@Everyone:
Im just wanting that.. Fear maybe? When you have a longsword and a full-plated knight comes out. I want you to either have that backup weapon or think ,"I'm screwed." Then run, die or get lucky.
Hello again everyone, I've got another question pertaining to armor and weapon damage. Currently as the system is we have things like Full-Plated armor wearing soldier being able to be damage by things like a longsword (slashing damage). Now I'm no militaristic historian and I don't know everything there is to know about different armors and weapons, but I do know that plated armor was exceptional against slashing weapons and blunt weapons such as a mace did well against it due to it 'grabbing' it better. I was wondering your opinion, if this would be feasible and help the game feel a bit more realistic without adding too much to bloat number crunching, as well as give a reason to pick a wider variety of armors and not just the 'top' armors. Thoughts? Ideas? Is there already something like this? (I already looked at the DR variant as well but it's not exactly what I'd call balanced.)
I'll keep this short and sweet. This is my confusion. Masterwork
Special Weapon Abilities
So let's give the example of flaming. I want to add flaming onto my longsword. I look at the requirements: A weapon with a special ability must also have at least a +1 enhancement bonus. Ok, I look at my Masterwork longsword and see: A masterwork weapon is a finely crafted version of a normal weapon. Wielding it provides a +1 enhancement bonus on attack rolls. Then I'd pay the 2,000 Gp for the special ability?
Hello once again all, I'm currently putting together my next campaign. I've asked all my players if theyd want to take a step back from our normal fantasy campaigns we've been playing. They've all eagerly agreed, though a concern came up. While I was explaining the setting to everyone, (a modern/futuristic setting, year 2121 on Earth) one of my player's asked the question, "How will we have enemy variety?" I understood what he meant, there will be tons of different things in the campaign for enemies such as: Different factions, weapons, vehicles, and even a sort of "magic". The magic will be more scientific and such. But that doesn't really replace all the monsters and such of a fantasy setting. I could put some in the campaign but, I want a realistic feel and itd feel a bit weird to me with some monsters in it. Im not sure. Any advice on what I should do?
Don't mean to Necro this but I just wanted to give a final update to this! After a lot of reviewing and testing, I found that Savage Worlds will be an awesome system for my next campaign! Maybe even other campaigns for my group in the future. I find it easy to learn and adapt to, coming from Pathfinder. The various different sources of settings is amazing as well. I find the combat a bit like Tabletop Warhammer: 40,000. There is a TN, (Target Number or AC/DC) that you roll to hit. After that you roll damage that goes against the targets toughness. Then, they have wounds (not HP). I personally love it, big shout out to Neongelion! In conclusion, I'm going with Savage Worlds and absolutly love the system. It's cheap ($10 PDF Core Rulebook), easy to learn and can be used with almost any setting. Thank you all for your suggestions! You're all what make this community amazing!
@Malwing:
@Neongelion:
Hello once again all, I have another question for all the great people here in the Paizo community. I've been playing Pathfinder for a good three years now, and have GM'ed three full campaigns. I really enjoy almost every aspect of Pathfinder and it's system in whole. But for my next campaign, I want to do something different then what I have been doing. All three of my past campaigns have been set in the medieval era (as most Pathfinder games are). For my next campaign I want to go into a futuristic/modern era game. I don't really want it as far as say, Star Trek, Star Wars, or anything really with lasers and space ships. I'm going for more of a cyber-soldier, high tech thing. Something were there can be lasers and such but it's not as common. First, I looked at the Pathfinder Technology Guide. I don't know if I'm missing something (maybe because I'm just looking at the website's showcasing of it), but there doesn't seem to be too much content in it to actually play a game in that setting. It seems the book is just a launch pad for GMs to use and add/remove/modify what's in the book. Though, if I'm wrong please correct me on the book. After that I looked to the Shadowrun 5th edition system. It seemed to be exactly what I wanted, as far as guns with actually ammunition instead of lasers and such. I was just planning on taking out the magical races and only have the humans (due to my setting). But the more I tried to learn the system, the more I was overwhelmed. The system is MASSIVE, and really hard to digest. At least it is for me. I can't quite get into the system due to this, as I flipped through the hundreds of pages just trying to get a grasp on the game. I attempted to create a character (with the help of a character creator) but there is SO MUCH customization that it's overbearing for me. All in all, I'm looking for a system for a modern/futuristic campaign. If the Technology Guide can do it that's awesome as I wouldn't have to learn a complete new system. But, if it's as shallow of a book that it seems to be then if someone can suggest a system for me that would be AWESOME! Thank you all, I look forward to your advice on this.
Sorry for the late reply all! You all gave me great answers and ideas, I just want you to know how much I appreciate all the feedback! After a few of you suggested it, I looked into the Grittier Variant Rules. After a quick scan I immediately fell in llove with the books and bought them the same day. I read three of the main ones, Grittier, Grittier Rules & Grittier Magic. All of the rulings pretty much fit perfectly in what I wanted! So again, thank you all for the advice. This is one of the best communities ive been a part of.
@Blind Kobold: What exactly do you mean? I know what you mean by lowering magic items and such. But how would you do it with spellcasters themselves? @Umbral Reaver: I want it to be realistic HP wise as, I want to focus more on AC, Skill and playing smart. I know even with full HP you can still get demolished but im setting back a few things like enchantments and such. So things will deal a bit less damage overall. I understand that the HP doesnt mean that you can take a sword through the chest 10 times in a row. But it always seemed odd that people can just swing and do nothing to others all because of low damage out put. Think of dark souls where though you can get high level, lower level things could still kill you if you didnt play smart.
Hello all, Im unsure if im in the right the thread to be asking this. If I am please let me know and I'll move over. Question: Some time ago I stumbled upon an alternative way to cast spells. Instead of per day, each spell cost a certain amount of 'Stress'. I want to impliment it into my new campaign but I can't seem to find it. Anyone know what I'm talking about or where to find it?
@Skylancer4: Ah I see. You're right, this is the rules section, not suggestions/homebrew. I also see what you're saying as far as balance wise. It would be a bit much now that I think of it to have let's say three of these things that only get disabled. So in conclusion, let me get this straight. It acts as a regulat creature as far as HP and AC. That particular construct cannot be animated again, the same as an undead and the player must do the whole process over again?
Hello all, In one of my current campaigns one of my player's is trying to build a construct that is Animated Armor. Basically its a Full-Plate, living steel suit that has been permanently Animated. My question is, how does the HP, AC, hardness and armor HP work? Now the animated objects have templates for them, with AC and Hp. But what im not understanding is, how will this thing take damage and die?
Hello all, I've posted about this before and had some volunteers for testing and helping me build this rpg game. Sad to say that my only help had stopped entirely and hasn't tried to contact me since. But, I did not give up. Though I have taken breaks here and there, this game is nearly finished, well the basics at least. With work, college and my wife, I have little free time to work on this project but I still do and am. This post is to try and rekindle the idea and get some testers to help me balance this game, as it is most likely horribly unbalanced. I have many clans finished and only a few that need added content. This game is in Pre-Alpha, if that is even a thing, meaning that anything implemented at this moment can be tweaked, changed drastically or taken out entirely. But I need you to help me make this project come to life. Here's a few basics to help you get your mind around what this is all about: RACES:
CLASSES:
JUTSUS (Spells):
MISC:
Now, while this is not entirely finished, I think it is nearly ready to be tested. With the help you the community and some Naruto fans, we can build this together and to create a Naruto system that everyone can enjoy. Comment below to let me know if this sounds interesting to you. I'll be posting this on various other forums as well.
Hey there, quick question. I was sifting through the wondrous items and came across the AGILE ALPENSTOCK. In my current campaign I am a Wizard and would love this item, but the crafting requires the spell 'longstrider' which is a Ranger spell. I just so happen to have a Ranger in my party, which bring me to this question. I searched and searched but could not find an answer. Maybe I was just asking Google the wrong question. Can the Ranger assist me in the item craft by 'casting' the spell while I'm crafting? Is there anywhere in the rules this would work?
OgreBattle wrote:
That's also a good idea. But the domains seem to only give spells and skills. Not so much a drastic change and extra feats, abilities and skills. It needs to be more prominent than a Domain but I see where you're getting at. And as far as the gates, I'm really want to stick to the lore of Naruto, so I wouldn't restrict the gates to a class/archetype/domain/whatever. I think they should be a feat if anything. Anyone can learn to unlock the gates, with time a practice. I don't want much to be class restrictive except for obvious stuff like Kekkei Genkais (But that's for the 'races'.) I want a lot of customization, that will really help the players make their own unique ninja and separate them from the rest. I'm deeply looking into each skill with the Wiki, manga and anime as references. I don't want.. Dumb stuff. Idk how else to put it. Restrictive stuff like you see in naruto video games. This is gonna be different. Anyone can build how they want, and how they build their character determines their skill and all around ability to fight, create, craft or build. I'm even wanting to make a non-combat type class/archetype thing. For those who don't really want to fight, maybe just as a healer, maybe someone who only crafts, or a sharp tongued ninja who can help the squad (instead of party), get to this easier with diplomatic ways. I want Choice. That is one of the main things. Choice, customization, and sticking to the lore.
Hm.. I like what that is. But I have a few problems with it that I believe need to be changed. 1.) I've always hated the crafting system. When does a character have time to sit down for a month in-game time to craft a weapon. While they sit and make a powerful sword for a month, everyone else is off getting stronger, having fun and perhaps even finding better equipment than the person making one. I want to change this drastically. Now, I've already seen Making Crafting Work. And I like that, but there has to be something similar to crafting spells. Something to the sort of either dedicating some time per day to work on them or perhaps a mandatory down time for the campaign.
Well thank you Te'Shen :)
I'm getting into contact with now my main co-....worker? founder? idk. Teammate. OmNomNid. So I think so will go quickly :) and any help will only give everyone more ideas and make it go faster so we can finalize and playtest this for everyones enjoyment :D
@brad2411: exactly one of my thoughts. Ashmit wrote: 3.) As far as jutsus go, I want to create a lot of the universal jutsus out there. Such as Shadow Clone Jutsu, Fireball Jutsu, Water Bullet Jutsu, etc, etc. Then, implement a system either like the 'Words of Power' from Pathfinder or find a basic guideline to help GMs help players create their own jutsus. Because I believe my self, that, that is a very important thing in the Naruto Universe. A Characters own signature jutsu.
OmNomNid wrote:
Sweet :) I'm glad to hear you're on board! And the tiers gave me an idea as well, maybe we are thinking of the same thing though. I'll go into detail later with you. And I've also thought of 'active combat', or at least how to make a faster paced Pathfinder. But I have a few ideas that might work along side of the tiers that may speed up everything. Anywho, It's 11:04PM right now where I live (In Cali) so I'm gonna call it a night. I'll shoot you a PM with my e-mail so we can talk more over something faster than posting on the forums possibly. If you'd like. Or we can continue on here, your choice. But goodbye for now! Can't wait to get started! :D
OgreBattle wrote:
Ya I see your points as well. But I was simply trying to make the point of characters in the Naruto universe seem to overpower Pathfinder classes. But perhaps not, a 20th level Wizard is a force to be reckoned with and can do crazy 9th level spells and such. I'm just torn in making everything balanced with Pathfinder classes or make a complete new 'game' or 'setting' I should say. As Naruto d20 did. And yes, I agree with your last statement if I understand it correctly. I thought of them as a spontaneous caster that uses Chakra or 'ki' points instead of times per day. Though some skills, jutsus whatever it may be would still be times per day.
Ya, I totally see your point with the class system. Not every Shinobi is the same.. Though I was hoping to incorporate differences through various customizations such as Secret Jutsus, Kekkei Genkais, Different Shinobi class variances, and the assortment of jutsus a player would learn. Meaning while An Uchiha Shinobi and a Uzumaki Shinobi would have the same base class, they would have different abilities and bloodlines, as well as different jutsus that they would each learn. I don't know, i'm really interested what you have in mind for tiers though. And I don't know we should incorporate the skills and classes with those of Pathfinder. It almost feels like trying to balance a DBZ character with Pathfinder characters. Most of the time they are going to vastly over-power regular humans. (Think of Itachi versus a fighter. Ya...) And if we did balance them, it might feel like the abilities are a bit.. underrated to be on par with others. But, who knows. Everything is yet to be created and tested. Also, how on board are you? Are you really wanting to help me with this or just give me some ideas/suggestions? Either way is fine :)
These are some basic terminology I've come up with for chakra and some basic rules with chakra: Chakra Points (CP): These points are used to cast various jutsus as well as chakra based skills and abilities. If a character is at 0 Chakra Points, they begin taking Chakra Depletion damage (haven't figured out a balanced damage yet.) (Also, Thinking about implementing a 'below a certain point' in chakra will give a character fatigue or something of the sort. Chakra Pool: This is the total amount of chakra a character can have. Pool sizes vary from character to character. One of my MAIN things is to stick very close to the 'lore' and how Naruto truly works in the Manga/Anime. Also, I've already created 5 'Races'. The only race will be human and their will be no bonuses for that. BUT, instead of 'races' there will be clans such as Uchiha, Aburame, Uzumaki, etc. Ones I've created so far:
Yep, that's what I'm looking for :) Now, before I respond to your post, let me tell you what I've thought of as well. 1.) One base class. That's it, a simple Shinobi class. BUT from this class players can pick different.. I guess you'd say "archtypes" for said class. So while one can be a Basic Shinobi, the other can delve into Taijutsu by being a Taijutsu Master. See what I'm saying? 2.) The one part I'm really working hard on is the implementation of Chakra Points or just chakra in general. (I like and came up with the same thing as you " The rank of the technique (E,D,C,B,A,S). It would also determine the chakra tax.") 3.) As far as jutsus go, I want to create a lot of the universal jutsus out there. Such as Shadow Clone Jutsu, Fireball Jutsu, Water Bullet Jutsu, etc, etc. Then, implement a system either like the 'Words of Power' from Pathfinder or find a basic guideline to help GMs help players create their own jutsus. Because I believe my self, that, that is a very important thing in the Naruto Universe. A Characters own signature jutsu. --- Now, for your responses. 1.) I understand where you're coming from, truly and have thought of that myself. But two classes just doesn't feel very.. Naruto-y to me. While it might give the appearance of a Naruto-like character, they don't have specials and other abilities and implementing them wouldn't fit well I feel. But I am taking various pieces from the classes (which sounds contradicting to what I just said, I know.) 2.) Hm.. I get that. I was kind of thinking the same thing with what I said above at point number 1. Players could pick a.. (yet to find a better word) archetype class such as Taijutsu Master, Ninjutsu Master, Genjutsu Master, etc. etc. 3.) Yes! I want to implement a Learning System for jutsus or I should say a learning DC. (Yet to make a formula for it but maybe you have one?) And I want to use the Pathfinder spells as a reference point for the power of jutsus and how hard they are to master while not making it impossible. If I do recall right, Naruto right from the beginning taught himself a very powerful jutsu Mass Shadow Clone Jutsu. --- All in all, I'm mainly looking for someone interested and willing to help me put time into designing something everyone can use and enjoy. A partner if you will or a multitude of them. A community helping create this. Every game started somewhere, so why can't we be the next?
Hello all, I've seen various attempts at trying to create a "Naruto Pathfinder" game, for all us Naruto fans out there. I've followed another users creation that seemed to be pretty legit, but I fear the project has gone dark yet again. So, I'm wanting to take matters into my own hands and get this thing done so we all can play a Naruto Pathfinder game. Now, the task is not easy. And i'm not really expecting myself to create an entire new system JUST for Naruto. I simply wish to plug in Naruto to the Pathfinder rules and tweak them until the product is one that majority of the people like. I've gotten tons of ideas from my own thoughts, as well as various things on the interwebs. Now, I know there is 'Naruto d20', but looking over it.. It's daunting to say the least. I've never play tested it so I cannot say whether it's good or not, but at a glance it seems.. Complicated. That's why I wish to use the Pathfinder Rule-set. So that everyone has that common thing in mind, that you can ease into this game from Pathfinder. I'm asking for help from the community. From those Naruto fans out there that want a Naruto/Pathfinder RPG tabletop once and for all. One that sticks true to the Naruto Lore, but still allows your Game Master and players to create a new world with custom content. A Jutsu crafting system that is not only viable, but is something that players WANT to do. Creating fantastic jutsus, that have a balancing template for the players and GM to refer to, so no cheesy/shenanigan jutsus can be used. Like I've mentioned above, I have a lot of ideas floating around. But first, I need to know if anyone is interested. I don't want to put work into something no one wants :/ So let me know. Who's on board with me to create something.. Amazing that Naruto/Pathfinder fans can play and enjoy at their tables, IRL or virtual.
This isn't so much a implemented rule in my games as something I was thinking about. I don't want to get too in-depth about my game but basically I made it so crafting is a viable option that almost everybody can do without losing any adventuring time. I was thinking, should crafting an item give a small amount of XP? (I like using an XP Leveling system) and on-top of that if I do choose to do that.. Should that XP go towards the overall Character level or.. Into a separate Crafting Level. For example: Level 10 Barb crafts a sword, the sword gives say... 100 XP.
Let me know if this sounds like a good idea or not or if it's already been done and I just haven't seen it.
Zhayne wrote:
I completely agree with you. I hate the game being viewed on a mechanical level and without any thought to backgrounds and RPing. If I wanted that I'd play WoW or something of that sort. I enjoy this game for the immersion and story. Not for: "W00t. I got phat l0tz and now I can 1 hitz anythin'! I'm such a beast!"
Set wrote:
While I understand what you're saying. Human lives are, at least in my opinion, more valuable then lamps or carpets or even bacon. Of course you're not going to buy those things from a salesman who is smashing or destroying his own wares. Some guy on the corner going "Get 'em while they last!" As he's smashing his own watermelons on he side of the street. "They won't last long!" *Smash* But with human/humanoid lives it a bit more like a ransom. Pushinh buyers to buy these people or watch them die in front of them. While some people might not care or even enjoy such a thing because they're twisted. Most, even some evil character will see it as a waste or just distasteful. It the same as if you walked into a room with people in it and a guy told you to give him money or they all die. Would you? I believe most people would. Also, these auctions were not public knowledge and there is an abundance of slaves that have been taken throughout the continent. Same as slavery and sex slaves in todays world. Do you think low end "merchandise" is cared for? Or do they see this "merchandise" as numbers or even cattle.
Mark Hoover wrote:
I also have a wife and it too makes my stomach knot and infuriates me when I think of anything happening to her. Because those things are terrible god awful things that no one should ever commit. But I talked to my players, and implemented it because of what I said. For most people these are vile things that should be stopped. Its a goal with heavy emotion behind it. Also, I never do graphic descriptions of these events. Except deaths at times.
The Rot Grub wrote:
I think I like your idea the most. But perhaps with only starting gear and $. I didn't want to penalize them too much as I know and was mentioned that sometimes you just roll bad.I think this will give enough incentive to not die or at least not be careless because there are no penalties.
I've been thinking about this lately. Recently I started my second campaign and I'm trying to run a fairly 'Hardcore' game. Meaning I've scaled down the GP the PCs get. Implementing all the currencies such as PP, GP, SP, and CP. Also my players now have weight to deal with and I'm not doing much dice fudging. My PCs are all okay with this and seem to like the harder challenge. We've had two sessions and let's just say that without the Cleric that plays they all would have wiped. I see a PC death is going to happen sooner than later. I've always had the rule, if your Character dies and can't/won't be revived than you may make another. But for each time you die, you take a -1 level penalty that stacks from the APL. Meaning, if everyone is level 10 and a character dies, their next character will be level 9 and so on and so forth. Now, I've had the thought as well as my PCs did. "If I keep dying, won't I just continue to keep dying since I'll just going down in levels?" Some PCs said simply, "Don't die then." I want to know the opinions from you all. I think a PC death should have penalties because of 2 main reasons.
What do you all think? How do you deal with your PCs death or how does your DM/GM deal with it?
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