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I thought about different character types (The brute, the sneaky one, the pompous jerk, the dumb do gooder, the strategy minded, etc.), then I asked what would make them fun to play? What toy would enhance that experience? I came up with a list of things that would be both fun to role play and nice to have in combat and went with one I might enjoy.
Then I read it aloud to my wife. Made some changes then tried to use it in a game I was dming. I read it to my players and saw how they used it.
Woody Elliott wrote:
I don't think there is any wrong way to vote. IF I am looking at two equally strong entries I will vote for the one with the better formatting.
Negative Zer0 wrote:
Some times I find myself not voting for an item but rather voting against another.
I made the mistake of allowing my players to special order weapons and now I am regretting it. Could someone please help me with how much these items cost.
+2 short sword, 1x a day shield of faith , 1x a day silence.
By my math:
Is this right? My player said that I should multiple by 1.5 but I am not sure what he is talking about.
This made me laugh. Thank you.
Yet no one has one.
Why? Because the list of "must haves" is fairly long and they include items that are not nearly as situational. Items that effect the same abilities as this one (like the cloak of resistance) and improve a characters overall effectiveness.
Like I said before this is nice to have but not needed. It's akin to high quality toilet paper on a camping trip, it's nice to have, but it's not really needed.
Is the google document you have the most up to date layout of the rules?
I think that's why the DM has suggested that we pick a core class and then add to it via some sort ability buy system.
So you are fighter, first and foremost, you can get all the fighter abilities and what not, but for a cost of some sort you can be a roguish fighter (sneak attack) without the need to take a rogue level.
Too be honest I am not sure how this will work exactly but after reading Rynjin "Freeform Class Selection" thread I think it could be fun. I think I will need to hear my DM out on his mechanics.
This. I thought the same thing.
The Dm described the mechanics as influenced by mutants and mastermind and Vampire the masquerade. Both systems and games I love but two very different things. To shoe horn this into Pathfinder and make use of their beastiary and what not makes me a bit hesitant.
I wrote a bunch of notes for a "class builder" system that a GM can use to either make his own classes or enable a pseudo-classless game. The big twist is that it's all based on progression. In other words, instead of getting X amount of "class points" per level to spend on features, you spend Y points on how those features scale with level. For example, you might spend 9 points to get 9-level spellcasting or 4 points to get spellcasting at 4th level like a paladin or druid. The same goes with how often you get bonus feats and some features like sneak attack and channel energy. While you make all these decisions at character creation, you get to play the character archetype you want to play.
This sounds interesting. Did you ever put that into practice and play a few games?
"Why bother with classes?" Said my new DM.
The new homebrew that was proposed to me suggested that we use Pathfinders core mechanics and the original base classes but we allow "augmentation" of those classes. So rather than all of that "multiclassing nonsense" and crazy "archetype stacking" you can simply purchase abilities from other classes. You want sneak attack or access to spells you simply use experience points to buy those abilities (they are watered down in most cases) while maintaining your original class. It sounded a bit too video gamish for me but I am wondering if anyone has played anything like this.
Thus far abilities that were up for purchase were:
Personally, I don't that I would enjoy the game. I mean I have played games where you can design and "augment" your character in almost anyway you want but never in a pathfinder/DnD setting. How might this work? Could it work?
Thoughts? The game if we agree to play it would start in 2 weeks. I think that at the moment this is a very big IF...
Is it Wise to Prohibit / Restrict Consumable Magic Items (wands, scrolls, potions, etc.)? In a Dungeon Delve?
As I've stated it's your game and I understand where you are coming from but I have a few questions:
What do the players think?
As an aside. In my experience class specific expendables are more often than not the reason why a party turns back in a dungeon delve rather than hit points. Things like # of spells left, # of rage rounds, etc. I just wonder why these wands might be causing such a disturbance...
Combat is not slowed down by the iterative attacks rather it is slowed down by too many other options. Rolling to hit only takes as long as it takes to add up the dice. High level spells, Special abilities, rules lawyers, rules lawyering, etc. these are the things I hate to deal with as DM. They can bog down combat to a crawl. If you want a stream lined game look at E6.