apocalypse Changing Breeds into 3.5+ D&D.
I'm doing this for a multitude of reasons. The first is that I really enjoy the Changing Breeds, but you have no idea how uncomfortable it makes me to always have them tied to "HURRP END OF THE WOOORRRLD." The second would be, while the gritty Dark Ages supplement is fun, there's still limitations on what you can do and where you can go. I just feel like it'd be fun to play a Changer as they're described and outlined in WoD, in a D&D context. And thirdly, because while I love the way they're set up.. I can't stand the way the information is presented in WoD book supplements. Interspersed with in-character fluff and waxing warglebargic for paragraphs when "They can move 9 feet/turn" will suffice.
Less gloom, less doom. More animism, spirit husbandry, more defined Caern duties, functions and Sept roles. The major enemies of any theoretical D&D friendly supplement? Ghosts, aberrants and other nasty things.
What do you guys think? Would you play as WoD Changers in a more 3.5D&D setting? I'm still going to do this as a private hobby project, but I'm interested in knowing what yall think. As a bonus cutting out a lot of the boohoo might get rid of the melodramatic otherkin.