In an attempt to find a balance between a quick and abstract combat system (with only hit points) and the sophistication to grant additional options in battle (as the old called shot system), I have been working on the Wound System.
The concept is simple; you call a shot before attacking, choose an effect or have it chosen for you (corresponding to a location on the target's body), and compare the damage with half the target's maximum hit points. This usually yields a light wound (penalty on attack, speed, short-term condition, etc.).
If you happened to score a heavy wound (either with a critical called shot or if the damage was exceptionally high), there is an additional effect chosen from a higher-severity list (limb unusable or severed, condition extended, etc.), with many ways to make a light wound heavier (and thus more punishing).
To integrate better with the concept of critical hits and sneak attacks, it is possible for the attack to count as a called shot retroactively. This means that sneak attack is technically a called shot (since it refers to targeting a weak spot), but it deals only 1d6 unless the character possesses the Sneak Attack class feature. This is detailed in the link.
This has went under only a little playtesting, but I believe the system has potential for use in home games. It will not be used every attack (due to benefiting most from critical hits), but is a tactical option that players may choose to use circumstantially.
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.
I'm DMing a Jade Regent game, and have been calculating treasure rewards for monsters and rolling for random encounters in Varisia (still book 1). An Ankheg here, a jade stone with a Sinspawn there, a small band of goblin raiders led by a commando ripped from RotRL--pretty much within guidelines for CR and treasure encounters.
But I'm starting to think if the treasure parcels are built-into the adventure. If that is the case, I'm giving players more treasure than I should.
So, is the amount of treasure in APs pre-calculated to follow Wealth per level, or should I continue providing additional treasure as per CR?
Herein we discuss the strange and terrible events of the Misty Manor!
The first few scenes serve to establish Thaddeus's overall personality. The adventure hook proper will come soon.
The story starts in Lepidstadt, as the wandering doctor surely must come to some area frequently (as I judged it, the university) to receive his message.
I had envisioned Thaddeus covering for professors as an alumni or cross-examining the students' education. Perhaps he received an invitation to oversee the final days of the examinations.
Which of them is up to you (or feel free to suggest another reason for him returning to his school).
Currently, the rounds Thaddeus starts the story doing include students' yearly assessment before a short break.
Feel free to rip the student a new one or show understanding. >:D
Spring has come. It was the 11th of Gozran, in the year 2714 in the reckoning of Absalom.
Spring has come. It was the season of kind winds, life, and the celebration of youth. Under vivid-green trees and above dewy flowers, red-faced youth pledged shy pledges of love to one another. The rich, sweet, and subtle of purfumes filled the air of Vieland’s streets.
Spring has come. It changed even eternal Ustalav—this season, it will let down its defenses and allow butterflies and songbirds to dispel the shadow over it.
Spring has come. It stopped at the iron-wrought gates of prestigious University of Lepidstadt. The students within its halls will celebrate the season and the possibilities of its coming—but surely that can wait until the university’s rigorous examinations are over. Those who loitered in the courtyard exchanging loveletters, or those who took dips in the Moutray River will answer for the crime of having fun—in due time.
In the university’s School of Medicine, one of such carefree students was serving his time in the wards, red-eared and reduced much in pride, as Doctor Thaddeus Dusek examined his patients’ reports. He spend an admirable amount of effort to hide his mistakes in misdiagnosing his assigned yellow-faced patient, though it could have not passed so easily by the doctor (who, doubtlessly, might have committed the same mistakes when he was that age).
Of course, the student (whose name Thaddeus has unfortunately forgot), did not check the patient’s stool samples for blood (forgetting or trying to forget that her blood loss might be due to internal bleeding in the gastrointestinal track). He didn’t study the bone marrow of boy in the next ward for the possibility of leukemia. A few other mistakes made reading the report simply embarrassing…
In light of the CM/D discussion currently brewing in the forums, I've been thinking about mundane ways (actions, items, and skill-based) to counter spells.
I've elected a few spells, and posted some weaknesses.
Note: Mundane ways is best dealt with without introducing new items or mechanics unless they are simple and easily remembered.
Let's start:
Fireball: A tried and true classic spell. Fireball's weakness is based off the spell's description (a pea-sized bead, or a fine-sized object) and by intuiting some facts.
Spell Weakness: A fireball can be intercepted with a ranged attack. If a held action triggers in response to a fireball, the target must succeed on an attack roll versus the AC of a 13 (5 base + 8 size bonus). If the attack is successful, the attacker can preemptively explode the bead (discharging the fireball as normal) but in an area of effect chosen by the attacker. The area of effect must be centered at any point between the caster and the initial target of the caster. This can take effect on the caster's space.
Lightning Bolt: Another classic spell. The weakness is easily thought-of: lightning rods.
Spell Weakness: A lightning bolt takes place on its entire area of effect, unless the line passes within 5 feet from a metallic object that is halfway in natural soil or dirt. When passing by this grounded object, the lightning bolt's damage is reduced by 2d6. This can occur multiple times, counted once per object.
Fly: One of the more breaking ones, this spell's weakness does require mechanic changes, but they are rather simple--while flying at all (and not flying by wings), getting hit reduces altitude.
Spell Weakness: If you are hit while flying, you must succeed on a DC 10 Fly check or lose 10 feet of altitude. If this would reduce your altitude to a given surface to 0, you take the appropriate fall damage.
Special: For better scaling, the distance fallen is a number of feet equal the damage taken, and the DC is equal to the damage taken. A successful saving throw negates any loss in altitude (or, to hit the spell again with the nerf-bat, halves distance fallen).
Black Tentacles: Toted as either necessary (borderline overpowered) or weak against CR-equivalent creatures.
Spell Weakness: The tentacles can be harmed, but only one 5-foot square worth of tentacles. They have an AC of 4 (5 base - 1 size), and 16 hit points. If reduced to 0, they can regrow after 1d4 rounds.
Choose a spell, and come up with a mundane way to counter it.
Versatility is strength.
Spells such as Silent Image, Polymorph Any Object, and Simulacrum are sometimes considered broken (or in the first case, deserving scrutiny) due to their incredible versatility.
When considering an iconic conjuration spell, what restrictions would be reasonably warranted with a Conjure Object spell? Duration? Function? Material?
Conjure Object School/Level Conjuration [Creation], level 1
Range 0 ft.
Effect 1 lb of raw material
Duration 1 day
Description
By casting this spell, you can conjure up any non-living object from your own, or a different planar realms (such as the fire realm, the earth realm, the fey realm, etc.). The conjured material may be anything you wish, so long as its hardness does not exceed 2 points.
At the end of the duration, the object disperses. While the object remains conjured, it emits a weak conjuration aura. It can be dispelled by magic, and can be detected as being magical.
Note This cannot conjure liquids or gasses (due to lack of hardness), or solid forms of the above (such as ice). The conjured material comes in the most raw and pure form (ingots for metals, clumps of matter for clay or cotton, etc.)
At Higher Levels Higher levels of the spell follows the below design pattern:
For every spell level above 1st, increase one of the below properties:
1. Amount of item increases by 2 pounds.
2. Maximum hardness of the material by 2 points.
------------
Applications
------------
1st level Conjure Object: raw sphere of glass, pile of cotton, blob of clay, etc.
Conjure Rope/Wood: 3rd level spell (max. hardness 6, hardness of typical wood = 5)
Conjure (Fool's) Gold: 3rd level spell (max. hardness 6, hardness of gold = 5)
Conjure Iron/Cold Iron: 5th level spell (max. hardness 10, hardness of iron/cold iron = 10)
Conjure Mithral: 8th level spell (max. hardness 16, hardness of mithral = 15)
------------
Ramifications
------------
World-building ramifications: Shopkeepers need detect magic--or at least some in-world method of replicating the spell. Perhaps a certain herb is known to react to the presence of magic (such as holly), and change slightly in color. Shopkeepers would thus maintain this herb to guard against magical trickery, or conjured gold (otherwise known as Fool's Gold; not to be confused with iron pyrite, of course).
The presence of this spell would necessitate a [Transfigure Object] spell, which shapes raw materials into weapons, equipment, or armor (not unlike Fabricate).
Issue:
As a player and GM, I've always found that the only thing that takes more time than designing a build for a character is adding class skills. Calculating on a point-by-point basis, cross-referencing at attribute changes, and various 'fiddly bits' with class-specific skills is tedious, especially in situations or builds where maximum skill ranks are prerequisites and not just options.
This thread is a thought experiment and a suggestion thread.
Let's eliminate skill points from the game.
Alternative: The Primary/Secondary Skill System
The alternative to this is quite simple:
For every skill point (Intelligence included) the class grants the character, choose one skill. Mark the skills chosen. You gain +1 to the skill check for every class level you have, atop the Class Skill and Attribute bonuses, and count as if they have allotted points equal to the class level. The skills are called 'Primary Skills'
All other skills gain 1/2 the bonus, and count as if they have allotted points equal to half class level. The skills are called 'Secondary Skills'.
Example
Fred Fighter (with 13 Intelligence) has 2 + Intelligence skill points. He chooses Swim, Ride, and Intimidate as Primary Skills.
At Fighter 3, he gains a +3 skill bonus to all checks with the respective skills, atop the +3 for (some) class skills, and attribute boosts. The Fighter gains +1 to all secondary skills.
Adapting Changes:
Feats, abilities, classes, and all prerequisites that specify a specific number of skill points move to adapt the changes:
The Intelligent Example feat requires 4 ranks in Knowledge (Nature). If a Ranger chose Knowledge (Nature) as a primary skill, they can gain the feat at level 4. Otherwise, they need to be level 8.
Problems with the Rankless System: A: Metagame/Immersion: So far the biggest issue. Throughout the course of a campaign, a character may become more adept at diplomacy or stealth. A character who chose Bluff instead of Stealth may find themselves suffering until level 20 for the choices they made at level 1.
B: Point-dependent Skills: The greatest example here is Linguistics. For every point, one gains a language. Under this system, there will be no in-built way to learn languages other than by the Retraining System of learning languages by spending time on them.
C: Cross-Class: Ah--here we are. The system works fine as long as one remains to one class. What if one multiclasses? Will one have to refer to each skill as primary to one class and be dependent on levels in it? May someone take a dip in Bard or Rogue to gain an instant bonus equal to their level on about 8+ skills?
Solutions to the above issues: Issue A: Add more ways to choose Primary Skills. This also happens to solve outstanding issues as the having-too-little skill ranks for a lot of classes.
A plethora of traits, feats, and alternative class abilities elevate secondary skills to primary skills.
Issue B: I prefer for point-based abilities to be rolled under the existing mechanics of traits and feats. Although Linguistics seems to be the biggest offender, I am curious of others.
Issue C: The system works fine until multiclassing enters. I am of the following opinion (benevolent and ultra-lenient as it seems):
Add all points from classes and Intelligence to determine primary classes. A Fighter/Rogue multiclass gains 10+Intelligence Primary skills. This character may not need for any skills, as it covers nearly half base skills.
Benefits:
As a mechanic, it eases leveling, and opens more avenues for gaining skills. Leveling up becomes more rewarding to characters, while easier to build and play for GMs.
Under Character Sheets, a character may eliminate the tedious skill/skill point entry, as seen under the class (Rogue 2; 8 + Int) below:
Example wrote:
Skills Acrobatics +9 (2), Appraise +7, Bluff +7 (+9 to lie; 2), Climb +4 (1), Craft +8 (Carpentry; 2), Diplomacy +6 (+8 to convince; 1), Disable Device +9 (2), Disguise +7 (2), Escape Artist +8 (1), Heal +6 (1), Intimidate +5, Knowledge (dungeoneering) +4 (Int), Knowledge (local) +9 (2), Linguistics +8 (1), Perception +6 (2), Perform +6 (Wind Instruments; 1), Perform (Acting) +6 (1), Profession +4, Sense Motive +6 (2), Sleight of Hand +10 (1), Spellcraft +5 (1), Stealth +10 (1), Survival +4 (+8 in Urban and underground), Swim +4 (1), and Use Magic Device +6 (1)
And replace with the following:
Example wrote:
Skills: Primary (12): Acrobatics (Dex), Bluff (Cha;Int for lying), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Knowledge (Local) (Int), Perception (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magical Device (Cha).
Disadvantages:
The system may not be exactly friendly with micromanaging customization. It does encourage (as do I) the development of ways to add primary skills to allow for more skill branching. It also removes several mechanics dependent on the old system.
TL;DR: All skills gain 1/2 level bonus, above class skills and attribute bonuses.
For every skill point one would normally gain from a class, they can promote the class (only class skills) skills to a primary skill, adding their full level bonus as a bonus instead.
Abilities dependent on ranks count half level (or full level) instead.
Thoughts, comments, and discussion are appreciated.
When going through topics like the Christmas Tree Effect, Big 6s, downtime, and generally all economic issues such as using Profession checks, there always seems to be the fear of giving characters too much money. If Profession/Perform/Craft is too good, people are afraid that players will become too powerful.
Thus it is tied (in the metagame/written in APs/as decided by GMs) to restrict wealth to level, as exemplified by the WBL.
Any overhaul to any issue that touches 3.5/Pathfinder's economy meets with disaster: so many magical items shoot CR out of the roof.
Wealth is power, even when not counting magical plusses on weapons or equipment: hiring mercenaries, exercising authority on the narrative, and many other avenues are open to rich characters, which again returns us to square one.
One cannot play a successful businessman and make use of their company's resources--or play a noble and draw upon their wealth without a story penalty imposed by a frightened DM.
A DM could give instead bonuses tied to hit dice that replicate and overlap (do not stack) with the Big 6 to relieve the pressure they have on the player, or can eliminate them entirely. That could relieve martial characters from gear dependency, but the issue remains.
So the question is this:
Other than keeping the Christmas Tree Effect, adding the above mechanic, or creating a clone of it, how can we decouple wealth from character level (or more importantly, character power)?
Or, should there be a decoupling in the first place? What is wrong with giving characters too much wealth if we account for what strange tricks creative PCs have up their sleeves?
If we can make characters have freedom with purchasing castles, ships, and armies, will we still restrict wealth if it didn't directly increase their CR?
Magical Disciplines
Each magical discipline subsumes two schools: A feat that improves a previous school, such as Spell Focus and Greater Spell Focus is now replaced by Discipline Focus.
Specialist wizards focus on a discipline instead, and choose two disciplines as opposed disciplines. From these disciplines, they count all spells cast from them as if barred or forbidden schools.
As a result, specialist casters become more focused and flavorful, especially with the addition of Focus Feats.
Alteration: Transmutation and Abjuration, regains the [Teleportation] sub-school, and gains most force spells and effects (like mage armor, etc.) Transmutation alters existing things, and abjuration often protects against alteration, or the Chaos (mutation) vs. Law (preservation) aspects play an important part in the theme.
Mysticism: Divination and Necromancy are combined under Mysticism, with the duality of soul (divination) and body (necromancy) being a paramount theme. The new [Undead], [Soul] sub-schools help giving distinct character. Also, like many other GMs, I've thrown the [Healing] sub-school to Necromancy--by extension Mysticism. As balancing, I've removed the [Fear] sub-school from Necromancy.
Invocation: By removing the [Teleportation] sub-school from Conjuration, most abilities like creating matter and energy overlap from a physical perspective, and form much of its theme of energy being interchangeable with matter. Thus, I combined them together.
Illusion: Combined Illusion and Enchantment, removed the [Charm] sub-school, and folded its effects to [Emotion] effects, which subsume Fear. Bravery works against charm, fear, and Calm Emotions, etc. The dominant theme is that emotion is an illusion, and although one facet focuses on internal control (enchantment), and one external (illusion), they all see the world as 'part of the greatest illusion; life'.
Universal gains all 'Word' and 'Symbol' spells, and is mostly otherwise unchanged.
When a wizard chooses a school, they can choose a focus, or an aspect to focus upon from within the school.
Of course, this makes barred schools more severe: An illusionist focusing on the illusion aspect gains class abilities as per the Pathfinder Illusionist, and counts all enchantment spells as benefiting from his class abilities, but giving up Invocation and Alteration (four collective schools) may lead to wizards becoming even more focused and specialized.
I personally recommend for barred schools to forbid a spellcaster from casting any spells from said school, effectively removing them from their spell list. These rules do not assume that, however.
Focus Feats:
Focus Feats Special: A character cannot have more than one focus feat at any time.
Abjuration Focus Prerequisite: Spell Focus (Alteration)
Whenever you cast an abjuration spell, you gain ½ the spell level in a deflection bonus to AC, and resistance bonus to saves, even if you were not the target of the spell. This remains for 1 round. A shimmering aura surrounds you, in the color of your choice.
CL +6: You may spontaneously convert prepared spells to dispel magic, depending on the spell level sacrificed, you may use lesser dispel magic, dispel magic, and greater dispel magic, rounding down to the nearest accessible spell allowable by the spell slot in question.
CL +11: You gain an amount of energy absorption equal to 4 x your caster level per day. Whenever you take energy damage, apply immunity, vulnerability (if any), and resistance first and apply the rest to this absorption as an immediate action, reducing your daily total by that amount. Any damage in excess of your absorption is applied to you normally. Energy damage you absorb can be released as a standard action as a ray with close range, dealing the appropriate amount and type of energy damage on a hit. During absorption, you glow in the color of your shimmering aura.
CL +16: When you counter a spell, you may capture it with a second successful counter check. A captured spell can be kept to scribe later, can be redirected to affect other targets, or can be ‘eaten’ to regain hit points equal to ¼ your Caster Level, or the spell level, whichever is higher.
Conjuration Focus Prerequisite: Spell Focus (Invocation)
After casting any conjuration spell (including Teleportation, Summoning, or Creation), you have an otherworldly or elemental haze that grants you 10% concealment per every 2 spell levels (minimum 10%). This haze is easy to perceive, and it smells like sulfur or the most common material component used in your spells. This can be of a specific scent, chosen by you upon taking this feat.
CL +6: You gain the effect of a lesser Quicken Spell to your summoning spells, reducing casting time with all [Summoning] spells by one time increment; casting Summon Monster and its variants cost only 1 standard action to cast.
CL +11: You may spontaneously convert spells to Conjuration (Teleportation) and/or Conjuration (Summoning) spells of equal level.
CL +16: All your Conjuration (Summoning) spells grant +1 monster of the type you chose. You may also call upon an extraplanar being with an effective CR no greater than 22. You may ask them one favor, subject to referee approval, or gain one attempt to bind it.
This is a one-time ability, and calling upon the extraplanar is a free action (to request favors), which can effectively remove the caster from the scene in which they were in to attend immediate audience with the being. A conjurer may wish for a repeating favor, but a request that is clearly several in one may require the conjurer to utilize Calling rules for extraplanars.
Divination Focus Prerequisite: Spell Focus (Mysticism)
All divination spells that have a casting time more than 1 minute are halved in duration. All divination spells that create mobile sensors gain +10 to their movement speed. All divination sensors that are stationary also have a built-in Alarm to notify you if you (or they) are detected, or if something passes by their range of vision when you are not looking through them. The alarm can be a verbal siren of your design, or a mental alarm.
CL +6: You gain the low-light vision and scent qualities.
CL +11: You may spontaneously convert any spell to Clairaudience/Clairvoyance. If the spell is of 5 level of higher, casting time is further halved. If the spell sacrificed is of 8th level or higher, the casting time is 1 round. You also gain the ability to Extend Spell on any mind-protecting abjurations without increasing the spell level.
CL +16: You may gain a three-use ability to decide on the result of any d20 within 1,000 ft. as a free action, with the referee’s approval. This ability is usually left for campaign-deciding actions, and such an event is usually foreshadowed in visions, dreams, or auguries.
Enchantment Focus Prerequisite: Spell Focus (Illusion)
Whenever a target of a [Charm] or [Compulsion] spell succeeds or fails against one of your spells, they are flat-footed for 1 round, Will DC 10 + ½ Caster level + Charisma negates. A target cannot be affected by this more than once in 24 hours.
You may also replace any class feature that grants a familiar with an enslaved admirer, HD, CR, and class restrictions follow Leadership.
CL +6: You emit an arcane scent that smells different to each person according to their background and interests—anyone within 10 ft. of you who can smell this scent takes -2 to their Will saves vs. any commands you may give them with Diplomacy, Intimidate, or Bluff, unless they pass a save as described above. This is a mind-affecting effect. This does not also apply to Will saves vs. your enchantment spells.
CL +11: Before casting any school spell, as a swift action you may hypnotize any within 30 ft. with your voice, forcing them to roll a Will save as described above or else be fascinated until you finish your spell’s casting. This cannot affect one person twice in 24 hours.
CL +16: Your effective hit dice under Leadership is increased by ½ your Caster Level. You may, as a free action, command any follower to charge and take a direct-damage melee, ranged, or spell effect. They might also provide you partial cover by protecting you. This is a mind-affecting enchantment effect. Each follower you sacrifice this way counts against ‘killed followers’ under Leadership mechanics.
Evocation Focus Prerequisite: Spell Focus (Invocation)
Choose one movement-based combat maneuver (Bull Rush, Drag, or Reposition. This applies this combat maneuver to each target of your spells (or in an area, if able). The bonus is equal to ½ caster level + casting attribute. This does not increase the spell level, and applying the normal metamagic adjustment related to the maneuver increases the bonus by doubling the it.
CL +6: You may ignore up to 1 point of energy resistance per caster level, and gain 1 point of energy resistance to the same element. This ability, called Attunement, can be changed as a full-round action. This effect remains for 1 minute per caster level or until you are rendered unconscious or dead.
CL +11: You may command elementals as if you possess Channel Energy (Elemental) as a cleric equal to your level-2. You may only command elementals that share your attunement descriptor. You are counted as if you have a sub-type of the same element in which you are attuned to. You may also cast Summon Monster spells as Evocation spells, but only when summoning elementals of your attunement type. Changing attunement also changes your descriptor and channel energy ability, and doing so before an elemental opposed to the new element may release it and render it free to do whatever it wishes.
CL +16: You may power your Attunement to great heights; for a number of rounds per day equal to 3 + Caster Level, you may overdrive as a free action. Your attunement can be switched as a free action (1/round), and your effective caster level and DCs of your evocation spells gains a +4 bonus. You take ¼ your caster level in untyped (void) damage per round while in Overdrive, and the cracks that appear on your skin glow with a color you designate (usually typed to your attunement element).
Illusion Focus Prerequisite: Spell Focus (Illusion)
Your illusion spells are unnaturally subtle. You gain the ability to hide any somatic or verbal components with a successful Sleight of Hand or Bluff vs. Perception or Sense Motive. This does not also allow you to avoid attacks of opportunity without defensive casting.
Successive attempts grant opposing watchers +2 to their check per attempt. All your [Figment] spells automatically react to being struck.
CL +6: You may cast [Fear] spells from all spell lists as if Illusion (Phantasm) spells of equal level. Upon casting a [Fear] spell on a sleeping target, you may implant the effects of the spell (namely the fear condition and spell effect) until a certain event has passed or a word has been said. This remains for 1 hour per caster level or until discharged.
CL +11: You gain Spell Resistance vs. any divination or abjuration effects that reveal, weaken, or oppose your illusion spells, equal to your 10 + Caster Level + Charisma. This resistance applies vs. any scrying, true sight, or detection spells that would otherwise reveal you.
CL +16: You may spontaneously convert any spell slot to a [Figment] or [Glamor] spell of equal or less level. All your illusion spells are also under the effects of Silent Spell and Still Spell, with no increase in spell level.
Necromancy Focus Prerequisite: Spell Focus (Mysticism)
Whenever a target of a necromancy spell succeeds or fails against one of your spells, you may sicken them for 1 round, Fortitude DC of 10 + ½ Caster level + Charisma negates. You may also replace any class feature that grants a familiar with an undead of any diminished class, HD restrictions follow Leadership.
CL +6: You gain the ability to channel energy as if a cleric of your level-2. Your channeled energy is negative. You may consume the soul of any creature with your casting of Death Knell or the crushing of a soulstone (which itself acts like Death Knell), gaining +1 to your spell DCs for the duration of the death knell effect.
CL +11: You can spontaneously cast summon monster spells to summon undead versions of said beasts as Necromancy spells. All such castings require body parts of at least 1/2 pound of the creature you wish to summon as a material component.
CL +16: You may perform Soul Consumption, and can consume the souls of any creature that dies or any soulstone crushing within 30 ft. as if you possessed a Death Knell aura. The effects of Death Knell stack, granting you +2 temporary hit points, +1 to save DCs, +2 to Strength and +1 to caster level for each 5 hit dice of dead people.
This caps at 125 hit dice for 50 temporary hit points, +10 to DCs and Caster level, and +20 to Strength for 1 day. This can be dispelled as a spell effect of ½ your caster level. During this, any character can roll a Sense Motive check to assess the flow of life, DC 10 + 1 per mile of distance to sense the wailing of tortured and consumed souls.
Particularly heroic souls (referee’s approval) may fight the consumption with an opposed will save of the dead vs. the necromancer: for each success, they may reduce the effective hit dice as 10 lower, for a minimum of 0.
Transmutation Focus Prerequisite: Spell Focus (Alteration)
Whenever a target of a transmutation spell succeeds or fails against one of your spells, you may entangle them for 1 round, Fortitude DC of 10 + ½ Caster level + Charisma negates, as their bodies revert against your magic.
You may also replace any class feature that grants a familiar with a construct or golem of any diminished class, HD restrictions follow Leadership.
CL +6: You may also alter your surroundings and/or body to create weapons, turning your unarmed attacks to any weapon in which you are proficient. This effect remains for 1 minute per level, and your attacks gain an enhancement bonus equal to +1 per every two spell levels in reserve.
You may also spontaneously cast summon monster spells as Transmutation spells, but they all require a focus of the same size category of the monster you choose. For example, one can cast summon monster III to summon a Hellhound, but they must target a statue, a segment of a wall, or a desk to serve their needs. The focus reverts to its original shape after the spell has ended, and it is otherwise unharmed; the damage dealt destroyed the spell that was binding it. The creature does not benefit from any material-specific qualities of the focus.
CL +11: You may add all cure and inflict spells to your spell list, but count them as transmutation spells of one spell level higher than normal. You may also heal constructs with these spells or harm them as if they were live creatures, but may not target undead creatures or creatures vulnerable to positive energy.
CL +16: You may gain the ability to alter your body like no other. You may grant yourself any template of +1 or less level adjustment as a 1 minute action of chanting. This remains until you dispel the effect or until it is dispelled after 10 minutes (count spell level as the highest level spell in reserve). You may also spontaneously summon golems and constructs, and may add them to your list of summoned creatures.
As it might show, some abilities are permanent, and some have uses that give them limited power over the story's narrative.
These are parts of my ongoing Pathfinder/3.5 Overhaul project, a part I wished to share with the forums for feedback.
Perception Now:
The existing modifiers to Perception either cease being relevant after a specific point, or ignore other aspects of synergy within the rules. As per RAW, one cannot see a dragon flying hundreds of feet above them, nor technically can they see the moon or stars.
One can argue RAI, and the inability to stealth while without cover, but the perception rules leave something to be desired.
Issues:
Distance modifiers to DC and Item/Barrier modifiers to DC are our interests.
Solution: Distance
Distance increases to DC are divided by height from the ground and/or width from the nearest surface, whichever is higher.
A flying creature are doubly easy to see. It still requires cover or concealment (or a Hide in Plain Sight check) to hide.
Example:
The DC to see a normal man in 100 ft. is 10 (counting said man as a 'visible creature via RAW', but divide it by 6 makes a DC of 1.
A 6’ man can be described with a DC of 1 if 60 ft. away, or with a DC of 10 if 600 ft. away, or DC 12 if the man was 5’ tall. The DC would be 5 if he were flying.
For the purposes of interacting with size categories, follow the general rule below. Exceptions exist—and can be described for quick evaluation. A creature lying prone is considered two effective size categories smaller than it normally is to calculate height/length average, or takes their width to be their new height; whichever is higher.
Example:
In the case above, if the man drops prone, and declares he is width is 2’ (1.5 normally, increasing due to armor). His bonus to Stealth to be seen would be a base of 5 instead of 1 (when he is standing). Rolling a stealth check would add this bonus to his check, becoming 1d20 + Stealth + 5, although the man still needs cover.
Barriers:
Add hardness of the material to the listening DC to hear/1 ft. of thickness.
Group Movement
When calculating group movement, count the center of the group as the area emitting the sound of talking, and pass a line from the center to the listener. If there is an open path around the barrier, take 2 points off the DC.
TL;DR
1: Divide total distance penalty to Perception by width or height.
2: A creature flying takes double penalties.
3: A creature that is prone counts width instead of height.
4: Add hardness to hear through doors/walls/Wall of Force, etc.
5: Count sound as emitting from center of group.
3.5 and its successor Pathfinder introduced the concept of purchasing different weapons based on their origin material. This was mostly utilized to bypass creature-specific damage reduction. Because of inconvenience, Pathfinder preferred to add a system of enhancement bonuses bypassing material-based damage reduction. I myself am not a fan of depending entirely on magical items to 'get things done', and with my efforts to allow for players to both mine and craft specific ores (in tiers of material quality), I found that most weapons (regardless of enhancement) were simply made of the default material; iron or steel.
A proposition:
Instead of depending on Craft Magical Arms and Armor to create weapons with enhancement bonuses (and with heavy price tags leading to a questionable economy), why not allow weapons based on rare materials 'free' enhancement bonuses? This way, not only are weapons made of specific materials more prized, but they are generally more useful (rather than being utilized for a very limited use such as bypassing DR, and ignoring hardness).
For example:
A silver longsword would be equal to a +1 longsword; not only is it masterwork (thus +1 to attack rolls), but an enhancement bonus is granted to its damage. The 'Bane' quality could be assigned to silver weapons, and it could target creatures it could previously (only) manage to bypass in DR.
A cold iron longsword would be equal to a +2 longsword; with +1 Bane to Fey and Dispelling (in line with the power of iron against fey and witchcraft, respectively).
With Mithral being +3, Adamantine being +4, the elusive +5 and +6 enhancements are still in the realm of magical item creation. Material-based enhancements do not stack with creation enhancements.
TL;DR: Weapons made of specific materials gain free (+1)s that can be allotted. These do not stack with any adjustments made by Magic Weapon or feats like Craft Magical Arms and Armor.
Welcome, to the Advanced Roleplaying Military-Industry Establishment System, or A.R.M.I.E.S.
Also known as; What to Do When Your Campaign Setting Goes to War?
Introduction:
The Golarion campaign setting is, according to many, a mishmash of various cultures and civilizations living side-by-side. In my quest to modify sections of Golarion for my home game(s) to make things more…in tune with each other, I came to the off-topic realization that there is no information of NPC military units (when it comes to statistic blocks, national variants/ archetypes) for any nations, save few (Umbral Court Agent, Nirmathan Ranger, Hidden/Razmiran Priest, etc.).
Knowing that the average city guard is a CR1/2 level 1 Warrior, and referencing the excellent NPC Codex, I have (with the valued assistance of my players) designed A.R.M.I.E.S.
Designing this has filled a need I found when I was contemplating the following issue:
What would units Cheliax utilize in a theoretical war against Andoran? Diabolists, definitely. Hellknights, very likely—but what else? How would Andoran respond?
The system itself is quite simple, and it reinforces the existing mass-combat army rules with enough complexity and customization to make each country's military forces feel (if not simply become) distinct and original, while staying in the same time quite simplistic and easy to apply.
Summary:
1- In a nutshell, each nation has six attributes, Combat, Support, Spy, Magic, Transport, and Armament, which run parallel to character attributes (Strength, Constitution, Dexterity, Intellect, Wisdom and Charisma).
2- In each attribute, called an ARMIES attribute, is a line of three units, corresponding to three tiers. For the Combat Line, there are three Combat units, divided into one tier for each unit. This allows for three tiers of units divided on five attributes (as the final, Armament, does not possess units. More detail below).
3- Each nation starts with six points, and can distribute them as it wishes into the attributes. Each attribute has a maximum value of 3, and a minimum of 0, with 0 representing untrained, untalented soldiers, and 3 representing world-class corps of specialized training.
4- There exists modifiers to increase the allotment to attributes, depending on national power/stability/resources. The more the nation has, the more points it earns, and in turn, the better its overall army is.
5- Investing points upgrades the units in each line (save for armament, which gives overall bonuses), allowing for better representation of a ‘stronger’ nation.
In this system, each country has an A.R.M.I.E.S. sheet, spread as so:
A.R.M.I.E.S. Sheet
Nation Name: (?)
ARMIES Attributes:
Combat: 0/3
Support: 0/3
Spy: 0/3
Magic: 0/3
Transport: 0/3
Armament: 0/3
Starting Points: (?)
Modifiers:
Age
Resource
Stability
Blessing/Curse
Size
Morale
Military Point Investiture Table:
Military Attribute Investiture Table:
0 point: Tier 1 HD2, NPC class. Tier 2 HD4, NPC class. Tier 3 HD6, ½ NPC, ½ PC class.
1 point: Tier 1 HD3, NPC class. Tier 2 HD5, ½ NPC, ½ PC class. Tier 3 HD7, PC class.
2 points: Tier 1 HD4, ½ NPC, ½ PC class. Tier 2 HD6, PC class. Tier 3 HD8, PC class.
3 points: Tier 1 HD5, PC class. Tier 2 HD7 PC class. Tier 3 HD 9 PC class.
Example: The Combat line for a nation like Molthune would have tiers arranged as so.
1 point; Combat Line (Molthune)
Tier 1: Private, a CR 2, HD3 human warrior2/Expert1
Most common unit in this tier, and the average footman in the Molthunese armed forces.
Tier 2: Captain, a CR 4, HD5 human warrior2/bard (Skald) 3
These higher-ranking individuals can form unit blocks on their own, or lead lower ones.
Tier 3: Battle Commander, a CR 6, HD7 human fighter3/Bard (Skald) 3
Highest-ranking unit in the combat line. This unit is more valuable and rare than the above two, because of their specialized training.
With three points in Combat, the outlook looks like so:
3 point; Combat Line (Molthune):
Tier 1: Private, a CR 4, HD5 human Fighter (Tactician) 2/Bard (Skald)* 3.
Tier 2: Soldier, a CR 6, HD7 human Fighter (Tactician) 4/Bard (Skald) 3.
Tier 3: Commander, a CR 8, HD9 human Fighter (Tactician) 5/Bard (Skald) 4.
No Points: Without a point in Combat, it will be like so:
0 point; Combat Line (Molthune):
Tier 1: Private, a CR 1, HD2 human Warrior2/Expert1.
Tier 2: Soldier, a CR 3, HD4 human Warrior2/Expert 3.
Tier 3: Commander, a CR 5, HD6 human Warrior3/ Fighter (Tactician) 3.
System Terms:
Military: An all-compassing term to troop strength, intelligence gathering abilities, and support services directly or indirectly related to the art of war.
Starting Points: By default, each nation starts with 6 attribute points, to be distributed as one wishes to accurately reflect that nation’s potential military strength. Additional modifiers are detailed below.
A.R.M.I.E.S. Points (AP): Points that can be added to relevant Military Attributes to increase strength. See below for details.
Military Attributes: Each nation has six attributes, as any normal PC/NPC character. The six attributes are Combat, Support, Spy, Magic, Transport, and Armament. These attributes have a maximum of 3 each, starting with 0 each. More details below.
AP Modifiers: Modifiers come in positive and negative modifiers, as detailed below. Each of the below modifiers can add to the base AP points of (6), depending on the individual nation’s existing abilities.
Attribute Modifiers: Corresponding to the six military attributes are six national attributes that either positively or negatively influence existing AP. They are Age, Resources, Stability, Blessing/Curse, Size, and Morale.
A.R.M.I.E.S. Attributes:
1- Combat: Combat translates to boots-on-the-ground troops. Most units come in melee or range variants. A country with max points in Combat would be Molthune/Cheliax. An AP point in combat would increase the HD of all tiered units in that line by 1, and allow for further customization.
A nation with a higher Combat attribute enjoys better-trained soldiers, reflected with earlier access to PC classes (rather than NPC Warrior/Expert/Commoner) classes (refer to the table below), and an increased HD for every point invested.
Example: The Osirion Risen Guard is a good example of a Tier 3 Combat unit.
Adding a point to Combat follows the same rules for Military Attribute Investiture above. HD increase and earlier PC class access represents aptly how better this nation is at what it does.
2- Support: Support translates to siege/non-magical healing/ finance units. A country with max points in Support would be Druma/Five Kings.
A nation with a higher Support attribute enjoys well-supplied armies, financing, and good siege capabilities. Supply wagons to Summoning and Gating supplies and reinforcements goes under Support.
Example: The Druman Merchant can both finance and reinforce the army by summoning CR-appropriate mercenaries or paying a NPC-equivalent amount of money, or even negotiate a ceasefire or serve in a diplomatic crisis.
Adding a point to Support follows the same rules for Military Attribute Investiture above. HD increase and earlier PC class access represents aptly how better this nation is at what it does.
3- Spy: Spy translates to clandestine operations capabilities and general intelligence/counterintelligence and organizational discipline, with asymmetric warfare strength. A country with max Spy would be Galt/Nidal.
A nation with strong Spy would have better-than-average information about the numbers of its enemies and enemy leadership, their capabilities, secrets, and weaknesses. Units in Spy also double as capable assassination units, and can serve as undercover agents in various situations. They can instead be stationed in an area to detect other Spy units or give advance warning of enemy sighting.
Example: A thematic Spy unit would be the Shackles’ Scurvy Knave (Spy Tier 1), who press-gangs unwilling people to join his Pirate Lord’s (Air/Sea Tier3) ship.
Adding a point to Spy follows the same rules for Military Attribute Investiture above. HD increase and earlier PC class access represents aptly how better this nation is at what it does.
4- Magic: Magic translates to arcane/divine spellcasting abilities, with focus on powerful magical tradition and/or resources. Nex/Geb would be good examples of maxed Magic.
A nation with strong Magic would have good academies and solid educational tradition when it comes to the arcane/divine arts. A point in Magic is not type-exclusive. Having three ranks in Magic does not mean the nation is wholly focused on either the Arcane or Divine; the only restriction is the country’s actual tradition. Taldor’s 2 points in magic could represent solid Bardic tradition, and Mendev’s points could lean more towards the divine than the arcane (despite the Riftwarden presence).
Example: A thematic Magic unit for Varasia would be the Harrow Reader (Tier 2, Arcane).
Adding a point to Magic follows the same rules for Military Attribute Investiture above. HD increase and earlier PC class access represents aptly how better this nation is at what it does.
5- Transportation: Translates to earthbound, navel and aerial strength. Countries that are landlocked are prone to leaving little points in this. Higher points in Transportation allows better command of the lands, seas and skies. An example of maxed out nation would be the Shackles. Bigger, better ships/airships/roads reflects increased points in Transportation.
Example: The Nidalese Horse-master (Transport Tier1), who carries with him 3 CR 4 Advanced horses, so to replace ones lost in combat, replace fatigued ones tired from harrying, and to carry messages across the battlefield.
Adding a point to Magic follows the same rules for Military Attribute Investiture above. HD increase and earlier PC class access represents aptly how better this nation is at what it does.
6- Armament: Armament translates to outfitting and specialized training. Rich nations typically have more points in Armament. More points allows for military units to be potentially outfitted with PC-equivalent gear. This could also reflect better military leadership chains, as there are many items that can be chosen that provide army-wide bonuses.
As Armament has no associated units, this attribute acts like a ‘buffing’ attribute.
0 point: All weapons/tools used by soldiers are of average make.
1 point: All weapons and tools used by soldiers are Masterwork.
2 points: All NPCs to have WPL* equal to a PC ½ their HD.
3 points: All NPCs to have WPL* equal to a PC ¾ their HD.
* Or if using Kirthfinder, Numen.
Starting AP Modifiers:
As all nations start with 6 points, one could not accurately reflect the military majesty of Taldor at the height of the Age of Exploration, which covered most of Avistan. Nations would all have equal military power, which is simply not reflected on the ground, nor in history generally (as every system, though it has abstract concepts, tries to follow a system reflected in the real world).
So here is the question one must as of A.R.M.I.E.S., and of the Golarion campaign setting as a whole:
What makes the military (Combat Line) of Taldor or Cheliax better than Galt or Razmiran?
Clearly, better training, military discipline, resources and many other intertwining elements.
Seeing as all nations start with six points, it is entirely possible that Razmiran and Galt may have armies of equal strength to Taldor and Cheliax—if not for the starting modifiers.
Modifiers are simple, and they come in easy-to-apply categories.
Age: (Bonus/Penalty maxes at +1/-1). Counterpart: Combat
This represents how old the country is, and how ingrained and deep-rooted it is culturally, historically and ethnically. A new nation takes a penalty, while an ancient one enjoys a bonus of +1. Accepted age can range from 100 years (modern times), to 500 years (Golarion).
Example: Nations like Osirion and Nidal are ancient, with the latter going as far as 7,000 years, which allows them to enjoy a +1 Age bonus to their AP. Nations like Varasia are relatively new, and take a penalty instead.
1 point in Combat nullifies the 1 penalty to Age, representing a strong core for the new nation.
Resources: (Bonus/Penalty maxes at +2/-2). Counterpart: Support
This reflects access to precious resources such as fresh water, food, and/or metallic ore, and favorable terrain such as open seas, good farming lands, and/or forests. Each type of resource grants a +1 bonus, maxing at +3. Having average amounts of resources does not grant a bonus. Lacking resources inflicts a penalty to the nation’s starting points, maxing at -2 for being a blasted wasteland with shoddy-quality minerals, dry/cracked land, and no farming land.
Example: If a nation like Brevoy has access to a generous supply of fresh water (rivers and the Lake of Mists and Veils), good grasslands, and excellent-quality ore, they gain a +2 Resource bonus to AP.
Example 2: Numeria suffers from blasted lands and few water supplies (-2), but benefits from Starmetal (+1), and thus takes a -1 Resource penalty.
1 point in Support nullifies -1 penalty to Resources, so long as there is active trade.
Special: If having a penalty to Resources and no point in Armament, all weapons/armor used are [Broken] or [Fragile].
Stability: (Bonus/Penalty maxes at +1/-1). Counterpart: Spy
This reflects the nation’s core discipline, and susceptibility to infighting and civil war. A nation with many ethnic groups and a nationalist or racially-centric outlook suffers a penalty, and a homogenous culture (or one backed with strong enforced laws) enjoys a bonus.
Example: Rahadoum and Molthune both have a strong lawful outlook, and thus enjoy a +1 Stability bonus to AP.
1 point in Spy nullifies a -1 penalty to Stability, so long as the government is still able to perform regular duties. I.E. Galt does not negate its Stability penalty with points in Spy.
Blessings/Curses: (Bonus/Penalty maxes at +1/-1). Counterpart: Magic
This reflects the nation’s collective piety and/or divine favor. Countries that are deeply religious or have a patron deity enjoy a +1 Blessing bonus. A nation that is frowned upon by the gods takes a -1 Curse penalty to its AP.
Example: Rahadoum openly antitheist Laws of Man brought upon itself a series of plagues and droughts. Its lack of piety and reverence to any divine entity has earned it a -1 Curse penalty to its starting AP. Nidal, a theocratic nation of Zon-Kuthon enjoys the opposite, a +1 Blessing bonus to AP.
2 points in Magic nullifies a -1 penalty to Blessing/Curse. Despite the fact that the gods of Golarion are somewhat more subtle than their divine counterparts in other campaign settings, a divine curse is harder to negate.
Size: (Bonus/ Penalty maxes at +2/-2). Counterpart: Transport
Size reflects how big the nation is. Having a large nation could be detrimental, especially with bad communication (which is somewhat the case in Golarion, though it is negated somewhat by magic and flight. Settlements far from the motherland may inflict a penalty on Size, though the potential bonus from Resources may be worth it. A nation of average size (DM’s discretion) does not gain a size bonus, and large ones gain a +1. A good reference point to size is the below example.
Example: A nation as Taldor gains +1 size bonus to AP. Before the Even-Tongued Conquest, the Size bonus was +2. +2 Size modifiers are exceedingly rare, and can only be applied to huge nations. A nation with many far-flung and unconnected cities, such as Varasia, suffers a -1 Size penalty, which is negated by the Size bonus it previously earned.
1 point in Transport nullifies a -1 Size penalty from negative Size.
Morale: (Bonus/Penalty maxes at +1/-1). Counterpart: Armament
Morale represents the nation’s moral center and ideals they hold. As opposed to Stability, which is whether or not the government is stable, Morale represents if the people are happy.
Example: Andoran, with it being a beacon of freedom sandwiched between a despotic decedent oligarchy and a Hell-sworn absolute monarchy, has the unique position in all Avistan (if not Golarion) of being the Andoranian Dream. The citizens of Andoran are patriotic and loyal because the government is them, and their system of government is a righteous one. They enjoy a +1 Morale bonus to AP. In contrast, the Irrisen, with it being a land under the tyrannical Winter Witches and an eternal winter, has people living in fear, giving it a -1 Morale penalty to AP.
2 points in Armament nullifies a -1 Morale penalty. A nation can give heart to a broken people by distracting them from their fearful existence with training regiments and good outfitting.
ARMIES in Action:
With the core concepts explained, we can begin. I will emulate the Taldan A.R.M.I.E.S. sheet to put these concepts into practice.
Nation Name: (Taldor)
ARMIES Attributes:
Combat: 3/3
Support: 1/3
Spy: 3/3
Magic: 2/3
Transport: 2/3
Armament: 1/3
Starting Points: (6) (+6 Bonus Points) = 12.
+1: Age (Taldor is an ancient Regime; +1 Age bonus)
+2: Resources, (expansive farmlands, access to good minerals; +2 Resource Bonus.)
+1: Stability (Taldor has too many ethnicities and the northern regions are particularly susceptible to revolution and is quite decedent and corrupt, but it has a strong intelligence network and a strong military/civil tradition; +1 Stability, -1 Stability (Negated by Spy); +0 Stability.)
+1: Blessing/Curse (Taldor was the torch-carrier for many faiths, but has shunned Sarcenrae; +1 Blessing, -1 Curse (Negated by 2 Magic); +0)
+1: Size (Despite losing a lot of land after the Even-Tongued Conquest, Taldor remains one of the greatest superpowers of Golarion.)
+0: Morale (Taldor is just another decedent monarchy, and gains no particular morale bonuses).
In the end, Taldor has a powerful and world-class Combat (Taldan Footmen to Knights) and Spy line (Informant to Lionblades), average Support, above-average Magic (Traditionally Bardic), a powerful navy/air force, and its armament is averagely-equipped.
On the other side of the spectrum, there is Razmiran.
Nation Name: Razmiran
ARMIES Attributes:
Combat: 1/3
Support: 1/3
Spy: 2/3
Magic: 1/3
Transport: 1/3
Armament: 0/3
Starting Points: (6) + 0 Penalty = 6.
0: Age (Razmiran is a relatively new nation. It takes a -1 Age penalty to AP; 1 Point in Combat negates Age penalty.)
+1: Resources (With access to fresh water, forests and grasslands, it gains a +1 Resource Bonus to AP)
+0: Stability (With the clerical corruption from within Razmiran and the neighboring Galtan Revolution from without, it finds itself quite unstable; -1 Stability penalty. (Penalty negated by 2 points in Spy)
+0: Blessing/Curse (Not struck down by the gods for being a pretender, Razmiran stays uncursed).
+0: Size (Being one of the smaller nations, Razmiran takes a -1 Size penalty to AP. (1 point in Transport negates Size penalty, representing Faith Barges)
-1: Morale (Oppression always finds a way to hurt a nation. -1 Morale penalty to AP.)
Razmiran is a failed nation when it comes to military armament and general capabilities. Two points in Spy shows how it must focus inward to control its people, while it suffers heavily from morale, size and stability (though negated by points in Transport and Spy).
Nation construction tips.
The idea at hand is for each nation to not only have its statistics (which translates quite freely into existing Kingdom-building rules), but for it to have its special flavor as well. Since each nation has six attributes (Five if you count the unit-granting ones), and each attribute has three units associated with it, it means that each country has a military made of 15 units.
Country-Specific Suggestions for A.R.M.I.E.S. Lines: Combat Line (Realm of the Mammoth Lords): Tribesman Hunter (Tier 1); Giant Slaver (Tier 2); Mammoth Rider (Tier 3).
Barbarian/Ranger
Support Line (Druma): Initiate of Kalistrade (Tier 1); Fair Merchant (Tier 2); Resplendent Bureaucrat (Tier 3).
Bard/Beguiler Bloodline
Spy Line (River Kingdoms): Brutal Rake (Tier 1); Guild Poisoner (Tier 2); Dagger Master (Tier 3)
Rogue / Alchemist
Magic Line (Geb): Necromancer (Tier 1); Tainted Puppeteer (Tier 2); Blood Lord (Tier 3)
Necromancer / Undead Bloodline
Transport* (Shackles): Stowaway/Dhow (Tier 1); Double-Privateer/Galley (Tier 2); Pirate Lord/Galleon (Tier 3)
*CR-Appropriate vehicles for each tier.
Rogue/Fighter
Please post your suggestions towards improving this system.
I will submit variants/additions in the following posts.
I share with the good people of Pathfinder the mana resource system I use.
I adopted the rules of the Blackfang Strain system from 3.5, with adjustments that must have been made to accommodate the differences between Pathfinder and D&D 3.5.
The base system is simple, and easily converted to.
The base system (3.5) is in the link:
http://dungeons.wikia.com/wiki/Mana-Based_Spellcasting_%283.5e_Variant_Rule %29
The adjusted system for World of Warcraft RPG is by yours truly here:
http://wowrpg.fr.yuku.com/topic/320/master/1/#.UzVDQlc070k
The TL;DR version is this:
1- We have a new resource called Mana Points, which are used for casting spells.
1.2- The Mana Point pool has a value equal to the casting attribute (not modifier), +.5 for every level in a spell-casting class. For spontaneous casters, the Mana Point Pool increases by one-half the attribute score, to reflect their additional spell-casting capabilities compared to prepared casters.
2- We keep the concept of Spell Slots for keeping track of how many spells we prepare (for prepared casters) and use the Spells Known table for spontaneous casters to know how many spells they know.
3- Each spell slot (when the spell is cast, or is burnt up) consumes the amount of Mana Points in the pool. The higher the Caster Level is, the cheaper spells become, as per the table in the original link (for full HD casters), and the tables for half HD casters and three-quarters HD casters is in the second link.
4- Mana is regained through one of three versions, one is with resting, one is over time (scales with CL or Attribute score) and one is with over time, with HD determining how much Mana is regained.
5- When reaching 0 Mana, the caster is fatigued, even if normally immune to the condition.
5.2-In the case of casting with not enough Mana, the caster can roll a Fortitude save, DC = (20 + Spell level + Mana lost) to force the spell. If the save fails, then the caster is exhausted (even if normally immune) and cannot cast spells until they gain at least 1 Mana Point.
As for the general adjustments needed for Pathfinder (and other variants of 3.5), I have developed these general rulings.
General Rulings:
1- Bonus spell slots, such as what the School Spell, Domain Spell, and various class features and abilities translate to bonus mana. The amount is a neutral +4 to the mana pool, used only for the spells specified (as in Domain spells, School Spells, etc).
2- As the making of some items consumes spell slots, the mana drain from the spell level is cost enough.
3- Domain abilities or Metamagic abilities that increase the spell’s level simply increase the cost according to the Mana cost chart in the links.
4- Domain spells or favored school abilities lower the mana cost of respective spells by 1 mana point.
5- Concentration effects that, if failing the check, lose the spell slot without effect simply consume the mana required without producing the spell in question.
6- After being a target to Raise Dead spell and having mana, the spellcaster’s remaining mana pool is half amount. Touch of Life (or True Resurrection in 3.5), of course, restores mana.
7- Counterspell consumes mana to negate the enemy’s spell. Counterspell rules play as usual.
8- As the case with Spell-like abilities in the normal game, there is no mana cost for spell-like abilities generally.
9- With multiclass spell slots, you must calculate mana from different spell origins (Arcane, Divine) separately. For example, a Necromancer4/Cleric5 with 15 Int and 17 Wis has an arcane mana pool of 17, and a divine mana pool of 19. A Wizard who is a mage4/necromancer(Arcane Prestige class)5 has the same amount as they would if they were mage9 or necromancer9.
10- Purchasing abilities that require sacrifice of a spell slot, what happens instead is that they sacrifice or ‘freeze’ a mana investment equal to half the mana cost for the spell slot in question, and do not regain it until they abandon the ability/summon/companion. The ability can be cheaper in cost according to the mana cost table. Normal summoning as with Summon Monster/Nature's Ally work normally.
11- When it comes to artifacts or items granting spell levels (Finkle’s Hammer giving you a 4th level spell slot), take the general rule for 1 mana per spell level. I.E. Mana armor enchantment, if it grants you a 4th level spell slot, count is as +4 to your mana pool.
12- Effects that block restoration of spell slots blocks mana regeneration, I.E. Nightmare.
Houseruled Feats, Spells, Sources of Mana:
See the second link above and refer to World of Warcraft sourcebooks to add spells like Mana Burn, Absorb Mana, Mana Drain, Mana Shield, Life Tap, Brilliance Aura, Blessing of Wisdom, and Mana replenishment items.
Examples:
Life Tap: Provides 1 mana for every 4 points of hit point drained from the caster, effectively a quasi-reverse of the Mana Shield basic concept.
Mana Shield: Works like Spellbreaker in reverse; one point of mana shields from 2 points of damage per point of mana.
Mana Fountain: Restores 1d4 mana per hour drinking. You cannot gain the benefits for the mana fountain more than once per hour. You can optionally vial the waters in a special container to make the effect mobile, though the restoration effect is subject to the internal cooldown of one hour.
Since feats like Versatile Spellcaster deal explicitly with Spell slots, I have opted to remove them or handle them as the Weave Energy mechanic, by simply making the spell cost the same as a lower-level spell.
Feats like Improved Spellcasting Capacity serve as bonus mana, which makes a feat such as this quite acceptable in these rules:
Arcane Fortitude
They said you tire quickly. I never get tired.
Benefit: You gain +4 to your Fortitude save when forcing a spell without mana. You are also not fatigued when your mana pool is empty (Negative mana still fatigues you, and forcing mana and failing still exhausts you).
Increased Mana Capacity
Casting spells does not exhaust you as quickly as it does lesser spellcasters.
Prerequisites: Ability to cast spells
Benefit: You gain +3 to your mana pool.
I will appreciate any links to other abilities that add or modify spell slot amounts, as well as any spells or abilities that may not work under the current system, so that they may be modified.
Of course, all posts on criticism, comments, and experience with other Mana resource systems are appreciated.