Vimanda

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I’m looking at running a new campaign, and for reasons involving the campaign concept, I’m looking heavily at including a large number of variant rules. I’d appreciate if anyone has some thoughts on the use of these and how they’ll act together. Also interested in any other thoughts people may have.

The concept is an Isekai type game. The players would play themselves transported to Golarion. With visible game aspects, so they would know they’re level x and and so would the rest of the world. That said I want to limit how much the game aspect of things intrudes on them. Said players will also be new to the system in fact so I plan to take it a bit slow. I’m also fine with giving them a bit more power than normal within certain lines.

Rules I’m intending to use and why.

Alternative attributes: I would prefer this more balanced Option since this way when people distribute their boost in a way that feels right and natural to them they Don’t end up mechanically in the pits because they feel charisma and con are their best stats, but want to play a ranger. Won’t solve it completely but it’s a fairly significant balance.

Moral intentions: I expect it to be harder on me to rework things as appropriate but this system feels more natural and less limiting for people trying to play people instead of caricatures.

Level 0: instead of people trying to choose a class that they think applies to them right off I’m planning to have them at 0, and when they hit 1 give a few options based on how they approached things during play.

As an addition to level 0 I plan to give them each 1 or 2 free extra abilities based on things they want or try(knowing ahead of time that this is an option). This would be them Wanting to hurl fire, and getting a produce flame cantrip, or wanting to fight better with a sword and getting a proficiency. I feel confident I can keep the abilities balanced to the level of a feat, and I can’t think of a good way otherwise to give them a chance to approach things like a spell caster without a way to use some spells.

No level to proficiency: as part of my attempt to reduce the visibility of game parts Id much rather flatten the world like this. It will also make leveling easier.

Automatic bonus progression: this way neither I nor they have to remember the “essential” items. I still plan to add in magic equipment using the property runes.

Any thoughts? It seems like a lot of modifications to use at once but I think I can handle the adjustments. And I like the presumed end result I get from this combination.


So I’m creating a rogue pregen for a game. They’re a tool for every problem type of character and the game in question is going to involve not having access to purchasing items for a extended period of time, so I need to remove as much reliance As I can on consumables.

I recall, I thought, a magic item that was two glass Vials, one inside the other. You put a potion in the inner one and water in the outside. Then a few hour later the water would act as the potion, thus you could Get a potion’s effect once a day without spending it. Or maybe I dreamt it because now I’m not finding it anywhere. Anyone know what this thing is called and maybe what book it’s in?

Additionally, does anyone have a suggestion for items I should look at for a character like this? It’s also going to be using traps when possible, so any items that could help it produce traps without needing to buy parts would be helpful. I know that’s not something completely doable but it’s a minor investment in abilities and fits really well with the character setup.

Thanks in advance for any help.