Pathfinder Diablo: A Crash Course in Game Design


Conversions


Hello.

So, to put it bluntly, I'm working on making some gear that's Legendary. Literally: Artifact Legendary gear, pretty much.

I'm running a Pathfinder Diablo mashup game.

Here's a sample piece of gear:

---

Astartes Pauldron

Primary:

+ 10% HP
+ 10% AC
+ 10% BAB
+ 1 To all Saves

Secondary:

The target is under the permanent effect of a (1/2 Character Level Total) Level Paladin's Mercy; this effect allows the wearer to select the differing Mercy benefits granted at levels 3, 6, 9, and 12.
+ 1 Grit Point per Turn

Legendary Affix:

Your attacks gain the Truestrike Spell effect.

---

So, this is my conundrum: this is basically the equivalent to Torment X (ten, 10) gear. Is + 1% HP enough, or is this my baseline of gear? I'm fine either way, however, this feels like pretty solid starting Legendary equipment.

The other issue: Gear like this is going into a Level 20 Gestalt PF and Paizo only campaign. The enemy is off training, and the players are pretty much in a situation where they actually have to work with Asmodeus to get anywhere from here on out.

Thoughts please; please also keep feedback constructive. This is going to happen, the question is simply how to best bring in flavor that livens up the game, rather than causing damage to my story.


You're mixing systems and we don't know your rules, so you're asking advice on a game we've never played.

I've played pathfinder and Diablo II, so I get what you're trying for here, but 10% is not a valid pathfinder format and it's difficult to guage. Try 1hp per hit dice, or similar terms. A simple scaling AC bonus works too, such as +1 AC/4 levels. Increasing BAB is dangerous, it affects your iterative attacks up to 4, so by those levels it's mostly useful for full casters to eliminate their greatest weakness. Make that a scaling bonus to hit, not BAB, or the fighter doesn't get nearly as much out of it at level 16+ when their iterative number has capped out at 4.

Paladins mercies are usually an effect applied to their lay on hands, removing status afflictions while they heal. If you intend them to be immune to the chosen statuses you should be clear on that point, otherwise that ability has no function for anyone without lay on hands.

+1 grit points per turn is obscenely awesome, it means you're always at full grit points for every match and basically can't run out in battle either. If you're okay with that, so be it. But remember, that's a limited number of classes that can use that ability so be sure other classes get some love too.

Constant true strike is a +20 to hit for every attack ever. That dwarfs your scaling bonus to hit badly, unless your scaling bonus scales stupidly fast. Your enemies AC will have to be absurdly high if you don't want them to hit on 2+ rolls every time, and anyone without that buff will never hit the same creatures.

If you want the game to have higher numbers for no reason at all, just call a d20 as a d200, multiply all the values in the game by 10, and call it a day. Otherwise, figure out what you want in a game and use the existing balanced numbers to decide what fits your theme.


I haven't played Diablo so my advice is probably useless. Have you checked whether the existing Mythic rules achieve what you want? It sounds like you want to run a game with ultra powerful characters that mess with gods, surely a level 20 character with 10 mythic tiers is enough to do that.

RPG Superstar 2012 Top 16

The above posters have it correct.

We don't know how your characters level, how they accrue HP, what they use Grit for, blah blah blah.

You're asking us to comment on your mashup without knowing the rules we're adjusting. We basically have nothing to go on!

==Aelryinth

Lantern Lodge

On many occasions, campaign settings have been released under the d20 licence based on already popular computer games or RPGS as Everquest, World of Warcraft, World of Darkness, and yes Diablo.

In almost every case, where a publisher has altered the d20 rules to fit the scaling of levels/bonuses/numbers within the computer game, such as you're attempting with 10% bonuses, I consider these games a fail.

To provide an extreme example, a computer game might level characters up to 30, does that mean you should rewrite the Pathfinder classes to level up to 30? How does that affect every other rule in the game - spell levels, monster challenge ratings etc? What if one of your players really wants to bring an alchemist into your Diablo campaign, but too many rules have changed for that to be an easy option.

The more successful mashups have been those that respect and work within the d20 rules, and simply provide new races, classes, feats, equipment, spells, monsters etc, that reflect those found in the source material.

Let Diablo provide the flavour, let Pathfinder take care of the rules. Don't break the system.

You'll find that Pathfinder already provides rules for many styles of play. For example, the Horaldric Cube expands your inventory space - this sounds a lot like a bag of holding. Gem slots work like ioun stones. There's a ton of equipment in Ultimate Equipment, a frightful number of monsters spread across 5 Bestiaries, archetypes to customise classes, and Mythic Adventures if you're reaching for an epic feel. Use these as a guide to creating your own, or simply reflavour as necessary.

Use storytelling to describe Diablo concepts in Pathfinder terms. You're now playing a role-playing game, not the computer game.

Also look at how other publishers use Pathfinder rules to bring their unique campaign settings to life without breaking the game.

It sounds as though this game is already in progress, so the horse may already have bolted, so I'm unsure how much this helps your current situation.


I'm sorry for not providing context before; here it is now:

- Level 20 Gestalt
- 4d6, take the highest 3d6, reroll all 1's
- If not beaten, base stats are 18, 18, 16, 16, 14, 14

The most recent actual low torment equivalent gear, have Legendary Powers that are mostly from the Pathfinder Unchained book, that a monster can conceivably get for part of their type build.

To put that another way, the legendaries with basic abilities such as weapons and armor have one more +1 depending upon what they are, and a nifty trait of a monster, as if the player were getting one of the Unchained monster abilities within that book.

The OP gear is about Torment 30; below is a Torment 1 or so piece of gear:

- +22 Full-Plate Of the Titan
- +11 (+20 to AC total) Full Plate
- +11 Properties (pick any 11 total points of Armor item properties one likes)
- Legendary Power: You may wield Large weapons and Shields, while only a Medium sized Creature (Or, as a Huge sized Creature when the wearer is a Large sized creature)

This is much more in line with what I was testing, while not providing proper context fully; again, sorry.

Does this help? If not, I am willing to try to provide better ideas.


there are a supplements for 3e for diablo 2, it has a lot of good things in it. you should dig in the internet for them.

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