![]() ![]()
![]() I’ve been working on some homebrew for a mystic theurge style wizard. I was wondering if this seemed balanced to you guys. Sublimation School
You learn the Arcane Sublimation School Spell
Arcane Sublimation Focus 1
Arcane Rearrangement Focus 4
Broadened Magics Thesis
![]()
![]() I see what you are saying, but the way it is now I feel like there’s usually a large disconnect between what the player wants to spend the gold on vs what the character would. I get why it happens. I usually fall into that mindset as a player. You don’t want to sacrifice the survivability of the party for RP.
Kasoh wrote: "Oh, and I go drinking and partying until I meet your spending quota. That's...800 gp? Done." Even a simple declaration like gives a starting point to guide a player deeper into his character and the world. “Are you throwing a black tie affair in the affluent part of town? Bar hopping with the peasants over the course of a week? What do you tell people when they ask you what the occasion is? The groups bard wants to entertain for your party do you let him? Oh no he crit failed his check and the venue is demanding you either fire him or leave.”I find little opportunities to build on a character interaction like that really make the game come to life for me. It helps build a narrative web that you can call back on later in the story. I don’t think it’s appropriate for all kinds of campaigns. In a ticking clock scenario it would be really out of place.It would create the same sort of disconnect as commander shepard shopping for his aquarium or throwing a dance party instead of dealing with the reaper invasion. I usually run more sandboxy campaigns or modify the ones I do to incorporate some sandbox elements. Having a world that reacts to the players actions opens up new ways to casually show how important the characters actions and effect on the world. Character only spends his money on partying at high levels? Nobles and merchant lords come up to him on the street begging for invitations to his next rager. Vineyards and breweries are emptied in his wake. Extraplanar merchants set up caravans to bring in wine from the planes of heaven. An army of thirsty men and hangers on closely follow the movements of Golarions own version of The Great Gatsby. Have someone donating all their gold to the temple at high levels? Have new cathedrals start popping up in small towns. Get invited to fundraising dinners. Hymns are written about their generosity. Priests of aligned Deities start asking for donations to their own churches. Become a major target of evil cults. An aspect of their deity periodically comes by and gives them a thumbs up. If you are worried about not being able to spend all the gold, a reasonable cap could be established. Maybe once you hit level 10 the cost stops rising.
![]()
![]() @Draco18s: Yep. That’s a very important aspect of implementing a system like this. Make it clear out of character that you are giving the players extra, not taxing what they would otherwise earn. @ Zapp: I have considered using gold for xp. I think it would be good for a super wealth motivated party, but not what I’m going for this time around. It looks like it would create a high motivation to do anything to make money but take the wind out of the sails for other kinds of adventures. If I end up running a pirate themed game I’ll probably go with some form of gold to xp. @Loreguard: That is a good point. In many campaigns it feels like having an ethical character is a major drain on the party coffers.
![]()
![]() I'm in the process of planing for my next campaign and I've had this idea kicking around in my head for a while. It's a system that encourages PCs to split up and enjoy their status as wealthy heroes in their downtime.
So here is my basic idea. First is to pick a percentage and add it to all the wealth the players get during a campaign. Then in order to level up the PC must squander that percentage of the WBL for his next lv before he can level up. So if the Gm picked 10%, to get to 2nd level, you'd have to blow 100gp. 3rd level 300, 4th level 600 ,ect.. Here's some examples of squandering money I had in mind.
I feel like by not only encouraging but mandating that the PC spends some money on themselves it will help flesh out the character in interesting and unexpected ways.
Does anyone have any experience with a system similar to this, or any advice on how to run or expand on it? I'm still a few months out from my next campaign so I have plenty of time to fiddle around with this. ![]()
![]() Thanks for the feedback. It makes me a bit more confident in my efforts hearing of an example that can work. Wish I could see it in person but alas I reside in the pacific northwest.
I decided to start by converting the first adventure of the Rise of the Runelords. My efforts seem to ave shifted to making more of a board game than a system to aid in gming.
Goblin Warrior:
Goblin warrior Ac16, touch 13, flatfooted 14
HP 9 Fort 13, Reflex 12, Will 9 CMD 12 Tactics If goblin warrior is within 1 tile of a hero it moves adjacent to the closest hero and attacks with shortsword. If goblin warrior is within 2 tiles of a hero it attacks closest hero with shortbow. Otherwise goblin warrior moves 1 tile towards closest hero. Attack to Hit Effect
Goblin Warchanter:
Goblin Warchanter Ac18, Touch 15, Flat Footed 14
HP 9 Fort 11, Reflex 16, Will 13 CMD 12 When Goblin warchanter comes into play Search the encounter Deck for goblin song and put it into play. Shuffle the encounter deck afterwards. Tactics
Attack to hit Effect
I have the pathfinder card game (one of the reasons I'm converting rotrl) so I'm gonna use those cards to draw from for monsters and have matching stat blocks ready to hand out to players. I want each battle to feel unique so I was thinking of having custom deck lists of monsters, encounters ect.. for every battle/dungeon. But I agree encounters seem to be the hardest part of the conversion process. since I'm throwing out the Xp mechanics of the board game I need to give a way to mitigate some of the more dangerous encounter cards.I have been toying with the idea of having skill checks on the bottom of all of the encounter cards and if you make your check you don't take the full effect. That raises the question of scaling. Should the damage/DC raise with the Pcs level or just create new encounter cards for higher levels. That's where I'm at right now. I'll post a few more monster of my monster conversions once i get them typed up. ![]()
![]() For my next pathfinder campaign I was thinking about taking some of the mechanics from the Castle Ravenloft board game and tweaking them so they work in within pathfinder.
![]()
![]() "Right, this here is a one on one match between your deamon and my Cotton. Winner takes half of the loser's money." Clay says taking off his hat and itching his head. "If that's all right with you I'll even let you take the first move kid. Because I'm just that nice of a guy." Clay puts his hat back on and gives the boy an icy stare. "That is unless you feel like backing down. I'll even give you a deal and you'll only have to forfeit 1/4th of you money." ![]()
![]() Clay turns to face the bushes and pushes up the cowboy hat that was sitting low on his face. He gives a hard stare. His hand drifting to rest on an his belt of empty poke'balls.
![]()
![]() I've only read them so far, but I predict that at least one of my current players will step down his role on the high council to start his own mega-corp in the near future.
![]()
![]() My players are about to fight the Stag lord and finish the first adventure. Excited for RRR I have been looking around for interesting house rules and fluff I can add to the kingdom building aspects. After reading about the Outlaw Council in the book of the River Nations I'm hoping to find some rules on gaining/loosing rep with other nations. I've already started working on a 100 point system, (1=hate, 50=neutral, and 100=love) but if there is already something out there I'd love to see it as I'm not overly familiar with the pathfinder campaign setting. |