(I apologize if this has been asked/answered before, nothing came up on my search)
So, Doubt gives you a -4 penalty on the ability checks if you fail them. The check to stabilize is a Constitution check. Does that mean if you fail a stabilize check, then next has another -4 penalty?
I know, technically, the answer is yes, but that seems a pretty heavy penalty, especially when a character is low-level and low-Con, pretty much guaranteeing they won't survive even a mild dip into the negatives.
I need to cancel a few things and also want to know if I can change something.
The cancellations are for the Runner's Toolkit and Attitude books I have on pre-order.
Also, I just re-upped my subscription to the Campaign Setting, starting with the Inner Sea World Guide. Is there a chance I can get this shipped out ASAP instead of with my next subscription shipment?
Droz's 5 Pepper Chili Recipe
2 T cooking oil
In large cast iron dutch oven, heat oil over medium heat. Add onions, garlic and peppers and cook until onions are translucent. Add ground beef and cook until browned.
While onions & peppers are cooking, drain beans and then beat in a large bowl with a hand mixer, or process in a food processor until they just start to break down into a paste (you should still be able to easily see the skins of the beans).
Once the meat is browned, add the beans to the meat and peppers mixture. Then add both cans of crushed tomatoes, beer, bay leaves and chili powder. Stir to combine. Raise heat to high, stirring until it begins to bubble, then lower heat to simmer and cook, covered, for at least 45 minutes. Add salt, pepper and other seasoning to taste.
Serve with shredded chedder and bread.
I'm noticing that two charges have gone through since I signed up for the RPG Subscription plan. I believe it's for the RPG core rulebook, but I want to make sure since it's still two months until the book is released.
The first charge is for $42.49 (presumably for the book) and the second is $8.25 (the shipping cost?). Can you check and let me know the details of these charges?
You know, I'm really looking forward to the release. I mean it. For the first time in a long time, I'm interested in playing a cleric (usually it was either "okay I'll fill the slot" or "here's a cool XXXX/Cleric multiclass"). The turning/channel energy and domains needed an overhaul and it sound like you did superbly!
And, the concentration check sounds perfect! Too often in the higher level games, a concentration check was a joke (15+7? Heck, I got 17 ranks it in...). It's nice to see the high level casters worry again...
LOL, found New Rules after posting to Skills and Magic.
Here's an idea I've kicked around as a homebrew ever since 3rd Edition.
Split out the Spellcraft skill into the different schools of magic, much like the Knowledge, Profession, Craft and Perform skills.
Spellcraft (abjuration) (Charisma-based, Trained)
Now, you're asking a lot of why's and how's probably. Here's some of the proposed changes:
First off, you'll need to give spellcasters more skill points. Probably give the heavy hitters like Clerics, Druids, Sorcerers and Spellcasters another 4. I wouldn't increase the skill points of the Bard, Paladin or Ranger, since they aren't primary magic-users, but rather dabblers in the art.
Okay, now for the real overhaul part. Change the Magic system. No more spells/day, but rather have them roll a spellcraft check every time the magic-user wants to cast a spell. Now you might be seeing where the different ability modifiers for the schools comes in. Bards & Sorcerers would excel at Abjuration, Enchantment and Illusion spells, Clerics & Druids would be great at Conjuration, Divination and Necromantic spells. And Wizards would be the Evocation, Transmutation and Universal go-to guys.
Beautiful part is, we don't have to change the spells themselves, just how we're using them.
To cast a spell, you have to succeed at a Spellcraft check of 10 + 2*Spell Level (so a 0 level spell is a DC 10, a 4th is DC 18, a 9th is DC 28). If you succeed, the result of the check is the Saving Throw DC that the target has to overcome (makes the lower-level spells more powerful, keeps the higher level in check). If you want to Metamagic the spell, increase it's level as noted in the metamagic ability and calculate the new skill DC.
Bards and Sorcerers still only known a certain number of spells to cast from. Divine casters make the Spellcraft check, basically asking their deity for the spell. Wizards get a mod. They know a certain number of spells like a Sorcerer, but they can have extra spells in their spellbook that they can cast as long as they use their book. asting a spell that usually takes less than a full round while using the book increases the casting time to a full round. But using the spellbook gives a +5 insight bonus on the spellcraft check since you're following the 'recipe'.
The last part is what keeps everyone honest about the spells they cast. I borrowed it from Shadowrun's Drain rules, and modified it for use with this. Basically, when you cast a spell, if you succeed the check by more than 5, nothing happens. If you succeed by 5 or less, then you take that number as nonlethal damage. So, if the Spellcraft DC is 18 and you get 21, you'll take 3 nonlethal damage. if you fail the check by less than 5, then you'll take double nonlethal damage and become fatigued (i.e. DC of 18 and you rolled up 15, then you'll take 6 nonlethal damage). If you fail by more than five, then the difference becomes lethal damage.
So, any ideas? Suggestions? Flames?