Re: [gwmg] - Magical Plants
> Very nice Derek!Thanks- it was amazing that I wrote those in less than an hour after I
read about the deadline for In to the Green (had only 3 days).
> I also noticed that you included druids, orcs & goblins in at least onepages of
> spot. Since I only skimmed thru it once while re-formatting it to fit 2
> paper, I didn't notice any other d20 D&D game related details. (Asopposed
> to any GW-ish details...)There are a few instances of d20 rules (poison damage, a DC for ID
saltgrass, and the fire damage for the fireflower, and the DC for not
being turned into a bird for the raspberry). All because it was not
written for GW- they were a rejected submission for a d20 book on
plants- check out the products page at http://www.bastionpress.com
For those wanting a Alternity conversion, http://Alternity.net under the
aliens sub-board. And a personal plug- under the last sub-board on the
page is my Alt fantasy campaign that I have been working on for the last
few weeks. The real nice thing about their boards is that anyone can
post- that means you. So if any of you want to make a responce, do so
> Unless you DO use druids, orcs & goblins in your GW, which wouldI did come up with a bunch of rules/concepts for druids (even put them on
> explain why you wrote them in.
the old list) but then dropped the idea as to magical for GW (I recently
got the complete book of druids at that time). Goblinoids could be used
in GW as mutant humans, but I think that is a cop out when badders, arks
and wardents fit that roll already (not mutant humans- the campaign roll
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