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So I'm seeing a human villager (+120 XP since randomizing race, class, and ability scores) with largely average stats, with Doomed, Savvy, and the following talents.
Talents: 1d100 ⇒ 50 Nimble fingered
Talents: 1d100 ⇒ 55 Orientation
Talents: 1d100 ⇒ 63 Read/write

I was thinking a farmer, but with nimble fingers and direction, perhaps a woodsman is more apt. Curiously, he can read and write, so he must also sometimes provide reports for what he sees in the woods to the local village elder or to the bailiff.

Eye color: 2d10 ⇒ (10, 3) = 13 grey eyes
Hair color: 2d10 ⇒ (1, 3) = 4 Dark brown hair
Age: 15 + 1d10 ⇒ 15 + (6) = 21 21 years old
Height: 2d10 ⇒ (8, 7) = 15 about 6' tall. What a large boy.

Carrying a: Cloak, Clothing, Dagger, Pouch, Sling Bag containing Rations (1 day)
I allocate 5 advances as follows: 3 to Str, 1 tg, 1 for Agi.
Out of my racial skill list [Animal Care, Charm, Leadership, Cool, Evaluate, Gossip, Haggle, Language (Bretonnian), Language (Wastelander), Lore (Reikland), Melee (Basic), Ranged (Bow)], I have 5 advancements to three, and 3 advancements for another three.
Major: Animal care, Cool, Melee (basic)
Minor: Evaluate, Haggle, Ranged (Bow)

Out of my class skill list [animal care, athletics, consume alcohol, endurance, gossip, melee (basic), lore, outdoor survival], I have 40 advancements (max 10 in one skill), so I put 5 advancements in all eight skills to be well-rounded.

So the total skills are:
animal care 10, athletics 5, cool 5, consume alcohol 5, endurance 5, evaluate 8, haggle 3, gossip 5, melee (basic) 10, ranged (basic) 8, lore 5, outdoor survival 5.
I'll read up on the possible talents and see what kind of role my character can fit. So far he seems to be a switch-hitter with decent melee, ranged, strength, and initiative, who also cares for animals and can guide people away from danger in the woods.

Interesting enough to join the party? Our big boy might be from a neighboring village who came by to deliver a message, but finds himself having to help the party for mutual survival.


Hello everyone,

I never played WFRP, but I am very interested in making it my main gaming system for my home games, and would like to join if there is an opening. I was always fascinated with Warhammer since Age of Reckoning, and the latest Total War games only increased my appetite to the world and system.
Since I noticed there is an opening, I'll just slide my character in.

Race: 1d100 ⇒ 27
Class: 1d100 ⇒ 46
WS: 2d10 + 20 ⇒ (5, 6) + 20 = 31
BS: 2d10 + 20 ⇒ (8, 2) + 20 = 30
Str: 2d10 + 20 ⇒ (3, 9) + 20 = 32
Ini: 2d10 + 20 ⇒ (6, 5) + 20 = 31
Agi: 2d10 + 20 ⇒ (1, 3) + 20 = 24
Int: 2d10 + 20 ⇒ (3, 4) + 20 = 27
Will: 2d10 + 20 ⇒ (5, 2) + 20 = 27
Fel: 2d10 + 20 ⇒ (4, 5) + 20 = 29


Good luck to everyone chosen. Shuren will be available via PM if replacements are necessary.


In terms of skills, I think Shuren can cover (at least) Intimidate, Perception, be a stealthy boi, and have Knowledge Arcana and Planes. That's what I bring to the table.


Why, thanks Ty'El!

The layout is built off 5e's monster layout. The more horizontal data flow helps make the character sheet less vertical and more legible.
Also the ACTIONS/REACTIONS distribution makes scanning for combat options easier. I think it would work well for PF2e as well.


Ok, I drafted the initial character sheet for Shuren.
Here. I haven't chosen my magical loadout yet.

If the name doesn't sound sufficiently Nidalese, it's because I read as similar sounding name in the Nightglass novel, which I really liked back when I read it in the mid 2010s. I might be misremembering, but that name should feel at home in this region.
I always wanted to run a character in Nidal (augmented with enough Evanescence and Linken Park music in the same time period--god that was an old time ago). I understand this module is limited only to the north and won't pass through Pangolias and larger settlements, but that's OK.


Interesting!
I put forward Shurin Yaes, a native Nidalese shadow unchained summoner (Shadow Eidolon, which doubles as his own shadow). He is true neutral, and is morally conflicted with what Nidal is. He has the Umbral Unmasking drawback, which I think is quite appropriate.

As a southerner, he would revere this region for the ancient tombs of the nidalese horselord ancestors, and his shadow magic makes him adept at fighting the possible threats that threaten this town.
He is somewhat mentally unstable (Bipolar), but largely his instability only hurts himself. It somewhat is a mystic kind of fuel for his power, as he alternates between being the active partner and being passive to his Shadow summon.
I can pair Shurin with any other party member.


I've been thinking on applying for this game for a while, and have several concepts, but the system (AD&D) didn't have an SRD.
Ever since the big WOTC fiasco, I've had my interest in the OSR scene kindled, so I thought of dropping a post here.

So here are my concepts:
1. A sheikh (paladin) who is the leader of his people, but left them in the trusted hands of his eldest son and heir to go on a pilgrimage to right some wrong (probably related to a demonic affliction, to kill a terrible ghul, or to put to rest some restless spirit). He rides his camel and is garbed in white robes (with armor set aside when traveling), and uses a round shining mirror shield, a scimitar, and an iron mace, the sheikh is a warm and paternal presence that turns quickly grim when seeing evil.
2. A hashashin (rogue) who is part of a secret religious order. Multitalented and skilled with infiltrating enemy strongholds to open them up for the party. He carries daggers and a shortbow, and looks so much like an average person that he can easily fit into any role,
3. A janissary (fighter) who is an elite soldier of the mamlukes, with an ajami origin. He is an infantry combatant who uses polearms and a jezail (long muskets), and has a majestic mustache.

I would also suggest nomad (ranger) and a wizard (sahir) but I believe one of each are in the party already.

5d6 ⇒ (6, 6, 3, 1, 2) = 18 15
5d6 ⇒ (2, 2, 5, 3, 3) = 15 11
5d6 ⇒ (1, 1, 1, 4, 6) = 13 11
5d6 ⇒ (2, 2, 4, 3, 6) = 17 13
5d6 ⇒ (2, 3, 5, 2, 6) = 18 14
5d6 ⇒ (6, 4, 6, 2, 5) = 23 17

I'm open to suggestions, but am leaning into the paladin since it doesn't seem there is a tank (and that 17 is my ticket in!), and it seems my stats are in the not-bad territory.


Ienmar's sheet is ready to roll.

Lawful good dwarf fighter tank, with a background as a guild artisan to help craft or reinforce strongholds (good with both masonry and carpentry) as well as further the goals of the guild (if he can keep up with his guild payments). He is good in fighting inside tunnels, caves, over land, and can even provide some leadership, and will help protect all the other dwarves.

"If by life or death I can aid the clans, I shall."


4d6 ⇒ (2, 3, 4, 6) = 15 13
reroll: 1d6 ⇒ 2 unchanged
4d6 ⇒ (1, 2, 2, 2) = 7 06
reroll: 4d6 ⇒ (5, 4, 4, 4) = 17 became 13
4d6 ⇒ (1, 5, 4, 2) = 12 11
reroll: 2d6 ⇒ (1, 4) = 5 became 13
4d6 ⇒ (6, 5, 5, 5) = 21 16
4d6 ⇒ (6, 5, 5, 1) = 17 16
reroll: 1d6 ⇒ 3 unchanged
4d6 ⇒ (6, 1, 2, 6) = 15 14
reroll: 2d6 ⇒ (2, 3) = 5 became 15

Stats Cha 13, Wis 13, Dex 13, Con 16, Str 16, Int 15

Race: Mountain Dwarf, for +2 Str and +2 Con

Str 18 (+4) Dex 13 (+1) Con 18 (+4) Int 15 (+2) Wis 13 (+1) Cha 13 (+1)

Very well rounded. I’ll prepare the sheet in google docs.


A dwarf hex crawl definitely sounds interesting.

I think I can submit Ienmar Hearthfire to the recruitment pool.

Brief Background
Ienmar is a dispossessed noble whose clan's hold was conquered by the Bloodspear orcs. His family was mostly killed as well, and he nursed a grudge against the orcs and the monsters they used to conquer his home. He seems to believe that there is as a dragon that helped the orcs conquer his home, and that his home has been turned into a lair for the beast, but is unable to rally the support to retake it from the monsters within. He studied dwarf rune-magic under the Rune Wardens, but incorporated magic into his stout combat style of hammer and shield instead of taking the path of an artificer or wizard.

He joined the Godforge clan as a soldier but retains his dispossessed house's colors. He, as most dwarves, builded himself up as a miner, giving him the essential dwarf-skills that helped him guard the tunnels and help delve into enemy forts.
He is a frontliner tank who has combat abjurations and divinations to augment his defenses.

Build
The Prescient Knight subclass sounds fitting, so that's a possibility. If not, he will go instead with multiclass fighter/abjuration wizard.

Adventure
Escorting a family and miners to a quarry sounds right up Ienmar's ally, especially if he is familiar with the region (such as it being near old Hearthfire lands).


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Douglas Muir 406 wrote:

I've been on and off this forum since 2012 or so, and it feels like there's less traffic now than a few years back. Still plenty of activity; just, less than there was a few years back.

This is just an impression, but... does anyone else see it too? (And is anyone tracking or keeping statistics that could confirm or refute it?)

We don't have that kind of data on traffic or user statistics, but I've noticed it as well. You can jump to any number of previous pages and find much more activity.

I think a big part of it is the lack of functionality (having to manually add dice, bold, limited avatars, etc.) in the forums as well as the instability (eating posts, being locked out randomly), which is preventing Paizo from retaining the Pathfinders who play, let alone those who like other systems.

I have no data to prove it, but the fandom split between PF1e and PF2e might have also contributed.


Yeah, I think so. A kind of gothic-themed warmachine.


I like the idea of having an established relationship with the other players.

Gabriel is a wanderer, traveling far and wide across the realms to hunt monsters and solve mysteries, with something of a witcher-like attitude and canniness on how curses, monsters, and people think.

He could have easily came to a village or settlement to which another character is native to, and shown his skill in helping (or supporting) your character in solving a mystery or defeating a haunting creature.

I also have some short excerpts of his activity, which I can share if anyone is interested to see more of him.


I'm definitely interested. I put forward Gabriel Belmont.

Yes.

And yes, I'm sorry.

Anyway, he's an investigator rogue who is definitely up with this monster-hunting thing. He's a whip user who uses his reach to land stinging sneak attacks hits.

This stat block is built for a level 3 campaign that fizzled out of existence. Thus he is level 3 and therefore his stats do not follow the guidelines, but I will correct that. I'll focus on bumping Int to help cover the investigative angle, since he is already a good insight/perception dude.
I can promise, DM, that if I'm chosen, you won't be worrying about ghosting. I've DM'd and played on these forums since 2016 and never (ever) ghosted an active campaign.
His backstory is pretty intensive, but it fits the theme of Ravenloft to a T, and I really hope to play. The campaign that fizzled out did due to Covid and my DM changing his job, and you can make sure I'm absolutely motivated.


I'm interested, but as a player.


Male Humanoid (Human) Drone 4/Houserule Fanatic 8/Lawyer 6/Linguist 4

I say let'er rip. :D

For the record I would like to say that, as a player of Pathfinder for 8+ years but never reached past 8th level, I have no idea what I'm doing.


Male Humanoid (Human) Drone 4/Houserule Fanatic 8/Lawyer 6/Linguist 4

Yeah it's probably going to be Viridel with our current team. If the Bloodsworn Vale gang are coming back, I might go with Perry. XD


Male Humanoid (Human) Drone 4/Houserule Fanatic 8/Lawyer 6/Linguist 4
electricjokecascade wrote:

Lord Perry! Great to see you again ;)

That series ended up doing incredibly well, and kickstarted my career as a full time fantasy author. It's been a surreal and wonderful five years since.

How have things been on your end?

I’m seriously proud of you!

Things are great for me. I graduated from law school, got a really good job, got married to an amazing woman, and just last week had a son.

It’s been wild on this end, too!

Now that I think of it…

@DM
My second character idea is an older (and much stronger) Percival Arizian. Bloodsworn Vale took place before Eodred died, and as I faintly recall, this takes place after Crimson Throne. Count Perry would have had years of work done, and realized the horrifying state Korvosa is in, but probably is unable to affect direct change.
But perhaps the Breaching Festival is one way he can pierce the veil so to speak. The church of Abadar has had a difficult time so far, and he might believe that he can affect change this way, and maybe bring some kind of order.


Male Humanoid (Human) Drone 4/Houserule Fanatic 8/Lawyer 6/Linguist 4

MARIEN MY BOI, great to roll with you again!

How's the Black Gate going?


Male Humanoid (Human) Drone 4/Houserule Fanatic 8/Lawyer 6/Linguist 4

A high-level module! This is really interesting, Neirikr.

On Drawbacks wrote:
it should be something that actually hinders your character

Sure hope he isn't talking about me.

I'm thinking about using the LG high elven archmage-propher Viridel (prophet/diviner), who entered the breaching festival to investigate his own dark and infernal premonitions and prophecies he had of the school, and the unfortunate deaths of many students and friends who chose to defy fate and enter the test--only to disappear.
In essence, he knows it's bad, but not why--and that lack of answers caused some of his colleagues to enter previous tests/enroll in the school and die/mutate/disappear.

Perhaps prophetic warnings are not enough.

An extremely capable master of magic in his own right, Viridel might also have a streak of personal pride. Elven sorcery no doubt has had its own long and legendary history, but, with the decline of their peoples and the ascent of Mankind, he might find it curious to see how the wicked diabolism of Cheliax and its colonies/orbit countries fares against the 'higher arts' of the elves (with all its spell penetration and weird funky sorcery).


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Running water for sewage and bathing and evocation-based heating or cooling would be well-received. Decanters of water can supply aqueducts and help maintain farmlands and cities in conjunction with river or lake-water.
If magic can move in currents (or at least evocation magic can), you can replicate lightbulbs by having electricity, or more magically, have the material of everburning torches built into the interiors of houses and institutions.

But that's all magicking the modern world. It'll look different if the ideas are more organic and flavorful (instead of magical lightbulbs/magical air conditioners). The best way is to take a spell and go wild with it.
I'll focus on arcane magic here; divine magic works as a counterbalance to it, and is regulated internally by divine/nature's will, and does not usually lend itself to be commercially exploited (even to gods of business). This fact alone causes socio-political fallout.

Commercially, certain magic items will be very popular.
1. Detect Magic Charms. To counter false coinage or magical deception in shops, detect magic charms (or simply plants that react naturally to magic, a la litmus indicator) would be installed in shops, schools, and anywhere and everywhere if convenience allows it. Think Japanese paper talismans.
2. Druid Soil. Druids will be respected by rural folk; a happy druid is one who may enrich your crops, and an angry one could do the opposite. A pouch of soil from druids can be the form of the item.
3. Permanent Food/Water. The rich and powerful can afford to purchase plates that cast Create Food, goblets that cast Create Water, and salt-shakers that sprinkle Prestidigitation flavors on either. At some point, however, these things become empty and old-fashioned. What becomes popular later is having a hunting trip into the fey realm or other dimensions. Who tried bear steak from the dimension of chocolate?
4. Alter Winds sails. Sails that attract mage-wind and could take the ship wherever it wishes to go will likely be an expensive, but useful feature in a ship. This, of course, opens up the first step to airships.
5. Teleportation circles and gate spells may be expensive, but they are better than anything we can conjure up in the real world. You could expect to see one in the richest country's capital city, which can be used for dimensional travel for diplomats, instantaneous travel for armed forces, or even for dimensional trading.

When it comes to security, warding services will be a necessity. Magic circles and spells built into the bricks of buildings will likely cover the following issues:
1. Anti-Undead abjurations in graveyards (disrupt undead trap over every grave for minor necromancers, and an alarm in all cases). An Undeath-to-Death trap over crypts of important peoples.
2. Magic Circles in homes. Warding away evil creatures and hexes (especially evil eye) will be a must for new households and offspring. Having a child consecrated/baptized might provide limited protection from spells until they are of age (which will then require another spell). This will cause a surge of religiosity in nonmagical populace, who might, over time, consider divine magic good, and arcane magic neutral (at best). This has social implications, of course.
3. Remove Curse amulets. Against curses, getting a Remove Curse or Break Enchantment is too expensive. It is cheaper to approach a diviner or priest and ask for advice. It is wiser to be careful, however, and purchase charms to ward off curses. Do they look like pentagrams or David's star?

Socially, mages will have a great deal of prestige and obvious political importance. This brings witch-hunters into the game, as nobles, councilors, and maybe even parents all fear what magic can do to them or their own.
Considering caster-martial disparity, this will create a bitter sub-culture of those who don't have the aptitude (sorcery), education (wizards), or evil (witches) to pursue the magical path.
If we go with the idea that people prefer the more buff/healing-based (and predictable) divine magic over curse/damage-based (and unpredictable) arcane magic, this will also cause an increase in general zealotry, granting churches more influence in the public sphere, and causing temporal rulers to grant them more concessions in matters of state (mandatory baptism, regulating wizardry, witch-hunts, crusades, general 'greater good' stuff). In matters of druidic faiths, self-isolation and political neutrality will be the name of the game for druids, hunters, rangers, and pioneers/settlers.

Politically, magical scrutiny will be heavier. Mage-kings are not only powerful socially, politically, and very easily militarily (in form of summoned soldiers and called advisers), but also personally. A mage high-king, witch-queen, or sorcerer-sultan cannot be easily assassinated, and can crush armies by themselves, or cause tremendous political damage on their own (either through illusions and enchantments, conjuring demons to corrupt a rival, or flat-out blowing them up).
There is no counter to a powerful caster except another powerful caster or team of non-casters. Casters will learn after a few centuries (and good storylines) with the threat of Mutually-Assured Destruction by vassal mages or witch-hunters, or form a regulatory body to form a united front and self-regulate (a la Dresden Files' White Council, or the Witcher's Lodge of Sorceresses/Council of Mages).
This affects normal people in the form of rumors, explained phenomena attributed to the wizard-ruler, or unrest in the various realms when it comes to actions against a sorcerous liege.

Wars that have magic on either sides will hurt. A lot. Battlefields will be haunted with the ghosts of the dead, ruined mage towers soon attract dimensional beings, and old castles become abodes of the mage's undead servants, now filled with treasures and curses.

The Revolution will be brutal in case of actions of a frightened populace against a mage-king. One one side, the mage can easily infiltrate their leadership (via divination), charm/murder/manipulate/demoralize in ways that make current politics seem like child's play. Don't think bomb barrels, think demonic hordes or undead unleashed on populace. Don't think explosive letter packages or engines, think meteors.

Most revolutions will employ witch hunters, churches, or rivals of the mage (other mages, demons who have been abused, etc.) to even the odds. In such cases, regular people huddle in warded basements with their Create Food plates.

However, one issue arises that might counterbalance mage-rulers; they need to study. They could go into long periods of absence in study, leaving the state in regency, or they could stay as the power behind the throne (where they retain freedom and power).


I've flagged this to be sent to the general AP forums. We'll see if we can get any contributions for other APs.


It's very unsatisfying to purchase or run an AP and have it stay for years, only for the whole experience be destroyed when even one player jumps ship. In many cases, the character concepts lose steam and value after Book 2 or 3.
So what if AP chapters can be played as separate modules? Below are a few guidelines for integration and resolution of adventures.

For example: Players starting Book 3 of CotCT will start out as quarantined survivors in Old Korvosa.
Players starting Book 6 of CotCT will arrive at Korvosa under high-level siege and revolt, without having to go through the process of the queen's descent into madness.
Play by Post is also a concern that relies heavily on the adventure's structure. Having the below as guidelines can excise certain encounters that slog down gameplay—as some encounters are more important than others.

CotCT Book 1

Spoiler:
Integration: Integration requires only establishing Gaedren Lamm in the heroes' backstories or as a local menace (such as witnessing orphans pickpocketing and returning for a possible beating for pickpocketing/begging too little), and establishing the rising spirit of anarchy and instability in Korvosa.
Resolution:
Ending Book
Execution of Triana as the supposed assassin of the king. There is no scripted rescue of the artist. Questions are asked and silence is the answer, and Korvosa continues to be ruled by an inexperienced monarch who relies far too much on Chelish (Westcrown) advisors, but anarchy and civil war are averted.
Continuing AP
Execution is averted and Triana is rescued, paving the way for book 2.

CotCT Book 2

Spoiler:
Integration: Running from Book 2 shifts the story to a fight-the-plague story.
Continuing from Book 1: Play the adventure as normal
Starting from Book 2: Korvosa is a city ruled by a spoiled queen managing a city at the brink of anarchy. As occasional riots set parts of the city to the flame are answered with a brutal crackdown, a silent Nidalese ship sails into harbor in the dead of night, only to be sunken by the guard.
Days later, a terrible plague appears, and wrestles with the wounded city to make it a grave.
Resolution:
Ending Book
Andasain, the Queen's Physicians and the good doctor, and the vampire Ramoska are revealed to have engineered a conspiracy to kill thousands of Korvosans to further the interests of their factions. The cult of Urgoatha sacrifices the city as dedication, the queen's physicians and the good doctor are experimenting with disease to ethnically cleanse the city, and the vampire Ramoska experiments to manipulate blood to cure vampirism. These forces are targeted by the crown with a brutal crackdown, and the plague ends.
Continuing AP
All goes as planned, and move on to book 3.

CotCT Book 3

Spoiler:
Integration: Running Book 3 shifts the focus from a tyrannical queen to a political intrigue story.
Continuing from Book 2: Play the adventure as normal.
Starting from Book 3:
Korvosa, recovering from a terrible plague, continues to quarantine the region of Old Korvosa, the seat of the old nobility of the city, House Arkonas. In response to an assassination attempt on the Queen, she decided to extend the quarentine and tight her grip on the city. The senechal of Castle Korvosa, believed to have died recently from the plague, surfaced in Old Korvosa, the seat of power of House Arkonas.
As Old Korvosa struggles in a war between House Arkonas, the self-proclaimed Emperor of Old Korvosa, and Queen Ileosa's quarantine, a chance for heroism presents itself. Why did the senechal of House Arabasti, the rulers of Korvosa escape to Old Korvosa? Why does the queen continue to quarantine the old city? Are the rumors true that House Arkonas are behind the assassination attempt on Queen Ileosa, and if so, to what end?
In this run, Queen Ileosa seems like a cruel yet sensible monarch, pragmatically allowing her enemies to waste one another as she readies herself to defeat the remaining force in Old Korvosa to bring it to heel. The true extent of her evil is revealed by Neolandus, who reveals both parties' intents (Arkonas intending to usurp Korvosa and replace Ileosa with a shapeshifter, and Ileosa using dark relics to control Korvosa).
The Crown of Fangs is diminished as a plot point, and is not an artifact that will bring about a dragon, but a symbol of Queen Ileosa's tyrannical leanings that must be clipped in the bud.
Resolution:
Ending Book
Old Korvosa is relieved from the blockade as Ileosa ultimately succeeds. The Arkonas' secret is either safe or revealed after Neolandus and Vencarlo are saved. Either are detailed below.
• Safe secret? The Arkonas perform damage control, presenting a scapegoat and hunkering down to avoid having the family uprooted.
• Revealed? The Arkonas kill those who know of the secret until it is known by too many people. In that case, Ileosa has the excuse she needs to strip them of all their holdings, wealth, and land. The Arkonas' days in Korvosa are numbered, and a great slaughter will take place should the Arkonas refuse to submit and yield or escape Korvosa.
Neolandus and Vencarlo do not give Ileosa a chance to celebrate the destruction of the Arkonas; as she uproots them and exhausts herself, the city and the nobility rise with Neolandus to put a halt at a queen who is amassing far too much power. Depending on how much pieces of evidence the heroes gathered in Book 3, the transfer of power can be easy (with Ileosa's supporters leaving her and her enemies rapidly closing around her), difficult (with the war being mostly decided but costly, ending with Ileosa's head on a spike), or impossible (Ileosa's supporters are too great, and she crushes the rebellion).
Continuing AP
All goes as planned, and move to book 4.

CotCT Book 4

Spoiler:
Integration: Book 4 is focused away from Korvosa, which affects integration.
Continuing from Book 3: Play the adventure as normal. If half integration, emphasize Scream's paintings, the Crown of Fangs, and the Red Mantis' role in Book 3.
Starting from Book 4:
Running Book 4 can be done by starting in Korvosa and leaving, or the lands beyond the walls begin suffering fallout from the events in Korvosa. The massacre in Old Korvosa, reports of a rebellion crushed by a cursed tyrannical queen, and the winds of a legend that heralded events such as this. There are two ways to integrate as a standalone adventure.
• Book 4 starts well in the outlying regions through a Shoanti and Varisian point of view, as the legends of shamans speaking of the Azure Tyrant rising and puppeting the Crimson Queen. Neolandus, Vencarlo, and Triana are first met in Blackbird Ranch as representatives of the Shoanti clans who wish to speak to Korvosan rebels. The heroes (if non-Shoanti) must go through the Trials of Respect. Shoanti characters may also go through them to prove worthy to the other clans that they can represent their interests, ready them for the trails to come, bless them, and help non-Shoanti to bond with them over the trials.
• Book 4 starts with heroes who have lost the rebellion, awed and terrified of Ileosa's unexplainable power. Their partners in rebellion, Neolandus, Vencarlo, and the supposed assassin Triana meet in the ranch to discuss the rebellion and how the answer must be understanding the queen--once a spoiled brat, now a cruel dictator.
Resolution:
Ending Book
Armed with a secret of the Crown of Fangs, the players are approached by the echo of the first guardian of the Crown of Fangs, the hero that once fought Kazavon. He entreats the heroes to aid him in rekindling the wards that once kept the fangs' power in check to undo the power that now surges from Ileosa and keeps her immortal, and keeps her soldiers and retainers magically loyal.
The embers of rebellion are fanned into a flame. Fueled with Shoanti outriders, the rebellion takes place within and without Korvosa. The churches and nobles of the city decide where their loyalties lie, and the queen is subject to another failed assassination attempt. Using sympathy magic and the talents of the Brotherhood of Bones, the players can choose to sneak into Castle Korvosa with the Seneschal Neolandus and a group of talented infiltrators and evoke the Shoanti spirits that once guarded and suppressed the Crown of Fangs' power. Without it, Ileosa is no longer immortal, and can be slain in her throne room in a normal encounter as infighting and suspicions soon strip the queen of all backers.
Continuing AP
All goes as planned, and move to book 5.

CotCT Book 5

Spoiler:
Integration: Book 5 is the an easy adventure to separate from the AP.
Continuing from Book 4: Play the adventure as normal. If half integration, emphasize Scream's Paintings, the Crown of Fangs, the Brotherhood of Bones, and the Shoanti legend of Kazavon.
Starting from Book 5:
Running book 5 can be done by setting out to Scarwall from Varisia or playing it entirely from scratch (Lastwall, Ustalav, or Mendev beyond), or the west (Varisia or Nidal).
• Varisia: The possibility of a backdoor to undo Queen Ileosa's gateway to power can be investigated instead by spirits within the Karvosan pyramid; Castle Scarwall is the origin of the Crown of Fangs, and if any solution exists, it is there.
• Lastwall/Mendev: Lifting the curse on Castle Scarwall has always been an ambition of the Knights of Lastwall, as is recovering Serithal. Due to the unexplained surge in undead or demonic activity lately, the artifact will prove useful, and lifting the curse will likely help make Scarwall a foreward base for Ustalav or Lastwall into the Hold of Belkzen.
• Ustalav: A long-lost descendent claims Scarwall as the castle of his forefathers, and starts an expedition to lift the curse, avenge his house, and reclaim the castle from evil.
• Nidal: The fact that the castle stands on a point of a Startower is not forgotten. The castle has fallen to evil--but is not under Zon-Kuthon's sway. A holy (or unholy) expedition to reclaim the tower and establish a bridge through the shadow realm will likely bring great glory to the pious Kuthite.
• Varisia: The fact that the castle stands on a point of a Startower is not forgotten. The castle has the mark of Zon-Kuthon, and has great relics of his eternal enemy Desna. Should the Desnans cleanse the tower and claim it for their goddess, it will be repurposed as a beacon of light in the shadows of the Hold.
• Adventurers: The fact that Castle Scarwall holds great evil is a beacon for those who will want to lift such a curse on the land. Humans to orcs may want to undo the curse and claim the riches within.
Resolution:
Ending Book
The easiest book after Book 1 to wrap up. The castle is purified and the heroes move on. If half integrated, the echo of the first guardian (see above) is joined with the other heroes that first defeated Kazavon. The resolution for Book 4 takes place at a higher tier and at higher level.
Continuing AP
All goes as planned, and move to book 6, with the necessary changes for less integration.

CotCT Book 6

Spoiler:
Integration: Book 6 focuses on Ileosa's last mechanisms for immortality and the crumbling of the kingdom as it was once known. It can be relatively modular when being applied, as the rebellion events do not strictly require playing the previous books, and can be addressed either internally or externally (even by passing or plane-hopping adventurers).
Continuing from Book 5: Play the adventure as normal. If half integration, emphasize the Crown of Fangs, the Shoanti legend of Kazavon, and the breakup of civilization in Korvosa.
Starting from Book 6:
Running book 6 can be done either by witnessing the rise of the Queen internally, or by taking advantage of her insanity externally:
• Internally: Witnessing the rise of the queen and her evil could have ended with the heroes rebellion defeated and them overpowered, locked into jails or otherwise overwhelmed. Being caught unawares, betrayed by friends or family, or even tricked by a queen they once served and trusted and being discarded into the cells. Internal heroes have the benefit of the background events of the previous books, although the instigators of the previous events can be dead, away, or even hated rivals they must help to overthrow a mad queen.
• Rebellion: Internal important persons can (once escaping from the cells either via starting event or by fighting their way out) seek out the important people in the rebellion and pledging conditional or unconditional support.
• Externally: Magnimar, the Shoanti, and pretenders to the throne (such as cadet nobles of the Arabasti house) may take advantage of Ileosa's weakening grip on the city to launch an invasion to Korvosa, with the cassus belli being to overthrow a mad queen to gain the sympathy and aid of the oppressed populace within. External foes may send agents and selected persons to weaken Ileosa's grip on the city by supporting the rebels, but their true designs will appear only in the end.
Invasion: Once the agents secure an understanding with the rebels that they cannot overthrow the queen on their own, they can initiate an invasion to overthrow the queen. Battles will take place off-screen in the bay, coast, and streets of the city, as the agents make use of the rebel's icons and symbols to retain legitimacy against a possibly-difficult war of 'liberation', which the queen's supporters call an invasion.
Resolution:
Ending Book
The potential endings for Book 6 are numerous even if there is no integration, let alone the multitudes of variance in possible outcomes. All endings follow similar patterns, save invasion.
Invasion: Korvosa has it's pride. Soon after the invasion, there is a political effort to seceed from Magnimar and regain independence, led by the rebels and heroes of yesterday.
Continuing AP
See Continuing the Adventure on the final book.


1. It's surprising to see Reincarnate be based off remove_condition (Death), which is a 1st level seed. That would make bypassing using the Raise Dead spell as a base seed easy (and also kick up raising dead to lower levels).
2. I suggest a new metamagic to cover (albeit incompletely) Magic Missile: Homing Spell. It can be applied to a touch-attack spell, and it homes onto the target, automatically attacking them and resolving their accuracy score vs. the target's Touch AC. Possibly 10 + 4 x spell level. This covers the unusual area in the rules where Magic Missile resides in, and could possibly cover any skill-based spells (where the spell instead compares its result vs. the DC, instead of giving constantly-stacking bonuses to skills, and rendering skill use obsolete).
3. Did you make a list of seed spells?


Metal Eater wrote:
Arrius wrote:
Blackfang mana system

Hey, I'm one of the players that will be using Bronson's mana rules in an upcoming game he's running, and thought I'd comment on the variant you use. I find your choice to be too limited, and because you decouple spell slots, you change the way spontaneous casters gain spells from their list in a very unsatisfying way.

Bronson's rules don't limit your spell choices, and use spell lots as the base for determining your mana pool, where as the system you chose seems to inherently have the same or similar limitations as the base rules in some cases.

You've describe the features of the system, not mistakes in them.

+ Spell slots work on a unified mechanic (and do not need a chart for each caster)
+ Number of spells prepared are overall more than in core, allowing for more flexibility
+ Mana costs scale by spell level (so spell choices are not limited any more than core)
This opens up the potential for mana-burn-like effects, and abilities that both restore or remove mana.

The above system has features that are questionable
+ The Mana Pool is also effectively the number of spells prepared (preparing 100 level 1 spells means 100 mana is used)
+ More extreme rocket tag (9th-level spells everywhere)
+ Having a quickly-scaling (and large) mana pool (potential of nearly 200) doesn't contrast well with having an overall smaller pool (as the Blackfang system).

At any rate, Tinalles linked the Spheres of Power rules (which are very good) and will better intra-party balance between martials and casters.
Check it out.


Lazaryus wrote:

Someone in another thread suggested the 3.5e spell point system. I think it would work well to fix the abundant magic problem.

Suggestions to fix other aspects of this little system is greatly appreciated.

The Spell Point system has a problem with linear spell cost increase and large pools (to the point of unwieldiness and pool-draining spells).

I suggest using the Blackfang Mana system.
Mana system (modified for Pathfinder.


System Update:
After extensive playtesting and continuous use, I've applied a few changes.

Mana-based Spellcasting
With the mana-based spellcasting system, you use your mana pool to cast spells, and have a number of spells prepared for casting relative to your casting ability score. Each spell consumes a number of mana points relevant to its spell level.
Mental Fatigue (Condition). When you reach 0 mana, you must pass a DC 20 Fortitude save or suffer mental fatigue, which prevents you from casting spells until you have at least 1 mana point in your pool. If you pass a Fortitude save with a DC equal to 20 + double spell level, you can cast a spell on an empty mana pool (which goes into negative numbers).
If you fail to force a spell, you are mentally exhausted (even if you were not mentally fatigued beforehand), and cannot regain mana points until you rest for 4 hours.

Mana Pool and Spell Costs
A spellcaster has a mana pool equal to their spellcasting ability score (not modifier) +1 per every 3 caster levels. For spontaneous casters, they add half their spellcasting ability modifier to the base mana pool.
A spell costs a number of mana points equal to the spell level + base mana cost.

Full, Three-Fourths, and Half Casters
For the purposes of the mana system (spell costs, mana pool, etc.), three-fourths casters (such as the bard) their caster level is equal to three-fourths their level, and half casters (such as paladins and rangers) have a caster level equal to half their level.

Base Mana Cost
The Base mana cost for all spells is 6 - 1 per every 3 caster levels (minimum 0). As such, the mana costs of spells decrease with a higher caster level.
Level 0 spells cost half the base mana cost.

Spells Readied
A character can ready a number of spells equal to 2 + 2 for every point of their spellcasting modifier. For their highest-level spell, the number is halved, and for the second-highest spell level, the number is reduced by one-fourth.
Spontaneous casters reduce their total spells prepared by half.
A prepared character may alter readied spells by consulting their spellbook (if arcane) or spending time in meditation or prayer (if divine), as per normal rules for readying spells or knowing them.

Regaining mana
For every hour of light activity or rest, the character gains a number of mana points equal to their spellcasting ability score (minimum 1).
A full night's rest restores all the character's mana points.

For Example: A 9th level sorceress with a Charisma of 22 can ready 7 spells per spell level from level 1 to 3, 5 level 4 spells, and 3 level 5 spells, and she will have a mana pool of 36.
A Wizard of the same level with 22 Intelligence can ready 14 spells per spell level from 1 to 3, 10 level 4 spells, and 7 level 5 spells, but have a mana pool of 25.
For each of them, the spell cost will be 3 + spell level, and will both regain 6 mana per hour of rest (or enough for a 3rd-level spell).

Modifications
Classes
Classes that gain bonus spell slots spent on certain spells (such as domain or school slots) the mana cost for such spells is reduced by 1 (minimum 0).
The Arcane Bloodline's Arcane Apotheosis ability reduces the charge of a magical item by 1 per every 4 mana points spent while using it.

Multi-classing
If being a spellcaster from multiple classes, the character uses a single unified mana pool and spell cost based on all collective caster levels, and can ready spells from both lists interchangably. They cannot, however, ready spells from either classes unless they can access them individually by having the required level.
For example, a cleric3/Wizard1 character has a caster level of 4 and uses both class lists to cast spells (and has a mana cost of 5+spell level for all), but can only ready cleric spells for his 2nd-level spells.

Above 20th-level
This follows the normal rule of new levels accessed from higher caster levels, and mana cost reduction.

Metamagic
Spells that use increased spell levels cost the normal cost for the higher level (or +1 per level).

Items and Equipment
A staff can be recharged by spending a number of mana points equal to the highest-level spell they can cast, which grants the staff one charge.

Spells
Spells that affect spell slots instead affect a number of mana points equal to the spell level.
The Nightmare spell inflicts mental exhaustion for arcane spells on a failed saving throw as well as dealing damage and causing the fatigued condition.
Being revived by the Raise Dead spell reduces the remaining mana pool by half (minimum 0).


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I think it requires so many spells because it's thematic/dramatic/cool.

Otherwise, planar binding would either consolidate other spell effects in it (like Magic Circle vs. Alignment does with Protection vs. Alignment), or explicitly states the limitations (does not prevent planar travel, etc.)


That's true, but direct attacks are useless against swarms and difficult to use against invisible characters (50% concealment). Area of effect attacks are more reliable (though you can't critically hit with them).
It's also a potentially cool archer ability--imagine releasing an arrow that deals damage in a line (damaging every enemy or object in the area).


But cleave requires an attack roll.
Think of if Whirlwind Attack forced adjacent enemies to roll Reflex or take half damage.


It's been a while.
Things that have no rules (but perhaps should) VI

Martials getting area of effect abilities. An archer's volley targeting an area and enemies rolling saving throws, or a swing from a greatsword that deals damage on a failed save.


Eliminating/overhauling system assumptions such as the Christmas Tree and Combat Rating? Sign me up. I will contribute and criticize where appropriate.


Only violet fungi can be harvested as an exception, and dragon-hide is the other example. A comprehensive harvesting system would reasonably allow 'tarraque-hide' armor with free armor spikes and resistances.
Of course, the problem with pricing is something James Jacobs noticed and commented on.

Quote:
The reason we don't have rules like this hardcoded into the game is because the game's economy doesn't allow for it. Poison has a real GP value, and if you allow PCs to harvest poison, you technically need to adjust treasure values in the campaign to allow for this new source of income. And that can get weird when you have some monsters that have really expensive poison that already have or NEED a lot of treasure.

So, throw it under '99 reasons to divorce wealth from player level'. :P

Things that have no rules (but perhaps should) V
18. Affecting intelligent undead with mind-affecting spells.
19. Focusing attacks instead of making many (instead of using iterative attacks, deal increased damage on a successful hit by spending attack actions, such as dealing +2d6 damage by spending an iterative).
20. Spending downtime on training to increase current hit points (cannot exceed normal maximum).


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Things that have no rules (but perhaps should) IV
17. Looting non-humanoid enemies and gaining useful body parts (like current dragon-hide rules--petrifying medusa head, milk poison from snakes, bottled gorgon's breath, etc.)


Rysky wrote:
Arrius wrote:

8. Rules for capturing and threatening attacks/hostages (and easier called shot) *

10. Rules for drop-attacks or landing on characters (most GMs let fall damage apply evenly or to one over the other)
12. Blocking natural attacks with items (using a stick or shield to prevent a bite attack or pin a tail or wing to the ground)**
13. Armor-piercing rules for bludgeons or bludgeon-piercing damage
14. Sensing or assessing a target's general power/magical skill (non-alignment-based aura)
15. Back-breaking or general super-maneuver to break creatures as objects, causing disability as per called shot

10) Branch Pounce!

12) Barbed Vest is one, might be others.
13)?
14) Like picking up what class abilities they have or their levels?

10. I was thinking more of a universal ability, but a feat works.

12. A combat maneuver to block a bite or bind a wing would do, I think.
13. Meaning maces and picks ignore armor or give a bonus to AC versus armored opponents (max bonus cannot exceed armor bonus).
14. Levels, highest-level spell slot, and general ability score range. Mostly in relation to self.


Quote:
Plus losing +5 shields to massive blows suck.

True, but it's damage you won't take, and an option.

And besides, enchantments to shields adds to hardness. I'd like to see dragon-breath melt an adamantine shield.

Things that have no rules (but perhaps should) III

8. Rules for capturing and threatening attacks/hostages (and easier called shot) *
9. Rules for general save-or-suck/die assassinations without specific class features (threatening a man with a knife without being a rogue should be more threatening than 1d4 + Str) *
10. Rules for drop-attacks or landing on characters (most GMs let fall damage apply evenly or to one over the other)
11. Mental penalties to ability scores from aging (or at least a penalty to Perception?)
12. Blocking natural attacks with items (using a stick or shield to prevent a bite attack or pin a tail or wing to the ground)**
13. Armor-piercing rules for bludgeons or bludgeon-piercing damage
14. Sensing or assessing a target's general power/magical skill (non-alignment-based aura)
15. Back-breaking or general super-maneuver to break creatures as objects, causing disability as per called shot
Edit: 16: Trip maneuver versus flying enemies drops them

* Having a prepared attack this way be a critical threat makes the called shot rules more engaging and the two rules quite synergistic. Especially if this requires (non-magic) concentration or a Reflex save.
Scene: Villain grabs civilian and threatens them with a knife. Spent full-round action setting up the capture (successful attack roll vs. AC, holds damage and converts it into a readied attack). Hero arrives and villain is all monologue. Hero's ally moves behind villain and attacks--villain fails Reflex and loses action, and hostage escapes.
If the villain kept action, deals critical neck attack (critical hit + 1d6 bleed and must make Fortitude save vs. crushed windpipe as per Called Shot).
** Being a combat maneuver works fine--CMB or attack roll vs. CMD disables one attack method--target has to spend a Standard action (or move action with penalty) to free self.


Maybe my musings can help.
Below are my own rules in my homebrew-turning-rulebook.

Combat and Engagement

Spoiler:
You can use a Standard action to 'engage' in combat, which exchanges your Standard action into a number of attack actions.
You can double the amount of attack actions you gain from engaging, but you take a -8 penalty on all attack rolls and relevant DCs from this attack action.
If the weapons you are using are light, the penalties are halved (-4) for each attack roll/DC.

Also, BAB gives you one extra attack action upon engagement when reaching +5 (with a -4 penalty on attacks and DCs) and lowering the penalties by -1 per every 5 points (up to no penalty at +20), and you can have -4/-4/-4/-4 attacks at level 20 and BAB +20.

The feat Rapid Fighting halves the penalties for doubling the amount of attack actions gained.
Ranged weapons are treated as light weapons for the purposes of halving penalties, as are natural weapons.
Attacking (but not engaging) interrupts movement, but the character can spend an attack action to resume movement in the same turn (although the movement still provokes attacks of opportunity as normal).

With this, the full-attack action paradigm is altered. A BAB +5 character can engage and move up, gaining 2 attack actions with -2 each, and attack once. He then spends the other attack action to resume movement. This also subsumes Shot-on-the-Run and similar effects, and subsumes several houserules Kirthfinder employs to shake-up full attacks.

Natural Weapons

Spoiler:
Every creature gains several attack types (slams, bites, claws, etc.) relevant to their creature type. These are called attack forms of natural weapons.
By default, every creature is proficient with its natural weapons. Those not proficient provoke attacks of opportunity when attacking with their natural weapons.

Attack Forms
* Slam (deals damage equal to a weapon two size categories smaller than the creature; 1d3 for medium)
* Bite (deals damage equal to a weapon two size categories smaller than the creature; 1d3 for medium)
* Wing/Tail (deals damage equal to a weapon three size categories smaller than the creature), but can attack with it once/round as a reaction or attack action if not used for flight or swimming; 1d2 for medium)
* Claw (deals damage equal to a weapon one size category smaller than the creature; 1d4 for medium)

Humanoids gain a slam and a bite attack, and claw or tail/wing if their race and subtype qualifies them, but do not gain starting proficiency
Animals and Magical Beasts gain and are proficient with any attack form they qualify for based on their base form
Dragons have and are proficient with all attack forms

Unarmed strikes (and infinite natural attacks) are removed as a thing, and improvements to the monk's unarmed attack is not by adding dice, but by increasing the effective size category of the monk's slam attack. Animals and beasts can gain improvements to their damage by increasing dice by features such as Improved Natural Weapon (which monks can also take).

Mounted Combat

Spoiler:

Mounted combat merges the actions of the mounted creature (mount) and mounting creature (rider). The rider is the primary character commanding the mount. When merging actions this way, the rider and mount have only one Standard, one Move, one Swift action, and one Reaction as normal, and the combined-action rider and mount move on one initiative (but are otherwise unchanged regarding hit points or attacks).
When the rider engages, he may attack or let his mount attack as normal (but neither party may use more attack actions than their normal maximum allowed per round). When the rider moves, they can move according to any speed of the rider or mount and can interspace movement if possible (without bypassing the maximum of the two speeds). Anything that provokes attacks of opportunity can be resolved with either the rider of the mount (but neither party can use more reactions than the their normal maximum per round).

With this, we cut down on several mounted combat shenanigans asking about who uses the full-attack action and movement, and whether mounts attack on their own or other difficulties, leaving the only additional rules to be whether superfluous riding checks are needed for X or Y.

I do not have any musings on three-dimensional combat, however. That's just out there, man.


It doesn't have to be.

Example above: Red dragon attacks village. Knight rides up to fight it. Dragon breathes fire on the knight, dealing 35 fire damage.
The GM normally calls for a Reflex save to half damage--but what if the player of the knight says "I block the dragon-fire with my shield." ?
It's not really a Reflex save (since he's not moving out of the way), and the shield is likely to be destroyed or at least harmed (count damage vs. hardness and hit points). There are no special rules for blocking damage, but there probably should be.


Well, block as in you take the effect head-on and absorb the blow.
In this case, a shield-user can put up the shield and absorb the damage of a dragon's fire breath attack.


Arrius wrote:
Things that have no rules (but perhaps should) II

7. Using shields to block (not avoid) damage such as dragon-breath, area of effect spells, and provide cover against general projectiles


Things that have no rules (but perhaps should)

1. Throwing objects for distance (not attacking) is a gray area in the rules. Throwing a baseball, for example.
2. Lifting (besides checking up encumbrance, lifting and sustaining weight of a collapsing wall/fallen table/etc. until your allies get to safety is a classic trope)--also throwing lifted objects.
3. Magical investigation: tracking down auras and identifying magic signatures
4. Dynamic ability score increase through training instead of level increase (although limited by diminishing returns or a hard cap)
5. Fatigue from combat (outlasting an enemy by dodging their attacks, could be a valid tactic for duels and tanking--assuming the enemy doesn't attack your allies instead)
6. Climbing and attacking giant creatures as terrain (perhaps ignoring penalties to called shots)


Follow-up: Natural attacks (and difference between it and unarmed strikes) pose a problematic gray area in the rules, as does mounted combat and three-dimensional combat.
Are there any planned changes or musings around them?


Trying to adopt armors (and weapons if we take the gun = spell mechanic further) into the general free-form custom magic items rules would be difficult. It is far easier to have two systems work in parallel, since they both have different aims. The spell-base system works for several things, but it gets out of hand when you try to apply it to things that work with different rules (such as trying to make a formula and effective spell level for guns or swords).

Below is a formula for armor I posted a while ago.

Arrius wrote:

Standard is 0 Points in Armor, +9 maximum Dex, and 0 ACP when wearing clothes.

+1 point of armor corresponds to -1 Dex, and -0.75 Armor Check Penalty (min. 1).
At every increment of a +4 bonus base Armor (not enhancement), the weight category increases, according to the Light/Medium/Heavy order.

Applied
Padded Leather, +1 AC, max. Dex +8, -1 ACP
Hide, +4 AC, max. Dex +5, -2 ACP
Full Plate, +9 AC, max. Dex +0, -6 ACP

Arcane Spell Failure = 5% per 1 point of Armor check penalty
Theoretical, ASF
Padded Leather: 0% Arcane Spell Failure
Hide: 10% Arcane Spell Failure
Full Plate 30% Arcane Spell Failure


Kirth Gersen wrote:
One day I hope to standardize combat (e.g., why do cats and people follow totally two totally different sets of melee rules?) and spells, and figure out some way to distribute the monster conversions -- but that may be years from now.

Do you mean the natural attack/melee-strike/manufactured weapon mechanics (with natural attacks following different rules regarding multiattack and primary/secondary weapons)?


A system for the caster rolling for each spell makes all spell-casting risky, not only low-level casting (natural 1s).
It is also better if the system is either mana or hit points/conditions (or in exceptional cases), not having the caster to balance both.

At any rate, the blackfang (3.5e or pathfinder update) system linked has been playtested. It also helps out on the resource-management front (although it does not cover timed restrictions on casting or ritual magic).
I recommend it.

A quick ritual mechanic (if you don't like invocations) is allowing spells to be joint-cast as two time steps higher (standard - round - minute - hour - 8 hours - day, etc.) grades to divide mana cost evenly and increase spell level by 1 (or caster level by 2).
Example: Invisibility ritually-cast takes 1 minute to cast and divides mana between all casters, and acts as a 3rd level spell (or at caster level +2, adding 2 minutes to duration).

That's all I got. Hope it's been useful.
Cheers!


As I understand it, you want a hyper-specific casting model that has several components:
1. Unified-pool casting resource
2. Time-based restriction on higher-level casting
3. Ritual-like magic or shared-casting mechanic to circumvent/enrich casting.

Here is a possible out I can think of.

Solution A:
Regarding shared-pool casting, there are several mana systems floating around. The best model by far is the Blackfang strain/mana system (3.5). I've adopted it for Pathfinder a while ago.
Link

Solution B:
Regarding time-based restrictions, you can grade spells on general ranks--low level spells (cantrips, level 1 to 3) are rank C, medium level spells (4 to 6) are rank B, and high-level spells (7 to 9) are rank A.
After grading them, you can rule that casting a rank B spell requires passing a DC 20 + spell level Fortitude saving throw or else the spell would require double the normal mana cost (and become prohibitively high, but not impossible to follow-up on) for 1 day per spell level.
Casting a rank A spell requires passing the same DC (since it scales), but the increased cost remains for 3 days per spell level (nearly a month with 9th level).

Solution C:
Regarding ritual-like magic, I suggest designing rituals or checking out invocations from 3.5's Arcana books. They have rules for getting friendly casters to help channel a spell, and have the leader decide on what the spell does. It also includes nice effects like magical backlash.


What's wrong with cone or line effects for shotguns or automatic rifles?


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Following up on Cyrad's approach, below is a link for the Blackfang mana system (which is the one of the more popular subsystems for mana).

Link 1 (Paizo)
Link 2 (Piazza, better presentation.

Bite-sized version:
You have Mana Points equal to your casting attribute score (not modifier). Reaching 0 means no spellcasting. Spontaneous casters gain 50% extra mana.
Spells cost 6 + spell level mana points. The cost goes down 1 point per 3 spellcasting levels to a minimum cost of the spell's level in mana points. Cantrips cost half a level 1 spell's mana cost.
You regain your spellcasting attribute in mana points per hour of rest, and regain all of it after an extended rest.
Being decoupled from spell slots, you can prepare 1 spell in every spell level per point of your casting attribute (maximum 5 for spontaneous casters, 7 for prepared casters).

Of course, you can then add mana-reducing spells and effects, but that is beyond the scope of the condensed version.


Interesting idea. I floated a similar idea on the forums.

But you may be focusing too much on one way to solve the problem of immersion (which is adding a peripheral effect). Altering base damage may not be the best way to go.

You can branch off through two paths here.

  • A. Allow the decision to add a peripheral effect to be while casting the spell (thereby costing some damage points, such as 10 damage, and the more damage spent increases the effect). That way, the effect is not 'free', and is a tactical choice that has consequences.
    For example:
    Fire sets targets aflame by sacrificing 10 damage, dealing 1 damage per round for 5 rounds (losing half damage but setting the target on fire). For every 10 additional damage sacrificed, the duration extends for 5 rounds. A 1-round action + Reflex saving throw extinguishes the fire.
    Cold slows the target -10% of their maximum speed on the first 10 damage. For each additional 10 damage, reduction of -10% more (or total freeze to 0 speed/encased in ice with 100 damage). A 1-round action to break out and Fort saving throw breaks the ice.
    Electricity shocks the target, giving a 5% chance to be stunned at the beginning of each round for 1 minute. Each 10 additional hit points increases the chance by 5% more (or 50% chance to be stunned at 100 damage).
    Acid sickens the target, inflicting the condition for one round on 10 damage, plus another round per 10 more (or one minute per 60 damage).

  • B. Allow elemental spells to be more accurate/difficult to resist in certain conditions instead of adding effects.
    For example, in dry or hot weather, fire spells gain a +4 circumstance bonus to attack rolls and DCs. In wet and cold weather, frost spells gain the same bonus. Electricity takes the bonus when the target is using or wearing metal, while acid takes the bonus when the target is not (or when they are exposed).

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