Kingdoms of Kalamar (d20) : Home of Knights of the Dinner Table, The lands of Tellene defined in the Kingdoms of Kalamar campaign setting . Dungeons & Dragons, D&D, and Dungeon Master are trademarks owned by. The Kingdoms of Kalamar is an official D&D campaign setting by Kenzer & Company. Originally published as an unofficial setting for AD&D in , the d20 . Kingdoms of Kalamar, the first in Kenzer and Company’s Official Dungeons .. It continues to be a generic setting with bits of D&D shoehorned in to fill up space.

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What is it and does it suck? Results 1 to 23 of Thread Tools Show Printable Version. I’ve noticed some books from the campaign setting, Kingdoms of Kalamar, at my local used book stores a few times lately and I was wondering if anyone had any info on this setting that I’ve never heard of. So, have I misjudged this book or is Kingdoms of Kalamar worth a look?

I believe it is third party but with a seal of approval kind of deal. I remember many of the creatures had an insane lack of sense and crazy abilities. It’s basically a setting book, similar to the Dragonlance book.

It’s still essentially a 3rd party product- it was developed and written by an outside group, not WotC’s house staff. I vaguely remember that book. If I’m thinking of the same thing, I’m pretty sure it was extremely generic high fantasy with subpar artwork – nothing offensively bad about it, but nothing even slightly memorable either.

Originally Kalakar by OverdrivePrime. Your group sounds like it forces SAN checks three times a session. It’s 3rd edition and the klaamar have a poor sense of mechanical balance. Similar with other races that have physical stats.

There’s a metamagic feat that removes the saving throw from a spell. Since it’s 3rd ed and not 3. They also have some pretty broken spells. The one that comes to mind is Summon Fey, where you can summon a fey with as many HD as the level of the spell. Pixies get such good spells, especially for level The big selling point of the setting is that it is supposed to be gritty and geographically accurate.

Which really means that it’s the perfect setting to go Tippyverse if you don’t heavily limit spells like teleport circle, fabricate, etc. Because they overvalue melee so much, it actually makes the setting more at risk to the problem of OP casters. They have a pretty neat idea in making kings and high ranking monarchs protected from that stuff, where they basically get spell effects put on them by Gods or something to protect them, but it’s nothing spectacular.

I am not a fan of the setting, as you can probably tell, if only because the mechanics they present do nothing to support their fluff. If you ignore most or maybe even all of the mechanics in the book, it’s got some pretty decent fluff for a campaign setting. Of course, buying books for fluff may not be most people’s thing From Schlock Mercenary by Howard Tayler. I have played KoK and it is interesting I recommend the campaign setting to anyone as long as you ban a few spells and feats.


Most players will never have heard of it before so when you show up to play it, it will be novel to them. Also it will give them alot of new material to discover. I also recommend the Villian Design Handbook from that setting.

Some of my all time favorite magic items come from that book. Ghostwalk and Weapons of Legacy are awesome books. They just lack optimization options. Originally Posted by ThiagoMartell. Last edited by sonofzeal; at Originally Posted by JadePhoenix. Originally Posted by Doc Roc. SonOfZeal, it is a great joy to see that your Kung-Fu remains undiminished in this, the twilight of an age.

May the Great Wheel be kind to you, planeswalker. Originally Posted by sonofzeal. The problem is generally less the lack of optimization, it’s overall terrible design.

Doesn’t mean the books are bad. Weapons of Legacy are fine if you ignore personal costs and Ghostwalk is an interesting setting. ToB has ridiculous editting mistakes, Iron Heart Surge, weird stance progression You’re free to not like them. Originally Posted by Telok. Imagine if the combat system was as well thought out and explained as the skill system.

You could cut it down to a page and a half, monsters would be about three sentences long. Best of all you don’t have to remember any tables for conditions or detail the special abilities because you’ve got rulings instead of rules. Originally Posted by Artanis. I’m going to be honest, “the Welsh became a Great Power and conquered Germany” is almost exactly the opposite of the explanation I was expecting.

Originally Posted by Togo. I’ve been looking for a way to make legacy items more workable.

Kingdoms of Kalamar: What is it and does it suck?

My two biggest problems are the steep cost for legacy items, and the difficulty in integrating such items into the standard magic item costs and arrays. You reckon getting rid of the personal costs solves that? Are you keeping the feat costs and just getting rid of hp skill point and similar costs, or are you eliminating all costs and treating them as plot-device items? The major issue with Legacy Weapons is the damage they cause you.

Impact is nice, but Giant Bane is useless unless you are consistanly facing giants in your campaign. Some other Legacy Weapons are even worse for a higher cost Personally, I thought it was well-written, if a bit on the high end of the power scale.

I always liked the Half-Hobgoblin race. Kind of a good fluff and not-crap crunch, so I thought it was good. Originally Posted by Anecronwashere. Right, I cast Infict Serious Wounds on that guy. Sorry, you kissed too many babies this week, you heal him instead Cleric: Someone find me a dog to kick.


Legacy Champion comes up in a number of TO builds. And doesn’t Ghostwalk have the ridiculously-broken Lucid Dreaming skill? Originally Posted by HunterOfJello.

Last edited by Tyndmyr; at Back from a lengthy vacation from Giantitp. I’ve been dabbling with 3d printer technology and game design, PM if you’re curious. I prefer to call it world optimization. Tyndmyr has a game shop!

kingdomd I’d never once heard of Kalamar until I saw it mentioned on the Playground earlier this year. The reviews on Amazon gave me a very good sense of what the sourcebooks are like. Based on what I read there, my opinion is much the same as Tyndmyr’s. The setting has the occasional interesting feature, but overall it looks bland, stilted and generally unexciting.

Kingdoms of Kalamar

The only exception for me is the monster sourcebook, Dangerous Denizensand that only because it gives stats on a wonderful array of cats, large and small. Apart from that and the dubious charms of the kingdooms halfling it seems to be thoroughly marinated in meh.

Originally Posted by Tokuhara. Kingdoms of Kalamer was first published during 3. Even then, most of the 3. Many of their base classes are extremely front-loaded Infiltratorthough not as bad as other 3. A few official 1st party items came directly from Kalamar books, such as the Celerity and Summoner domains.

I kalamaf in a Kalamar campaign during 3. The people I played with were amazing, so I had a great experience with it. I’d say it’s just as good as any official published setting, possibly even better considering its writers weren’t trying to use it to court novelists as well.

I haven’t really looked into many of its books, but there were quite a few published adventures of varying quality and a few books that look like they may have been strictly fluff-only. Like any set of used game books, it really depends on how cheap they are, how much you’re willing to spend, and how interested you are in them.

DnDWiki:Kingdoms of Kalamar

Originally Posted by Spuddles. While I agree with your analysis of legacy weapons, I ask that you review KoK with more scrutiny. The power level is very low, fluff wise and, with a few exceptions, crunchwise as welland half hobgoblin is strictly worse than half orc. Half orc has niche use; half hobgoblin does not. FR is a d&s power setting. KoK is on the opposite end of it.