Interest Check, Pathfinder game inspired by Grounds Hog Day


Recruitment


Ever wanted to play a Roleplaying game where you live the same day over and over again until you get it right? Now here's your chance.

What it will be? There will be a set of quests you have to do, certain events that take place at a certain time, you learn from your mistakes and you gain experience from you previous days. Say at 3:00 PM, a murder might take place in the Holiday Inn Hotel in room 3B, at 6:00 there might be a lightning storm at 6:00 PM in the next city seven miles away and a few citizens could be struck by that lighting if they don't get inside quickly. You are asked to clear out a dungeon and you go to the first room on the left only to find out it has thirty orcs and you are level 1. And then you find out the sixth room on the left has 3 goblins, a +3 longsword, 7 potions of superior healing, a +2 leather armor, and a scroll of fireball making the orc fight easier.

You will start at level 1, but you keep your experience from day to day even if you die, and you can only gain experience twice from each thing you kill, you will not retain any items you gain however. Each day starts at 6:00 AM Feb 2 in game time and ends
12:00 noon Feb 3, yes, each reset will occur every 30 hours instead of every 24. The game will take place in no particular setting, but we will use Pathfinder Gods. You will have thirty chances to make it right, or get the desired result you want. I'm Dming five other games, so it won't start till at least March.


So, a witch with a groundhog familiar? A groundhog with oracle levels? lol


You never seen the movie grounhog's day there Ouachitonian will Bill Murry and Andie Macdowell? It is a good movie, the game is based off of that concept.


I'm interested in this!


This could be good. What sources do you allow, when does recruitment go until, and how long will it last (a full 1-20? 1-5? will we go mythic?)


Ah, interest in this, I can run with it 2 people, but will prefer to run it with three
Sources allowed: Any Paizo, if PFS would allow it, I allow it. Mythic no, since that isn't PFS allowed. Now that there is interest in this, it will take me a week to write up the scenario.

Contributor

This looks fun. I'd like to join in.


Except a recruitment thread to open up after my Iron Gods game ends.

What to expect
1. Maps will be copied from other games, but modified. Like you may see the map from AP X1 (X being the 24th adventure path, 1 being book 1 for instance), but the south end of the map or dungeon may connect directly on the map, so room 13a might be a dead end normally, but you see a link or a sign connecting it to AP D3 in room 3C. Just because the map is similar, don't expect it to have the same enemies or same traps, that ruins the point of a homebrew. Until you have explored that area, that 2nd map probably won't be up.
2. Obviously because you are living the safe day over and over again, events will always be the same unless you interfere, with the exception of combats, they are always rolled out, unless you get a frozen combat. Even when you watch a combat of NPCs vs NPCs and don't interfere it could differ, team A might win 80% of the time against Team B, cause the odds are there, like 2 goblins vs 4 town guards level 1, though it is very possible that goblins could crit first round and the two left town guards miss.
3. A few events may be different because of combats. Like because those goblins survive, they go on to do other bad things. Unless combats are pretty well evenly matched in NPCs vs NPCs, like win percentage is like 60-40, and they rarely will be in this game, this probably won't be a problem.
4. You keep your experience obviously, but from each thing dying only twice.
5. I have changed it so that you have infinite days to get this right, or the desired result you want.
6. A time bending wizard. You go to him after finding magic the gathering land cards, which you actually keep when you wake up the repeating day unless you gave him your cards.
A. Blue land let you freeze combats, ie. NPC rolls, up to five rounds, whether it is you vs enemy or NPC vs enemy, all NPC rolls are frozen. Like that level 18 Demon will always roll a 1 on his first turn every single day you fight him, the two NCP guards will always roll a crit round 1. You can freeze a combat after you fought it that day or the day before. Lets that demon rolled a 1, a 5, a 7 and a 4 getting two attacks per round during the first two rounds of combat, but his minion get like 12s and up on that die roll first two rounds, so the strategy would be to kill the minions before they get their first attack in. It freezes the rolls, not the results or the attacks. Like if he rolls a 3 on his first attack, that 3 might be enough to hit the rogue, but not the fighter. And he has a choice between using his longsword which deal more damage or his claws which deal less but poison you. To hit rolls and damage rolls will always be the same, like that claw will always deal 3 dmg if he hits and that longsword will always do 7 dmg if he hits, even though that claw might deal a maximum of 13 and longsword a maximum of 17. And because you know those guards will always crit and you always know how much damage they deal, you tell them to go after an enemy with full health instead of an injured one, because you know the damage will kill them. NCP init frozen too.
B. White Lands extends the time per day. It repeats every 30 game hours, but maybe you need 31 to get it all done, or 32, etc.
C. Red Lands allow you to study combats you have already been in giving you +2 hit and dmg and +2 spell saving throw dc in combat and +2 spell penetration if needed. You've studied that group enough, you know whether that Orc will try to dodge right or left to avoid that arrow, from a roleplay perspective, you know that orc dodges right 90% of the time, so the archer is going to fire to the right of center, thus the orc moves into it. The fighter knows this Orc is bad at blocking low but better at blocking high, so he swings lower. The wizard studies the timing, it will take the orc 1.75 seconds to move five feet, knowing the exact time to fire off his spell, etc. You basically studied tactics and timing of that group.
D. Black Lands allow you to leave a clone of yourself for one combat for the next day. That clone disappears after the fight and does not use your resources, and follows your moves best they can. You fought thirty Orcs and used 3 fireballs, ended up with 2 unconscious party members and used 3 cleric healing spells. And you need that room cleared, well save your resources. The combats are still rolled out, so variances will happen, but you can save your spells and not have unconscious party members. Even if that room is a total party wipe, you might wipe out a 1/3 or so of the forces before you go in, making the fight easier.
E. Green lands allow you to keep stuff. You know that Mithril +2 breastplate and that +1 flaming longsword is there, but it is three miles and two hours out of your way and you may have to fight two combats before you get to it. Now you can start the day with it.

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