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So.. I'm currently working on my own homebrew world.
Besides the normal races you have in most fantasy world (humans, elves, dwards .. ) i'm also working on my own races. Currently on one based heavily on aztec/mayan culture.
I have a ton of ideas for various parts of their culture but now idea where to start.

Does anyone have any tips or ideas how to organize that?

Thanks in advance,
Rasias


Azothath wrote:

There ALREADY is a spell failure system, such as casting from a scroll for a spell that you cannot normally cast due to level.

Failure to cast due to violent movement/concentration loss.
Failing at Use Magic Device.
Failing due to Spell Failure because of wearing armor.

so are you suggesting a spell failure / fumble system for spells you can currently cast?
If so - what is the balancing bonus for critical successes?

yes, i'm suggesting that. Overall i think magic is quite powerful, so from a balance point it's not a problem. But i think i'd need some crit success for the fun aspect. Still thinking about it.

Quote:


Are you familiar with Wild Magic?

No, I was not. Just looked it up, that might be something i could use.


Adamantine Dragon wrote:


But it also introduces the potential for total party wipes simply because a spell caster rolled a "1" at the worst possible time. Most people I know would not consider that "fun."

I agree with that. Maybe it just doesn't fit with d20, because systems lowering the chances of a fumble are tedious (chains of 1's, using other dice). What i would like to see, is a really, really low chance of actually fumbling when casting your regular spells (or none at all), but giving the opportunity to cast a stronger spell (using free metamagic, similar stuff) and having a higher risk, when doing that. This would involve some nice risk/reward strategy in spellcasting and i as a player would enjoy it.

Of course this is sort of a complete overhaul of spellcasting.. but i just want to collect some ideas.


Well, actually I'm talking about a fumble system, yes.
Saying fumbles are never a good idea.. well i personaly like them for non-magical combat and others do, too.


Hey there,
one of the big problems i have with d20 is the magic system. I'm missing the risk factor when casting. I feel like the only risk in casting a spell is.. not having it up at a later point. So.. why not a spell fumble system (how one would implement this is a whole new question).
What's the problem with spell fumble in d20?

I feel like magic should be something dangerous, that you try to control as well as possible, but it can also go horribly wrong. In d20 it's mostly just working.. or not.

Is anyone of you using some sort of spell fumble?
If not: Why is it a bad idea?


ciretose wrote:
Yes, and it should have a trapdoor that opens up when it is full and pulls everyone in it into a small room where a sweet grandmotherly lady walks up to each of them, slaps them hard across the face and says "Stop it!"

That would be pretty evil.


It's interesting how many people actually work on something like that. I'm also working on an E-6 like system, which is kind of far away from pathfinder (i'm trying to get rid of a lot of the raw boni, like +2 on attack roll) And i feel like 8th level is a good level to stop. It gives medium attack progression classes a second attack and gives high progression classes a good lead on to-hit (the secondary isn't linear so sth like +8/+5. Also I think the biggest problem about high level spellcasting is, that it rarely has a risk, which i'm trying to adress too (so some sort of spell failure, that grows non-linear: lower spells will almost always succeed, higher spells, so in my case 3 and 4th have a high chance if you do not take a long time to cast them)

anyway.. /dotted


Interesting Thread, I'm currently working on something similar.
I tried to categorize them into the Ability what makes each style unique.
I dropped White Raven, as i think it doesn't really fit into fighting style, it seems more like something you can do with every fighting style. Also I dropped Devoted Spirit, I think the Abilities for this style in Ultimate Combat didn't really define a style.
So what i came up with (still working on my rules, just a short overview, what the basis is):

Desert Wind: Movement related Benefits
Diamond Mind: Benefits that require Concentration and Preparation, mostly less strikes, but stronger
Iron Heart: Weapon usage benefits, pretty much as you described it
Setting Sun: Counter Benefits. You use the enemies strength against him.
Shadow Hand: Surprise and Stealth.
Stone Dragon: Pure Strength.
Tiger Claw: Ferocity and Ambush. Kinda based on one big attack.

also /dotted
I really like your ideas ;)


The World of Warcraft RPG Books had a ruleset for steam armor. (Book: More Might & Magic).
Don't know if you can get them anywhere for free, but they might be, what you're looking for. They try to balance the strength via misfunction mechanics, I doubt it's balanced (in general the WoW RPG rules are not that good) but they might have some neat ideas.


neat idea, dotted


I would not give ingame benefits for doing stuff in a wiki. Of course this promotes activity in your wiki, but if you have players, with little time to do extra stuff, they might feel disadvantaged(plus it doesn't mage any sense ingame). I personally wouldn't like the idea to get something like hero points or whatever for writing fluff, if i'd like to write some stuff, i'd do it, if not it wouldn't be that good anyway.
I would follow the idea of WPharolin..


"proper names (characters, deities, etc.)"(this could mean feats, not sure, maybe just use the descriptions (if it's enough) or write them a mail)


If i'm not mistaken you can use everything rule related.
Here's the License:
http://paizo.com/pathfinderRPG/prd/openGameLicense.html


I'm currently working on an Inquisitor-like class for my homebrew setting. Would be nice if you could share what you'll use for yourself?


Duckroll wrote:
If you use a Gnome Sorcerer it would have orc in its name and could count as a martial weapon for Half-orcs.

This actually made my day :D


I think the College of Winterhold is pretty easy to reward:
You get easy(maybe cheaper) access to powerful magic, which is for every spellcaster a great benefit.
The Thieves Guild is a little bit trickier. I would give them more of a political reward, like getting out of trouble and that sort of stuff (a little like in Oblivion). After all an important member of the thieves guild will have some benefits in that area.


I read Heavy Hitler, but nice concept


I get an error 404,
would be great if you fix that.


I have the feeling that the Vampires are too strong for a +2 CR, they seem to gain too much.


20/20/20 rule with only natural 20s is always lots of fun.. once our level 13 Barbarian was killed by the rusty dagger of a goblin :)


Sounds good. Did you plan on changing mechanics in any way, or just the fluff? Like, will Sorcerers be much stronger?


Dotted


Dotted.
Looks interesting


I always thought of a monkey griped large two-handed weapon is not that much bigger, but has more weight, like the Executioners sword ( or something like this) in some D&D book.


Mabe you could use some cooldown system or increased focus costs or sth like that


We once cursed an evil wizard( we beat him up, even though he was like 6 levels higher) so every time he said an vocal, he began to stutter.. our GM did'nt allow muting him.. but: no spellcasting for him either way.. ;)


Khalarak wrote:
A Man In Black wrote:
J.R. Farrington, Esq. wrote:
Any situation can be made impossible, designed to force something to fail.

I can hide behind bushes during the day.

I can sneak past a doorway without needing shadows/cover.

I can sneak past a dog with a building between us.

In the world I live in, there do not exist creatures who just detect everyone within X feet of themselves.

I am not very sneaky, but somehow I am sneakier than Jack B. Nimble. This is designed to fail in ways that should succeed in the world where you and I keep our dice.

Not to be overly snarky, but can you sneak past a dog when there aren't foul-smelling garbage cans, engine exhaust, and the pervasive smell of strangers who pass by on a daily basis to deliver mail, fix sewer lines, and play soccer in the street filling the air, when the dog isn't conditioned to ignore strange smells because his owner scolds him for barking at company when they arrive? My limited experience with guard dogs in the country is that they'll smell/hear you coming a loooong way off.

I *do* agree that there should be rules on how effective scent is when a creature is asleep, though. A dog awake is probably going to notice someone within range of their scent almost 100% of the time if they're used to being rewarded for guarding, but a dog asleep is another matter. It suffers from not being something players can actually use all that often, and therefore seems somehow less important to be fleshed out rules-wise, I suppose. :P

I have not read the hole text but to make it clear: even dogs can't smell while they are sleeping. If a dog spots someone while sleeping, it's because of noise.


Thanks for the quick fix, though these few ours were like years :D
but reading this awesome book was totaly worth waiting


The final countdown begins!


Rokku wrote:


I'm signed in at eastern standard time so 2pm would be EST+4 which is somewhere in the mid-atlantic. If I'm reading my time zones right the PDFs should become available for you at 16:00.

THanks, I didn't notice I can set a time zone in my account..


Can someone tell me what time zone this "2:00 PM" statement is..
I'm from Germany and I'd like to know when I can get my PDF ;)