Alchemist

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Well, if I were going to approach this task I'd look at the following:

- scrap the class system. Go through every class and assign an XP 'cost' to every element of the class system eg +1 to BAB costs 100 XP, +1 to a Save costs 100 XP, 1st point in a skill costs 100XP and additional skill points costs cumulative 10 xp per rank (rank 2 = 20, rank 3 = 30, etc), level 0 spells cost 500XP, etc

- start lvl 1 characters with 1000XP and buy the features they want for their character - similar to how Dark Heresy and the other WH40K games work. As they gain XP they spend it on new features.

- All characters have the same HP progression. A first level character gets 10HP + con bonus. Then + 1 per level, no per level bonus from CON. Instead create a damage reduction mechanic using the CON bonus. Create damage thresholds at 25%, 50% and 75% of max HP at which various penalties arise on any d20 roll

- Create a Drain mechanic, probably something along the lines of a will save with a DC dependant on the spell level, which if failed does non-lethal damage to the caster

- Go through the spell list and boil it down to a much smaller universal list of maybe 10-20 per level. All casters cast like sorcerers, from the same list of spells.

- Recalculate all damage values for weapons, spells, etc to fit the new HP system so that a PC can take 2-3 hits before dropping.

Needs something to replicate the dice pool mechanic particularly in combat, but not sure what that is yet. Maybe something along the lines of the inspiration mechanism that the Investigator has.

All need to work out how to create a degrees of success mechanic for skills, and allow for remote probability tasks to be possible at less than 5% probability - maybe a nat 20 allows a reroll with +10? so DC30 with no bonus has a probability of 2.5%, DC 40 0.25%, DC 50
0.125%

oh, and initiative. Sams/mages need to be able to carry out multiple full actions per turn after the uncybered guys have taken their actions.


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As someone that has played Shadowrun up to 3E I can't see how it's possible without losing the essence of Shadowrun.

It's a classless system for a start that allows you to specialise or go jack of all trades. You want to be a Spell slinging Decker, you can be. Class based systems just can't reproduce that kind of flexibility.

Also there's combat. Shadowrun combat, when done right, is deadly. If you get shot it seriously nerfs your effectiveness. There's no being 100% effective until you fall unconscious like in d20. Once a fight starts to go wrong it spirals out very quickly. In general I find that if the fight isn't over in 1 or 2 turns it has gone badly wrong and a PC is going to die.

Also, I think the non-combat system in d20 just isn't as rich as a skill based system like Shadowrun. The success based mechanic allows for a far more granular success/fail basis and it also means that no skill task is impossible. It might be very improbable but it's always possible.

The main issue with Shadowrun is the wonky probability model. It's wonky in both 3E and also in 4/5E, just different kinds of wonky.

The other issue with converting 5e is that if people think that the ACG editing was poor, then the Shadowrun 5 book sinks to a whole new level.

Finally, I think you can get that "Nat 20" moment. In 3E facing a task with a TN of 12, rolling a 6 and then praying for the 2nd 6 is just as exciting.


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Kazaan wrote:
Rule 1: Don't be a jerk. That definitely includes deliberately presenting a misreading of an otherwise clear rule for the purpose of misleading readers.

All hail Kazaan, with his telepathic ability to see into the minds of others and know their guilt, even if they believe they might be right.

Tell me Lord, what shall we think now!

I know this post will be gone as soon as a mod returns, but seriously you are being a jerk! And I'm speaking as someone that can't see any reading that disagrees with you.


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Hi

Firstly, if any of my players are reading this then please move on to another thread.

Spoiler:

I'm thinking of restatting Nualia as an anti-paladin. This is mainly to act as a counterpoint to my wife's character who is a Angelkin Aasimar paladin of Sarenrae, also from Sandpoint. She is 6 years' younger than Nualia and her parents will have seen how Nualia was treated and protected their daughter from this.

I'm intending to make Nualia an Angelkin Aasimar, and to replace the alter self SLA with two other heritages - the ability that cleans coins and other metals that pass through her hands and also the ability that means her tears cure disease. I think these will have enhanced the desire of townsfolk to see her and get her blessing.

I've built her with 20 point buy, in line with the PCs and also maxed her HP. She'll be up against 5 PC's Angelkin Aasimar Paladin (20 point), Tiefling Rogue (20 point), Half-orc Cleric of Gorum, Half-Orc Conjurer (Teleportation) and a Human Sorcerer (all 25 point).

Statblock is:
Nualia (anti-paladin) CR 5
XP 1600
Female Angel-Blooded Aasimar (Angelkin) Antipaladin 6
CE Medium Outsider (native)
Init +0; Senses darkvision 60 ft.; Perception -2
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Defense
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AC 17, touch 10, flat-footed 17 (+7 armor)
hp 84 (6d10+24)
Fort +12, Ref +6, Will +7
Immune disease; Resist acid 5, cold 5, electricity 5
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Offense
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Speed 20 ft.
Melee +1 Bastard sword +11/+6 (1d10+5/19-20/x2) and
. . Claw +5 x2 (1d6+2/x2)
Ranged Masterwork Composite shortbow (Str +3) +7/+2 (1d6+3/x3)
Special Attacks smite good (2/day)
Spell-Like Abilities Detect Good (At will), Remove Disease (1/day)
Antipaladin Spells Prepared (CL 3):
1 (2/day) Doom (DC 14), Litany of Weakness
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Statistics
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Str 18, Dex 10, Con 16, Int 12, Wis 7, Cha 16
Base Atk +6; CMB +10; CMD 20
Feats Channel Smite, Exotic Weapon Proficiency (Bastard sword), Lamashtu's Mark (1/day)
Skills Acrobatics -3 (-7 jump), Bluff +7, Climb +1, Diplomacy +1, Disguise +7, Escape Artist -3, Fly -3, Handle Animal +7, Heal +0, Intimidate +14, Knowledge (religion) +10, Linguistics +2, Ride -3, Sense Motive +2, Stealth +1, Swim +1; Racial Modifiers +2 Heal
Languages Celestial, Common, Elven, Goblin
SQ antipaladin channel negative energy 3d6 (3/day) (d, aura of cowardice, aura of evil, channel negative energy, clean small objects, cruelties (shaken [dc 16], staggered [dc 16]), fiendish boons (fiendish servant iii [2/day]), touch of corruption (3d6) (6/day), unholy resilience
Other Gear +1 Breastplate, +1 Bastard sword, Masterwork Composite shortbow (Str +3), Sihedron medallion, You have no money!
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Special Abilities
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Antipaladin Channel Negative Energy 3d6 (3/day) (DC 16) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Aura of Cowardice (Su) Enemies within 10 ft. are not Immune to fear and take -4 to saves vs. fear effects.
Aura of Evil (Ex) The antipaladin has an Aura of Evil with power equal to her class level.
Channel Negative Energy (Su) You can channel negative energy to heal the undead and injure the living.
Channel Smite Channel energy can be delivered through a Smite attack.
Clean Small Objects Small metal items in your hands are cleaned and shined.
Cruelty (Shaken) (6 rds) (DC 16) (Su) When you use your Touch of Corruption ability, you may also make your target shaken for 1r/Antipaladin level

You may only apply a single Cruelty ability to each use of Touch of Corruption, chosen when used.
Cruelty (Staggered) (3 rds) (DC 16) (Su) When you use your touch of corruption ability, you may also make your target staggered for 1 rd per 2 Antipaladin levels

You may only apply a single Cruelty ability to each use of touch of corruption, chosen when used.
Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Detect Good (At will) (Sp) You can use Detect Good at will (as the spell).
Fiendish Boon (Fiendish Servant III) (2/day) (Sp) You can summon your Fiendish Servant to your side.
Immunity to Disease You are immune to diseases.
Lamashtu's Mark (1/day) 1/day: inflict 1d4 CHA penalty on an opponent you strike.
Smite Good (2/day) (Su) +3 to hit, +6 to damage, +3 deflection bonus to AC when used.
Touch of Corruption (3d6) (6/day) (Su) You can inflict 3d6 damage, 6/day
Unholy Resilience (Su) You gain your Charisma Bonus as a bonus to all saving throws.

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