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![]() Tikkle wrote:
So glad you mentioned that. Had some ideas for reach and size categories. You have to factor in what reach for a fist fight between different size categories would look like as well. So a medium character has an inherent reach of 3 feet. Each size category above or below medium adds or subtracts 2 feet respectively. This inherent range does augment their weapon 's reach, but their dead zone also grows proportionately. I was also thinking of adding two new size categories that players could choose to give characters more variation, Big and Little, which fall between Small and Medium, and Medium and Large. They half the bonuses and penalties for Small and Large categories, including range bonuses, and are obviously race exclusive. Humans and Half-Elves can be Little-Big, Elves and Dwarves can be Little-Medium, Half-Orcs can be Medium-Big, and Halflings and Gnomes can be Small-Little. ![]()
![]() http://www.youtube.com/watch?v=aKRDvSZ-igA Tl;dw, Maxwell's demon. A thought experiment that shows how the second law of thermodynamics might be broken, using a "demon" (this is the mid 1800's when this was conceived, today it would be a computer or something, but Maxwell's Microchip doesn't sound as cool) that controls a door separating hot particles and cold particles. Whenever an exceptionally hot particle from the cold side, or an exceptionally cold particle from the hot side approaches the door, the demon lets the particle through, gradually making the hot side hotter and the cold side colder. This could be really friggin cool if implemented in a fantasy/steampunk game. Devices powered by steam energy- the fuel source is a frosty canister that imprisons a demon, continually producing heat on one side, and ice as a waste product on the other, needing to be changed out before the heat makes the red-hot steel canister melt. ![]()
![]() That's probably the best way I've heard to go about it with a grid system. I neglected to mention, though, that I'm referring specifically to a gridless system. My bad! With a gridless system, unconventional measurements like these are much more viable, giving you more variation. But I will definitely try your approach if my group decides to go grid. ![]()
![]() Real life scenarios. Have you ever seen an absolutely stunningly hot person, then gone to talk to them and they had the most annoying personality on the planet? Sure it got them through the door, but if you were a shopkeep, would you give them special discounts if they looked like Jessica Alba, but laughed like Janice? http://www.youtube.com/watch?v=4uMPguqlWhU Clearly, they have a low Charisma, but where did their Beauty stat land them? What rolls did they succeed at? The feel-good message here is that in D&D, just as in real life, physical attractiveness only gets you so far, and not far enough to really deserve its own stat. As a side note, studies show that women find social ability more appealing than physical attractiveness, so for females, at least, a high Charisma makes you sexier no matter what your Beauty stat is at. ![]()
![]() So I got this idea while I was dinking around with roll20 for the first time, discovering what all I could mess with, when I discovered Token auras. I started thinking of creative ways to use these. What if we used auras to show a weapon's effective reach? Here's what I came up with:
For example: Helen has an 8 foot long spear, dead zone 2 feet. The goblin thug has a 3 foot long axe, dead zone < 1 foot. Helen's rad spear can pierce the Goblin from quite far, but if the Goblin advances right up to her, but still remains far enough so that she is not within his dead zone, she has to retreat to be able to effectively damage him again. Certain combat maneuvers, such as brace, can prevent an enemy from advancing into your dead zone, or even repel them from it, as with bull rush. This mechanic gives players who use smaller weapons, like daggers an entirely new tactic to try against foes wielding larger weapons- and even gives players a reason to pick up different weapons. In current rules, there is zero advantage to dual wielding daggers as opposed to dual wielding a sword-dagger combo, but in this idea dual daggers is viable and logical to use to take full advantage of an enemy's dead zone. Thoughts? ![]()
![]() I've been working on various systems to make different types of spell casting feel as different as possible. There are NO spells that overlap with other casting styles. •Sorcery uses spellpoints and a very fluid system. The player gets to choose a specific damage type that cannot be unchosen without good reason. Once their energy has been drawn from a pool, they can wield it in multiple ways, hurling it, making a touch attack, adding energy damage to their weapon, etc. Bloodline abilities and more powerful ways to use their energy (rays, cones, etc.) can be unlocked as they level up. •Wizardry is entirely resource dependent. Spells are performed by mixing reagents in specific ways, drawing complex symbols with chalk, or implementing magic items. Every spell effect can be customized using a system closer to a programming language than a spell list. Instead of spells per day, a Wizard gains spells that they can prepare without reffering to their spellbook. •Divine Magic is performed with a difficulty check that is affected by previous passes or failures, status effects, and variables that occur from roleplay. Spells fall on the alignment axis, and campaigns are designed to make players make tough decisions that effect their ability to cast spells from from those axes. Ie; a Paladin type may be forced to choose between a 'Lawful' choice and a 'Good' choice, which will in turn determine how well they cast healing spells vs. throwing lightning bolts. •Druids gain an amount of spell points whenever they commune with nature, and choose to level specific domains (or skill trees. Hee hee) seperately. These domains include flora, fauna, weather, and earth. They also receive bonuses from places of cultural or spiritual significance (since you are on Eagle-Eye Mountain, the party's ranged attacks can go an extra 10 feet without penalty, or double that if you choose not to share this bonus). They can choose wether they would like to shape-shift into something from their chosen domain, or gain control of it. (Will update more later. Gotta work.) ![]()
![]() Here's the skippy: I want running from cover to trigger an attack of oppurtunity from ranged weapons. That's what started this mess. I'm running a western campaign where cover and ranged combat play a heavier role, but I think there are many standard fantasy scenarios that could benefit from this, the only problem is you have to kind of fajigger the whole attack of oppurtunity thing for ranged weapons for it to make sense. Does entering a weapon's range threaten? How about moving at all while within range? There's a lot to think about, which is probably why AoE's are melee only, but lets tinker a bit here, guys. What are your thoughts? ![]()
![]() Kelazan wrote: To avoid a solid nerf of the Linguistic skill, I suggest you to hallow two «language» ranks by skills rank in linguistic, and to do as you sayed and remove 1 step in the language ranks. Actually, the linguistic skill is 5 times weaker than before (this change is very flavorfull, but why would a player put one point in linguistic in opposition of any knowledge ?). Why keep Linguistics in at all in a system like this? I had a similar idea for a system that treated languages as skills, 'Language (Blah)'. Yours is simultaneously more streamlined and meatier than mine, so good job. I likey. ![]()
![]() Well this might be slightly off-topic, and I've expressed this before, but I always thought spell point systems would be perfect for Sorcerers, but I never thought it fit the bill for Wizards and Divine casters. I always thought it would be awesome if Wizards were either totally dependent on limited use items and spell reagents or used a skill check to cast, and an activation roll for Divines. Both systems would depend more on roleplay than mechanics- a GM may have to pull certain reagents off a store shelf to curb a spell that would overpower a player in an area or leave the player a surplus of a specific one as a hint, and a divine would have penalties and bonuses applied to his activation roll based on the choices he has made in the story, but it would still be a rad system nonetheless. Just my 2cp. ![]()
![]() HaraldKlak wrote:
Like I said, thought experiment. Let's say we took the monumental amount of time to adjust all those things. Is that a system you'd be interested in playing? Why or why not? Also, I've been meaning to look into Savage Worlds for some time now. Might as well do it today... Threeshades wrote:
A commoner would have to be really lucky to kill a dragon with a pitchfork, as the dragon would have a Constitution in the 40's and up, as well as Damage Resistance. It would, however, overpower giant monsters, requiring players to put a lot of thought and planning into taking them down. ![]()
![]() What would happen if you re-tooled the game to nerf down the insane amounts of damage that you can do with high level abilities, and eradicated hit die so that your HP was simply your Constitution score? The idea here is to make a gritty feeling system that makes you seriously weigh the situational pros and cons of getting into combat, because a critical hit can be an instant kill. A game where a lowly goblin thug can kill an experienced knight if he lets his guard down. But mostly this is just a thought experiment, so let's hear your thoughts. ![]()
![]() What if you could bypass DR by rolling an attack that exceeds an opponents AC by a number greater than their armor bonus? For example guy in chainmail's Defense Score is 12. Roll a 12-16, apply DR, roll a >16, no DR. This combines the normal rules AND the armor as DR rules WITHOUT adding sn extra roll, with the bonus of simulating the difficulty of nailing an armor's weakspot. ![]()
![]() I'm having trouble finding an activation roll system as an alternate for X/day spells. I heard Savage Worlds had a good one, particularly Deadlands had one that I'm interested in, but next to no material exists online that I've found. So basically, I'm looking for a system that lets you roll to try to use your spells, makes it harder when you fail, and doesnt have an X/day mechanic. Anylinks or resources you guys can find would be super helpful. ![]()
![]() Laurefindel wrote:
I do something pretty similar, except I have the DM roll it in secret! :D You should eliminate scenarios from your game where the DM says "alright, everyone roll Perception," because in real life, you can't actively try to notice stuff. Searching is fine, as long as they know what they're searching for. You can't just search a room for whatever plot devices god secretly hid in it. Whether you use old school perception, a fourth save, or Monkerdoodle's fantastic idea of gettin funky with the skills, I think its best to keep the rolls secret to the DM. ![]()
![]() 3catcircus wrote:
Thats a pretty neat take on it. Do you actually roll all four of those in one round or choose one? Because that seems like a lot of rolling. ![]()
![]() I had an idea for Golems made of various materials, who might double as a playable race. Straw- Think scarecrows. Basic all around stats, as enemies, they attack in clusters. Wood- Nut crackers. Big brutish golems used as soldiers. Porcelain- Porcelain dolls. Used as house servants. Good with magic. Stone- Gargoyles. Used to guard major churches and clergy. Adept with divine abilities. There's a few more, but I won't drown you with em. Lol. ![]()
![]() Thanks a bunch Oceanshieldwolf, I'll check er out! Malwing wrote: I don't know if its been done in 3.5 or Pathfinder but its been done before in similar environments. The board game Descent has something that could be ported over. the only obstacle would be dealing with swift actions and standardizing how full round actions convert. Well, with a system like this, I could see converting a swift action into something insignificant, like two Battle Points, and a full round action into something huge like 10 or more. While Descent did have a fun stamina system, it's not exactly what I'm looking for. Theirs was only for moving extra spaces or doing special abilities, but it is somewhat along the same lines. I'm thinking that to make an attack should cost the max damage of the weapon, so for instance a dagger would cost four points while a greataxe would cost 12. As a side effect, smaller weapons would gain extra attacks faster than heavier ones as a player levels up. I'm not exactly sure how many points moving a space should cost, but let's say 2 per 5 feet. The advantage this system would have is that it would let you move more than a five foot step and still let you have some extra attacks. ![]()
![]() Please feel free to slap me upside the head with links if this, or something similar has been done before. The idea is to see what would happen if you replaced the standard action system with one where you had a limited number of points you could spend each round. Each action, whether it is moving a space, pulling a lever, casting a spell, or swinging a weapon costs a certain amount of points. How many points you have would vary from class to class and with levels. There may be a stamina system in place that you can use to go beyond your battle points at a penalty. What do you guys think? Has it been done before? Is it a waste of time? ![]()
![]() If it were up to me, Sorcerers would use a mana pool, Faith characters would use an activation roll, and Wizards would do everything using limited resources. Those just make more sense to me as far as roleplay goes, but then again I have no idea about the complex algebra that goes into designing this stuff. ![]()
![]() I actually considered something similar in my campaign, and this seems like a really easy way to implement that idea. I never would have thought of that. I LIKE IT. ![]()
![]() I do agree, good sir! I also had another thread about weapon proficiencies. What is par and sub-par as far as skills go greatly depends on the campaign and the DM running the campaign. In this game, not knowing Orcish may be twice as crippling as not knowing spellcraft. And if there is absolutely no way to make a skill quite as useful as another, or one that a player would have to be brain-dead not to pick, then you have an element that should be removed or altered. And Tongues is totally fine. Language (blank) could be a set of skills similar to Craft, Profession, and Knowledge. The game wouldn't break if there was a spell that gave you omni-proficient access to those (I apologize if there is such a spell and it slipped my mind. I failed my Knowledge (Arcana) check). ![]()
![]() Ilja wrote:
Well I'm of the opinion that if a character wants to screw their character up by dropping 1000 points in just acrobatics you should let them, but thats off-topic. I didn't mean to compare being bilingual to being super talented, I was just making an irrelevant comment about level caps, and now Im thinking it would make much more sense to offer being bilingual as a trait at character creation, anyway. But the goal here is to give a slightly more realistic way to learn languages in the game as opposed to instantly comprehending several at a time. Something that allows for partial success. ![]()
![]() Ilja wrote:
I was considering allowing fluency in multiple languages (at GM discretion) for scenarios like yours. We could also just as easily remove the player level cap on skills, which was mostly put in there for game balance anyway. Theres no reason a level 1 farmboy couldn't be insanely skilled at, say, lock picking, just as theres no reason a low level character couldn't be proficient with two languages. ![]()
![]() HaraldKlak wrote:
Its so convoluted.... I LOVE IT. I'm gonna try my idea first, then I'm going to try to cram yours through my players skulls. If no one drops dead from a hemmorage, we have a winner. ![]()
![]() In current rules, players begin play with as many languages as they have intelligence modifiers, and gain more later on, not by studying them, but by tripping over them. In comparison, how many languages are you fluent in in meatspace? And how suddenly does comprehension of entire languages come to you? A realistic suggestion is to play languages as skills. Figuring out a language you do not know is perhaps a DC 20 skill check plus your ranks in the given language plus Intelligence. Maybe make a feat where you can substitute you Charisma for this check instead of Intelligence (or Dex if you're one of those guys who talk with their hands. Lol). When you reach 20 ranks, you become fluent and you dont have to roll. An optional idea is to include a language like latin. No one speaks it, but taking it lets you add half your Latin bonus to checks for all other romance languages. Seems legit? ![]()
![]() I had a similar idea and came up with this: basically, at the start of each day, a player can pray for specific "blessings". These blessings are passive, acting all day, and grant subtle bonuses, like a +1 to perception, or a +2 to Slight of Hand, or a +2 against Fear checks. A player can have as many active prayers in a day as they have Wisdom modifiers. ![]()
![]() SeeleyOne wrote:
A houserule we use is to re-roll all your Hit Die at the start of a new day, adding bonuses or penalties for things like where you slept, how well you ate last, sleeping in armor, that kind of thing. That way, a low roll doesnt screw you for life, and you can blame it on a bad nights rest. ![]()
![]() Tormsskull wrote:
Really good points. Ideally, though, these professions are meant to be no more than just packages of abilities, like you said. The key difference between the jobs and classes is that the occupations don't level up with you. And theres nothing saying you can't implement a skip-the-fluff system that lets you simply build a jobless character. :D ![]()
![]() So I've been dinking around with classless systems, where skills and feats are bought a-la-carte, and I came up with an idea that I'm sure has been done somewhere else: Occupations. Basically, you pick from 9 broad occupations, that determine various crap at the start of the game (the amount of skill points you have in a given area, feats, starting gear, starting gold). After that you narrow it down to what exactly you do in your occupation (You're not just a Craftsman, but a Blacksmith), and you have a nice and neat package of feats, skills, gear, and gold to start the game with. The 9 Occupations are: Lawman
The appeal, to me at least, is that none are strictly related to any single class- Military could mean anything from Chaplain to Sniper to Battle Mage. Instead, they offer various degrees of broadness and specializations, a neat way to determine starting gear and gold, and great for role play. This idea is still in the womb, so I haven't really fleshed out the stats, just general ideas of what occupation should have more of this or that than the other, which is why I was hoping to get some feedback or ideas from you guys. Tell me what ya think! :D ![]()
![]() I know what you're thinking. Say whaaaa? I get an extra attack at just a -5 at the bare minimum? Why wouldn't everyone just dual wield something? And that's where a good DM would create more scenarios where the players miss having a free hand and encourage combat maneuvers. Also, the enemies are able to do the same, so a shield would save your bacon more than the extra damage would. Unless I'm totally missing something. Lol.
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