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Hello there;) Important : To fully comprehend this post you need the Codex Martialis book and, of course, Pathfinder ;) Mmmh... So I'm going with a (not so) short presentation :
And I couldn’t believe my eyes, they were there, the rules that I'v been searching for so long were there !
But then even if I really like the rules I had to find a way to integrate them to Pathfinder... Because, I'm sorry but my goal is not to make « realistic » fights in a low magic environment but « cinematic » combats with some realism in a medium/high magic environment. And of course I'm looking for a lot of tactical options that let my players freedom to express their combat creativity;) So what I tried to do is integrate most of the Codex Martialis rules without tempering too much with the Pathfinder rules... And here are my temporary solution : I'm going to use most of the rules in Pathfinder as they are, no tempering with the class, races or skills. No tempering with the BaB gain per class and level either I think this will help the non-caster class a lot. - I will use the Wounds/Hit points rules from the Pathfinder Ultimate combat. No limit in HP. Critical hits goes straight through the armor and directly in the wounds. Critical Hits are automatic (no critical defense roll). I use the Critical cards and Fumble cards from Paizo. As per Codex Martialis rules a natural 20 on defense roll gives you an AoO. - Instead of 8+DEX for Passive Defense I will use 10+DEX, it's easier to use this way and at high level more fair. No touching the CMD and CMB except for the weapons grapple bonus that got added to the type of maneuver that the weapon can do. - For the Weapons I'm going to put them all at crit. 20/x2 and keep the three types of damage (so only B/P/S) and since I want to use Pathfinder weapons list I'm going to define the speed,defense bonus,armor pierce bonus and possibility to use at grapple range and graplle bonus on a case by case basis based on the example from the codex martialis rules. I'm thinking of testing the KO rules for Bludgeoning weapons but not with a Will save but with a Fortitude save (seem more realistic for me, you don't stay awake with Will only, a KO resist come from the bosy resistance to pain and lot of the time a KO come from when you brain is shaken in your skull so no willpower can save you from this;) ). No dynamic critical for now.
- For the Ranged weapon I will also use the Pathfinder list and add the readied bonus, prep time and AP based on the Codex Martialis example. I will try to use the missile weapon range modifier to AP table if I remember it...:p
- For the Mounted fight rules I'm going with the Pathfinder rules, more suited to my taste and quite complete already. - For the [u]Armors[/u] I will also use the list from Pathfinder and use only the first DR from the Codex Martialis (not the three typ of DR against diverse type of damage) and change the DR of armor according from the example in the Codex Martialis book (look like a general up to me;) ), I'm going to give the armors a bypass value also according to the Codex Martialis example and maybe use the rule that state that armor DR increase by 1 every 5 level. I also use the piece meal armor rule so I'll have to modify a lot of piece of armor as well and I think of using a bonus to the bypass value to complete armor set of the same type (value of +1) and look if it works... - For the Shields I will also use Pathfinder list of shields and modify them to match the example from Codex Martialis, and use all the shield rules from Codex Martialis. - For the Initiative I'm going to use two kind of initiative : a principal one and a melee one. The principal Init. will be the init. that are currently in use in the game as normal, each person will take action turn by turn based on their init rank etc.
- Now one of the tricky part : the Feats. There's about 2000 feats in Pathfinder and roughly 800 combat feat. Since I love diversity I don't want to restrain my players choice by banning some feat. For this I will have to temper a lot with the MP pool (see below) and modify them to use more MP or to add some Extra or Free dice (like the modified version of rapid shot in Codex Martialis). I'm going to do this on a case by case basis when I need to. But I will try to keep the modifications to the minimum possible. The Codex Martialis feats and Modified feats example will greatly help me to find how to modify the existing feats.
- The second tricky part is the Magic casting. I'm still torn with this... There's no problem with most of the casting rules, Pathfinder concentration rules are good, and for the dice pool there's no issue with all the spells that are not 1 standard action to cast. The issue here is these 1 standard action spells, which most of the attack spells are...
- Now to the Dice Pool the thing that I'm going to change the most of the Codex Martialis rules... Since the MP in the Codex is for used for a more realistic approach of combat and what I want is only the tactical improvement of combat without touching at the high fantasy high magic part I had to modify the Dice Pool rules a lot.
So that give me this table :
Extra Dices count in the maximum Dice Type you can have but Free dices does not count. So this mean that a human level 4 fighter will have 5 feat to choose, with 3 feat giving him each a dice in an attack and two feat giving him dices in Defense if we add his +4 Bab that would give him 4 dices it would give him 9 dices in his Dice Pool. Since he can only have 8 dice in his pool at the beginning of a combat he'll have to choose not to use one of his feat to get down to 8 dice in his pool. So at the beginning of the combat he choose not to use one of his attack feat that will give him 4 dices from BaB, 2 Attack dices and two Defense dices to use each round. But he cannot use these dices to make 6 attacks since his maximum dice type is 4, he can only make 4 attack per round, the other dices can be used for defense, movement etc. but not for attack purpose. An Attack dice can be used for direct attack or attack maneuver.
The dices given by BaB are multipurpose dice, you can choose to convert them in any type of dice you want as long as this don't make you use more than the allowed type of dice authorized by your level. Feat will never give you extra multipurpose dice, always a dice of one type and most of the time it will give you a specialized dice (Rapid Shot give you an Attack dice that you can only use for ranged attack.)
There are the things I have thought to adapt the Codex Martialis rules to Pathfinder, what do you think of this ? Is there something I'm missing ? A big flaw in my thought ? Do not hesitate to comment, these rules are still on test on my part, when I'll have some return on it after having played some sessions with them I will give feedback. Loengrin Ismelung.
Hello everybody, I was reading the "getting used of UM" thread and how the wizard was "awesome", and how if you put all the party in jail only the caster can do "something"...
And then I realized there's no such object in the books... Anti-magic handcuff or a special potion (think I read that in more than one book, some sort of tea, can't remember...) to suppress temporarily magical power would be awesome... Something the authority would use to imprison casters... I was wondering if any of you had idea about that ? :) Maybe some kind of material like adamantium that can "absorb" magic (giving RM) so you can put some in cells bar or in entire room ?
Hello, I'll try to make it simple... I'm currently GMing the RoRL campaign... My players wanted to know if, when this campaign end, they can play an "evil campaign"... And when they play evil, they play evil (not evil idiot, but evil nonetheless :p ), killing, betraying etc. I was wondering if anyone knows of an AP or any campaign that may suit this kind of play ? (Remember, they betray anyone, include themselves :D ) Or something vaguely akin that I can adapt ? Thanks, Loen.
While I was reading the forum I've just fallen on a thread where someone put a very interesting magic item as example : the mage hand, which is a mummified elf hand on a golden chain... Now, I know magic items comes in all sort of shape and material... Some are pretty mundane (a pearl, a sword etc.), but in this case the first things that came into my mind by reading the description of the item was :
Then other things come in mind : If I want to craft one do I get a discount if I cut and mummify an elf hand myself ? If I want to buy one of these can I found it in my usual "magic mart" ? Can I buy varied mummified parts from various humanoid races on the market ? Does some DM still take this kind of things in account ? I know I do, that's why my players will be very wary if they buy something like that and try to hide it... And I know that I won't let this kind of things be sold openly in a shop too... Is there others magic items like this ? I was just wondering...
Hey, I've read a lot of thread and after having read a thread on the magus board where someone was saying that assuming a character will always have exactly all magic items he need I was wondering : how do you give/receive magic items in your games ? How I do it as a DM : If it's a written campaign it's easy, my players found what the book said, regardless of their need.
If there is some specific magic objects they really want to find and not pay I usually make "special adventure" for this, some kind of side quest... But they are aware that those quests are usually difficult and that the demanded object will be in the hand of their ennemy and be used against them before they can have them for themself, so they usually don't ask for overpowered objects (well, they are VERY aware of that 'cause the one time they ask for a very powerfull weapon AND a very powerfull armor the BBEG have both of them on him and some of the party died, the one who wanted the armor cannot use it anymore...) So, what I wanted to say was that I am under the impression that a lot of players think that magic objects are a due and not a reward anymore... Am I the only one who feel that way ? |