Ramidreju

Sebecloki's page

7,450 posts (8,682 including aliases). No reviews. No lists. No wishlists. 34 aliases.


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Atlas2112 wrote:

Well that escalated quickly!

Tumbler is one of the nicest guys on these boards. For anyone to lose their poop at a polite reply like that is just inconceivable.

FWIW, as much as I feel bad that this opportunity blew up, it looks like we dodged a bullet in not sinking any more time and resources into what was always a losing proposition.

As always the question is "now what?"

At the very least I'll try and find a way to mark this as inactive. I owe you guys at least that much.

Mind you, my Muse won't be quite about a quick little adventure to at least do a think in this world. IF I have time, I'll write it out. That's not the most likely thing, tho, so in the near future either this game'll disappear or there'll be a gameplay post.

That's an extremely odd definition of polite and very self serving. It's inconceivable to me how thoroughly partisan every response is -- no nuance or appreciation at all for why I'm dissatisfied with anything. It's unfortunate you all need to resort to scatalogical language in simple communication -- it's deeply reflective of your lack of maturity. I've shut everything down. It's clear you have a noxious little clique that is intent on ganging up on me and doubling down without any restraint or attempt at being polite.

Don't ever contact me again in any forum or format -- I don't appreciate having my time wasted and being harassed. You are all amazingly rude, argumentative, and entitled, both in your disgusting prurient and sexist posts in character, and in out of game communication, and this was a complete waste of my time. I've never had a worse group for any activity, gaming or otherwise. No exaggeration, this is the worst group of players, by far, I've ever encountered in 30 years of rpg experience.

I'm personally offended in a way I've never been by an unsuccessful game. I've never had a group that upset me this much and was so deeply uninvolved, unappreciative, and unpleasant. I regret that I responded to this obnoxious derailment of my original plans that recruited a group of rude and uninvolved partisans who had no interest in Rifts at all. The setting deserves better players.


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Honestly, I'm taking 48 hrs to decide if I'm even continuing this. I'm tired of being antagonized and criticized running a free game I'm putting a lot of time into producing material for. I was actually about to buy the SWADE corebook and a few supplements on the GM day sale on rpgdrivethru, and read them over my upcoming break, but I'm not sure I wouldn't rather have a more appreciate audience for that effort.

EDIT: actually, I'm already clear -- I'm done with this -- GM tumbler hassling me is the last straw. I quit and am taking an extended break from this website. Chow.


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Don't criticize me if you want me to do something for you. You can just say you have a different style or whatever without being rude (and you did go over that line in what you wrote, you didn't just keep it to an issue of style). Arguing with and antagonizing me isn't going to force me to do stuff for you. If you'd like to make a sincere and clear apology I'll reconsider, but otherwise our interaction is over, and I don't want to discuss it any further.

You can also just ignore notices, it's not like they emit a siren or something. This really isn't my problem, and I resent you hassling me about it.


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Wrong John Silver wrote:
Sebecloki wrote:
I think a lot of pbp activity has moved to Discord servers.
Would that be expecting real-time play of a few hours at a time?

It can end up being like that, depending on the time zone of the participants. Some don't like it because there are more intermittent notifications and some realtime talk like a messenger, and that's more interaction than a forum play by post game.


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Noah.James wrote:

Sorry folks, this is a little too much confusion and conflict for me. I'm sorry that Cedrica was so hostile in her posts, and sorry that Sebeclocki felt the need to respond in kind.

I was here for fun pew pews and Road Warrior silliness, and some learning of the Savage World system, but that fun isn't materializing for me.

I wish everyone the best in their gaming.

Please remove me from the campaign when you get a chance.

You're not contributing at all so that's fine with me -- not "materializing fun" in your words for me either. I'm not spending my time changing any notification settings. That's your issue, not mine, to deal with. I won't comply with a request appended to a rude post like this.


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RIZZENMAGNUS wrote:
how the heck do you even find games on discord?

Discords for specific systems too


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I think a lot of pbp activity has moved to Discord servers.


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Zephira the Sylph wrote:

Guess who had too many drinks last night!?!

Thanks, guys. I'm all good.
Got another good job lined up.

Hooray!


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The ogre's about 30ft above you


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Everyone needs to decide if we're doing combat or not -- we need to roll initiative if anyone is going to take combat actions. Let's wait another day to see if anyone else wants to weigh in on the group course of action.


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Zephira the Sylph wrote:

"Hey. Wait a moment."

Zephira mumbles under her breath as she suddenly has an epiphany.

She lowers her bow and steps forward from the trees. She calls out to the mighty warrior.
"Hey! Are you Bruggh? The Bugbear king? The Big Bad Birthday Boy?"

The ogre turns and squints at Zephira and roars,

"Me un mah bruh aren't no stinkin' goblins or notin' like, ya hear thar, lit' missy thar? We iz the sons of Vaprak the migthy, like tha' old stories say, ya hear thar? Back in the ole' time the goblins were werkin for us, ya ken? And we werk um and werk um hard, and sometimes eat a few if we got a rummblin tummy and nothin' to eat then thar. And tha knew not to fight wit us but we'd show em' waht to, ya ken?"


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Okay so the story is Atlas2112 contacted me privately, and I gather several of you, and said he'd do sub/co DMing duties in order to play the Savage World conversion of Rifts. I said I'd do the story and maps if he did all the mechanics stuff and converted the material I need from my shelf of Palladium material -- which I also have no idea how to do.

I know almost nothing about this system -- I can't answer any rules questions or character creation questions. I'm just going to be typing the flavor text and asking Atlas2112 what gets rolled when to deal with a given action. I have 33 pages of single spaced notes for a palladium adventure, and most of that is description, so I'm pretty much ready to go whenever anyone gets their characters together.


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I'm going to give another 24hrs to post any other reactions and then I'm moving onto the forest and assuming everyone's there.


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Zephira the Sylph wrote:

Thank you for sharing. I've heard of Earthdawn, but quite unfamiliar with it. I'll definitely look it up.

I look forward to what you have in store for us regarding this campaign. I have a couple good Dungeon Mag adventures in mind for when it's my turn.

It's very much a product of the 1990s. The lore is some of the most amazing stuff ever. All the books are written as 'in-universe' publications of the Great Library of Throal. It's the prehistory of Shadowrun -- I know the IPs went different directions later, but that was intentional and clear in the early editions. Harlequin is an immortal elf from Earthdawn. The 'Great Enemy' are the Horrors. Atlantis is Great Thera. There's a lot of stuff like that.

It's a dice pool system called a step system where you have a specific number of dice to roll against a target -- sort of like savage worlds but much more complex. Like 2d4 would be 'step 4' because the average is 4. But step 6 might be 3d4. And imagine if there were like 30 steps with different dice combinations of d6, d8, d4 etc. against different target numbers. There's also a mechanic that's sort of like the PF wounds/vigor system for health. The magic system is tightly connected to the lore and involves weaving protective matricies around spells. It's very crunchy.


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I tend to be pretty private -- I don't do any social media. There's a limit to what I'd want to share on this kind of platform.

I've been playing rpgs since the 1990s when I was in middle school and I started with Earthdawn 1e when it was being published. I started DMing w/ Earthdawn, Palladium Fantasy 2e, and TSR-era AD&D.

I also work in healthcare -- we have very stringent rules about any kind of internet presence so I need to be careful about revealing any potentially identifying information that could connect me to my employer.


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I'll make up a hex map of the Duchy tomorrow with the significant sites pinned and link it through easyzoom.


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I live in NC -- I studied Classical Armenian in grad school


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I can read Armenian -- can confirm the signature is correct -- though the letter for the 'a' in fair wind is an 'e', but I guess it's trying to represent the sound of the diphthong with ai


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Algrim Ironheart wrote:

The dwarf nodded in agreement, ”If ye can’t be bringing a troll to the fire, ye best be bringing the fire to the troll.” He put his hands on his hips and unsuccessfully tried to look nonchalant.

[dice=Perception (to overhear conversation)]1d20+5

Algrim Ironheart: Perception:

Nothing


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I've been busy with holiday stuff, I'll update tonight


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Shawn Ashler wrote:

[dice=Know-Planes]1d20 +7

Shawn looks up and hears Algrim's question. He grins and stands giving a polite nod. "The lass is a Sylph Algrim. She has some ancestry with the plane of air. And she's quite attractive don't you think?"

"My given name is Shawn Ashler. I'm not sure about ancient tombs or such brimming with valuable treasures, but the inn here has some excellent food and drink. And we have a vacant seat right here beside me if you'd like?"

"As far as evil to be destroyed, I agree with Algrim. Some more coin is always a good thing. There's always a cost."

Shawn Ashler: Know Planes:

Sylphs are genie-kin descended from the union of mortal humanoids and creatures of elemental air. Sylphs usually look pale and delicate, but are often more resilient than they look. If they hide the swirling blue markings on their skin, sylphs can easily pass for humans. Other subtle signs of their elemental heritage include slight gusts of wind that follow them and become more pronounced as they experience passion or anger. The most exotic sylphs have hair that twists and coils like mist. Sylphs are most often the product of an union between a mortal and a djinni, or less commonly an invisible stalker or air mephit, or another sylph. Sylphs can also be born to human parents, as elemental heritage can skip generations.


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roll4initiative wrote:
Wait... You're not gonna have us start in a tavern!?! How dare you forgo a common old-school cliché! ;)

You are starting in a tavern! And it's completely cliche! Read the stuff I just posted friend!


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The Duchy of Mulcrow was a land of rolling hills, verdant forests, and sparkling rivers. It was ruled by a just and fair duke, who governed with the advice of a council of nobles and the counsel of his people.

The capital city of Mulcrow was a bustling metropolis, home to a diverse population of humans, elves, dwarves, and other races. It was a center of trade and culture, with grand markets, magnificent temples, and ornate palaces.

The countryside of the Duchy was dotted with small villages and hamlets, where farmers, herders, and craftsmen lived and worked. The people of Mulcrow were proud of their traditions and their way of life, and they worked hard to preserve them.

Despite its prosperity, the Duchy was not immune to the dangers of the outside world. It was bordered by treacherous mountains and plagued by occasional raids from bands of orcs and other monsters. But the people of Mulcrow were a hearty and courageous folk, and they stood united against their foes, defending their land with bravery and determination.

Overall, the Duchy of Mulcrow was a land of beauty, prosperity, and harmony, where people of all walks of life worked together to create a bright and thriving future.

The pastoral town of Griffondale sits nestled in a valley surrounded by rolling hills and verdant forests. With a population of just over 1,000 inhabitants, it is a tight-knit community of farmers, herders, craftsmen, and merchants.

The town is centered around a bustling market square, where vendors sell fresh produce, meats, cheeses, and handmade crafts. The smell of baking bread and roasting nuts fills the air, and the sounds of haggling and laughter echo off the walls of the nearby shops and homes.

At the heart of the market square stands the town hall, a grand stone building with a tall clock tower. It is here that the town council meets to discuss matters of importance and make decisions for the good of the community.

On the outskirts of town, the fields and pastures are dotted with small farms and homesteads, where families work to raise crops and livestock. The people of Griffondale are hardworking and self-sufficient, relying on their own resources and the bounty of the land to sustain them.

Despite its small size, Griffondale has a rich cultural life. There are several inns and taverns, where travelers and locals alike gather to share stories, music, and ale. The town also boasts a small theater, where traveling players and local actors perform plays and musicals.

In the center of town, a beautiful park boasts a gazebo and a sparkling fountain, where people come to relax and enjoy the fresh air. The park is a popular spot for picnics, games, and festivals, and it is here that the town celebrates its major holidays and events.

Overall, Griffondale is a peaceful and thriving community, where people work together to support one another and preserve their way of life. It is a place of beauty and simplicity, where the simple pleasures of life are valued above all else.

The Telltale Tavern sits on the outskirts of the bustling town of Griffondale, nestled in a quiet grove of trees. It is a popular destination for travelers, adventurers, and locals alike, known for its comfortable accommodations, hearty meals, and lively atmosphere.

As you approach the inn, you are greeted by the sight of a charming two-story building with a thatched roof and a sign depicting a winking cat. As you enter through the heavy wooden doors, the warmth of the fire and the savory smells of cooking fill the air.

The main common room of the tavern is a cozy space, filled with tables and chairs, a fireplace, and a well-stocked bar. The walls are adorned with tapestries, paintings, and weapons from all over the land, testament to the Tavern's reputation as a hub for storytelling and news.

As you make your way to the bar, you are greeted by the proprietor, a friendly halfling named Faegan. He greets you with a smile and asks what brings you to the Telltale Tavern.

As you take a seat at the bar, you peruse the menu and decide on a hearty stew and a tankard of ale. You watch as Faegan expertly prepares your meal and chat with him about the latest happenings in the city.

As the night wears on, the common room fills up with an eclectic mix of people, all seeking a warm meal and a comfortable bed. You listen to the tales of travelers and adventurers, sharing your own stories and making new friends.

As the fire in the fireplace dies down and the last patrons retire to their rooms, you retire to your own comfortable bed, content in the knowledge that you have found a true home away from home at the Telltale Tavern.


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roll4initiative wrote:

Ugh. Still undecided. It looks like we need a heavier arcane caster. I'm now considering a classic/vanilla elf wizard that was stuck in his tower for centuries and finally got out and soon discovered the massive array of adventurer classes.

I'll throw one together tonight.

yeah, honestly just play what you want, this isn't a super serious or tactical game, I just want to throw some dice and do some classic adventures. I'm also planning on a more OSR style of high danger combats, so everyone should be prepared to potentially die and or have to get resurrected.


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roll4initiative wrote:
Feats that give a hp bonus. Toughness, etc...

What about them -- you can also use those... this system will only give you a high total, not max.


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I've decided the first adventure we're doing is Rudwilla's Stew from 045 --it's supposed to be for 4-8 players of levels 1-2, totaling about 9 total levels. Of course, that's 2e, so it's not direct, but if we have 7-8, level 1, that's approximately what it was imagining.


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I was just going to do max, but I don't really care


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roll4initiative wrote:
Regarding the "Skills: everyone gets +2 per level", is this in addition to what they get for their class?

yes, another common house rule


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https://mammothisland.itch.io/elephant

Fixes feat taxes for martial classes--it's one of the more common homebrew houserules, there's even a herolab module for it.


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I got involved in a thread about converting old classics, and it made me think back to the early days of Dungeon magazine (like 2e era stuff).

I was thinking about doing a very casual campaign (just playing through modules, no big plot arcs and back story, etc.) doing a series of these old modules converted to PF1e. This style will make it possible to complete discrete modules and not worry about some huge over arching storyline.

The goal would be to be able to use monsters and NPC stats without a ton of adjustment beyond maybe increasing hp or adding in a few new abilities.

I want to be able to do 95+% of the conversion just using NPC stats from pfsrd20 and Nethys, so I don't want a bunch of gestalted pcs I have to really struggle to find/make npc opponents for, or who are using classes that don't have sample npc statblocks available.

I want to give enough little tweaks to make things fun without opening the floor up to powergaming craziness. My proposal would be the following:

Sources: Paizo (archives of Nethys) only with the following additional additional restrictions

Level: level 2
Attributes: 25pt. buy
Races: core and standard races (I'm not looking for super weird things)
Classes: limited to Core, Advanced Player's Guide, Advanced Class Guide, and Unchained Rouge (i.e.,. no vigilante, occult, or shifter)
Skills: everyone gets +2 per level. Background skills. Everyone gets skill unlocks. Unchained Rogue gets an additional rogue talent at 5th level, and an advanced talent at 10, 15th, and 20th level to compensate.
Feats: 1 per level w/ Elephant in the Room feat tax rules. Everyone gets Combat Stamina (Combat) for free. Fighters get an extra bonus feat to compensate.
Equipment: WBL
Traits: 2, 1 more with a drawback

Other notes:

You can make evil characters if they're cooperative

No modifications to animal companions or other pets, and no pregame crafting gimmicks (just don't make a crafting-focused character, I don't want to get into that)

I'm going to use the Unchained action economy for opponents -- you can use the normal one or the unchained one.

I'm going to use critical hit and fumble tables https://www.paperspencils.com/critical-hit-and-critical-fumble-charts-for-p athfinder/

You can use whatever gods you want for divine characters

You don't even need a back story beyond maybe a vague idea like 'elven prince on a rumspringga'. We're just going to start with everyone at the beginning of the first adventure and play through the modules. I'm not discouraging role playing, but this isn't going to be much more than playing through the modules, and mostly I want to keep a good pace, and it might be a sort of less than completely serious style. I'm starting off with the vague generic fantasy land concept that exists for most Dungeon modules -- I may homebrew some more later, but really we just need stats and we'll assume everyone's already in a party together and ready to go. Also, I'm intending a fairly deadly campaign, so be ready/willing to either make a new character or get resurrected.

I'm going to use a miro.com whiteboard for maps.

Post 1/day during week, more on the weekend is good, but not required. Let's just try to keep a consistent pace.

5-6 slots depending on submissions.

Let's see if we can get characters together by the 22nd


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Foundry has unbelievable modules for PF2e -- drag and drop compendia for almost everything to make characters and you can automate most of combat with clicks.

It is a graphics heavy system, especially with the automated stuff, and you can't really use it for mobile.

To use it for PbP, you really have to subscribe to one of the servers like Molten or Forge where the players can open the map when you're not on. Self hosting requires port-forwarding, and its a lot slower/higher lag. I subscribe to molten b/c of the performance improvements for live games for really big maps (like 200,000 pixel square stuff), but it'd also be necessary for any kind of PbP experience so the players could 'wake up' the map when they wanted to move their tokens.

I love Foundry and Arkenforge -- the latter you can't really use for PbP, it's strictly made for live play around a big touch screen or sharing a screen on discord. The players can't access the map outside of game time. They both let you basically build whole worlds within them. I've made stuff like miles of forest landscapes by combining 2,000 battlemaps as tiles in a huge field.


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I'm down to 2 players in a recently begun level up 5e campaign. I'd like to try to revive it with some new characters if they can be quickly generated.

The storyline is that a small town in a homebrew setting has been the victim of an abduction of a young woman by goblins. It seems they intend to sacrifice her to their dragon god. The party tracked the goblins to the forest and allied with a bugbear from a rival tribe. They fought some spider-snake cross breeds and a couple players quit. The current players are headed back to town to find some new allies before they head into the goblin territory proper.

The homebrew world is a setting ruled by dragon gods. The previous age was ruled by four empires of elves that worshipped the goblin gods, goblins that worshipped the elven gods, gnomes that worshipped the kobold gods, and kobolds that worshipped the gnome gods. This alteration was caused by magical rings around the planet. The last age ended in a great war that banished the gods and led to the rise of the draconic gods. Some populations of the races have returned to a more traditional good or evil outlook with the banishment of the gods. The heroes are in a hinterland region contested between a theocracy dedicated to four black dragon gods of undeath and sorcery, and merchant oligarcy devoted to Astabilor, the dragon god of greed.

Campaign Page

Build Rules

Sources: we're using A5e for races and classes. You can use feats, spells, and subclasses from any 5e source, as long as it hasn't already been replaced by an A5E version.

Attributes: Roll 6d6, take the 3 highest. You can roll 6 sets if you want. That or 27 pt. buy.
Alignment: Good or Neutral.
Races: Limited to A5E races.
Classes: 5st level A5E class. In addition to you A5E archetype, you can pick a free subclass from any 5e source for your class -- the 'extra' subclass should be 5e, not A5e, the point is not to give ever character an extra archetype, but rather a non-A5E subclass.
Feats/talents. Everyone starts with a feat. Can be from any 5e source, as long as it's not already present in A5E.

Posting will be 4-5 times a week, more on weekend if you want.

Other considerations:

I'm using Foundry for maps. I have fancy stuff set up -- maps that are 10,000+pixels with elaborate detail. It most likely won't work on mobile. You have to be willing to use this VTT.

This is a homebrew world -- players should feel comfortable keeping up and interacting with homebrew lore and setting assumptions that are different from Golarion.


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There's no hurry -- I won't have time to start this for at least a month, take your time, I've been on these boards for years, and I'll be around.

I also have at least several weeks of prep to do. I've managed to get Foundry running on Forge for what I want to do and tested it with a few players to make sure everything loads.

This will be a unique audio-visual experience -- I have maps of all the continents that are hex maps that are far larger than anything ever published. (I'm talking millions and millions of hexes, like 30,000 hex x 30,000 hex maps with tens of millions of hexes) and hundreds of named cities. There will be a map of the Great Duchy of Surea you'll use to navigate from town to town.

I also have city maps that are on a similar scale -- the map of Eboncross is 45,000 x 145,000 pixels and has 90,000 buildings -- you'll be able to move your tokens around street by street as you explore. The entire world will exist in an incredible degree of verisimilitude -- you'll literally be able to go anywhere in hundreds of thousands of square miles, sort of like Daggerfall or the LOTRO MMO.

This will however, take me several weeks to upload--I have to split the maps into dozens of pieces and upload them as tiles, but I'm confident the result will be jawdropping when I'm done.


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I recently came across these house rules: ADAPTING ROLEMASTER AND HARP CRITICAL TABLES TO CASTLES & CRUSADES for adding Rolemaster critical hits tables to Castles & Crusades. I'd imagine using the tables from the 1989 Weapons Law and Claw Law.

I think they could be adapted without much difficulty to PF1e by adding the evade and dodge combat actions from the C&C player's handbook, which is also free.

The way this changes the game is that combat suddenly has 1000's of possible critical hit possibilities -- including killing an opponent instantly.

There are similar rules for spells, though the charts would apply in fewer cases -- i .e., many spells don't have attack rolls.


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No rush, this is kind of a slow pace, and I can slot you in whenever.


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I'm still stuck in pathfinder mode and didn't consider subclasses start later.

Let's do level 5 instead and ill just pick some tougher monsters.

Take another four feats too.

I looked at the options, there's a minotaur option, dragonborn can be draconians, and I think you can make tinker gnomes and kender out of the gnome and halfling options. Elves and dwarves, half-elves, and all kinds of humans are covered too. Lizardmen can be bakali, though that's a weird choice for a character. There may be a couple more fluff concepts that are covered I haven't considered looking quickly at the A5E SRD.

There's also an option for a 'psychic' character from the upcoming scifi book for this system you can use for a mystic if you want: Voidrunners Codex Psion Playtest

There were some playtest materials released for the upcoming Dragonlance material Dragonlance 5e playtest material, but a lot of this, even perhaps all of it, isn't usable with the build and rules set we're using, and the time frame we're using -- i.e., no schools of high sorcery. It might be worth looking through.

I think, mechanically, a mystic can easily be a cleric or a psion. I'm not sure how to do the ambient elemental magic of wild sorcery -- probably sorcerer is better for arcane casters in this setting than a wizard. I'm allowing for the extra subclass to potentially permit access to some subsystems that might help model certain concepts, like this might be a option for ambient arcane magic: Elementalist


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Okay, I've had an opportunity to think about the A5E rule set and what I want to do, and this is the recruitment thread for that game.

First, what is A5E. It's basically a more complex version of 5e that's its own independent game that EN world published. It's similar to the relationship between 3.5 and Pathfinder. It's on a free SRD, which can be found at the following link: https://a5e.tools

Major changes:

-'race' consists of a background/profession, a culture, and an ethnicity. Races get additional powers as they level.
-classes have talents like rogue genius and legendary games classes. There's a PoW like maneuver system for martials.
-there are more terrain encounters for DMs to work with.
-the monsters have Dark Souls style 'not even my final form' conditions -- when you deplete their hit points by a certain amount, they go super nova and have new abilities, and when they die they may explode or something else nasty.

This game will start at 1st level since I'm still learning the rules, and the module I want to use is 1st level. I'll bump stuff up relatively quickly if we have a good pace. If people literally won't play if it's 1, we can start at 2-3.

The setting will be the Dragonlance Setting during the Age of Mortals. You can read about it here: Age of Mortals. The adventure will start in a small town on the edge of Onysablet's domain.

Major concepts:

Gods are gone -- 'clerics' are channels of primordial powers.
Ansalon is ruled by a group of chromatic super dragons.
Divine and arcane magic is now 'ambient magic': https://dragonlance.fandom.com/wiki/Wild_Sorcery,
https://dragonlance.fandom.com/wiki/Ambient_Magic

Build Rules

Sources: we're using A5e for races and classes. You can use feats, spells, and subclasses from any 5e source, as long as it hasn't already been replaced by an A5E version.

Attributes: Roll 6d6, take the 3 highest. You can roll 6 sets if you want. That or 27 pt. buy.
Alignment: Good or Neutral.
Races: Limited to A5E races.
Classes: 1st level A5E class. In addition to you A5E archetype, you can pick a free subclass from any 5e source for your class -- the 'extra' subclass should be 5e, not A5e, the point is not to give ever character an extra archetype, but rather a non-A5E subclass.
Feats/talents. Everyone starts with a feat. Can be from any 5e source, as long as it's not already present in A5E.

Posting will be 4-5 times a week, more on weekend if you want.

I will do battlemaps and other handouts by uploading viewable images -- I'll just make a jpg of a battlemap with the characters on it when we need it. I'll upload large area maps in a uguu.se/pomf.se style image hosting site, and provide up close images of the direct encounter area round by round. Here's an example: Battlemap Example


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@stroVal wrote:

Heres such a system I ve just found

Not so fond of the d30 roll...

downloading for my files!


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Has anyone else looked at this Website with free base rules.

It's a d20 JRPG sort of like FFd20 or PathFinal, but all the classes are completely modular -- you just pick talents or class feats every level, and there's no AC, just a reflex bonus and DR.

There's an airship combat system.

I spent the 3 bucks to get the master classes and extra monsters pdf.

There's a completely automated excel spreadsheet with the base classes and races.

Seems like kind of a nifty little d20 system. Thoughts?


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I'd be interested to see a homebrew of this too that had something really granular like Phoenix Command. I've heard the newest Hackmaster has a lot of conditions and additional combat actions like parries.

Snap Shot of Phoenix Command Hit Locations


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It is a really interesting system -- your 'race' is a combination of a profession, a culture, and an ethnicity/species -- so you could be something like a cobbler orc from a steppe culture, but make a completely different kind of orc with other selections. You also get a 'destiny' for your hero which is another level of customization.

I've read different reports about whether other subclasses are compatible with this rule set -- I'm not in principle oppose to using other subclasses, I just don't want to get into a long tangent about rules interactions or "what do I do about x, which is different from Core" -- if there's an issue, I'd rather just dispense with it and not use anything outside of A5E.

I'm looking at customizing monsters -- the A5E rules already have 'this isn't even my final form' rules like in Elden Ring where monsters do new stuff when they're depleted a certain amount in hp. There's also a neat supplement that adds more of these kinds of abilities. There are also some neat 3pp. supplements that add 'talents' to the monsters, so they have unique abilities beyond what you'd expect from the base MM entry.


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So, what is 'A5e'? Answer: it's a revision of DnD 5e put out by EN World that adds some additional complexity and customization to 5e. It has a very nice online SRD with the relevant information, which can be accessed by clicking here: Level Up: Advanced 5th Edition.

I'm interested in learning this system by DMing a game -- I need some patience because this is the first time I will run this, but it looks pretty similar to other d20 games to me, so I shouldn't have that much difficulty getting the hang of it.

I'm interested in running homebrew using some modified pre-made stuff. This is the adventure I'd imagine using: The Burning Goblins. I'll add some more material and encounters to flesh it out.

Some additional considerations:

-This would not be a 5e campaign, but rather a A5E campaign. The new rules are not optional, and players won't be able to just use a core 5e character for this. Players would have to use the races and classes from A5E, along with all the other new rules -- no substitutions or exceptions to avoid A5E.

-I would add in some additional 3pp. material like new monsters, subclasses, feats, 'talents' (basically 1/2 feats), and some version of a 5e Magic of Incarnum conversion.

If there's enough interest I'll put together a formal recruitment thread.


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Just to give you a little sense of how strange this planet is, here's a map of some sections: Partial World Map: there are chunks of sea/continent floating in void; this whole globule of connecting sections of sea/island rings a barren sphere with seas of sand.


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Qyntessential wrote:

My Warlord is coming along nicely as well! Pretty much just have to settle some numbers down and write the backstory. I might have to finish it Saturday since I'm going out with my friends tomorrow night, but yeah.

** spoiler omitted **

I hope that's an okay concept? I won't lie, I was going for something way, way sillier, but I feel like that's a good...

I like it!


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Greetings fellow Pathfinders,

This is a recruitment for several players who want to do a high RP PF1e fantasy-horror Isekai campaign. The frame story is that all the players will be humans from this year, on Earth, who are transplanted into bodies on another planet. The story begins when you wake up in bodies on another planet. You know nothing, but will be able to speak the native language from the outset.

Isekai is a genre of Japanese literature that began with a fairy tale about a fisherman who spent time in an underwater realm, but basically refers to a 'fish out of water' or 'stranger in a strange land' kind of narrative. To read more, here's the wiki entry: Isekai (Wikipedia).

The setting and narrative will be inspired by frontier and horror stories like Robert E Howard's Beyond the Black River, Ridley Scott's Prometheus and the Alien Series, and the classic fantasy RPG Earthdawn, as well as the Void Series of Peter F Hamilton and the Land Fit for Heroes series of Richard K Morgan. The setting will be a complex homebrew setting I'll slowly unveil as you explore.

There will be an initial dilemma of sorts, but this will be a very open-ended, sandbox kind of story, and all the players will have to actively investigate, move around, keep 'pushing' and moving the narrative forward. This is going to be basically the opposite of an AP where there's a clear assumed narrative.

In terms of build rules, this is going to be the opposite of almost every game I've run on here -- there's going to be a small selection of races and classes, and a generally average/low over-all power level.

Build Rules

Attributes: 25 pt. buy.

Alignment: any, but you need to play nicely if you're evil.

Races: these are the options (if it isn't listed here you can't pick it):

Humans
Kobolds
Half-Elves
Grey Elves
Drow (I only want 1 of these in the party at most, there's no way I'll pick more than one Drow submission)
Dwarf
Halfling
Svirneblin (again, only 1 of these)

Adamant Entertainment Races
Otterling
Ratels (Badger Folk)

Classes: the following is the list you have to pick from (if it's not listed here, you can't pick it; no if ands or buts, no substitutions or modifications of any sort):

Akashic Classes
Legendary Classes
Path of War
Psionic Classes
Samurai Sheepdog Classes
Kobold Press Classes
Spellburst Savant
Strange Magic

If you have a divine caster, the list of available gods are the Egyptian pantheon: Egyptian Mythos Gods

Level: 6th, single class. VMC and Multiclass Archetypes allowed. You can also have the abilities from the 'special' table of a second class (i.e., no spellcasting), only the stuff in the column labeled 'special'.

Skills: background skills, and all classes get +2 skill points per level.

Feats: 1 feat per level and using the following feat tax rules: Elephant in the Room feat tax rules (pdf revision).

Health: Roll hp; if you get less than half, take half.

Traits: 2, 1 more with a drawback.

Wealth: by level. Guns Everywhere tech level for any classes that use guns.

Other sources: you can use 3pp. spells, feats, equipment from pfsrd20, the library of metzofitz, and the dreamscarred press wiki. However, we're not using the spheres system in this game, so you can't take any feat etc. that would give you spheres abilities.

No pregame crafting.

Note: no other options, no substitutions, no 'can I treat this like this, or change this for that', no consideration of any other options -- don't ask for other classes, races, etc. -- these are the only options.

Additional considerations: it will be helpful to think of this game as a halfway point between an isometric RPG like Baldur's Gate or an MMO and a text-based RPG. There is going to be a really heavy focus on elaborate maps you have to navigate through. The entire game is going to be played on maps I upload to Astral VTT (everyone will need a free account). I will simply extend the map on each side as you explore, but you're never going to be 'off' a map. If you walk a mile, I'll extend the map tile-by-tile for a mile whichever direction you're going with geomorphs. You'll have to constantly interact with a map the entire time you're playing and move your token around on the board like you were playing a videogame. You should only apply if that sounds positively appealing to you as a playstyle -- not something you're simply willing to put up with or ambivalent about. I don't want to entertain any reservations or lack of enthusiasm about this approach in any way, shape, or form -- only apply if you're a big fan of elaborate maps and map making and are excited about that being a big focus of the game.

Post: once a day during work week, and additional on the weekend if you want to.


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https://dinglesgames.com/tools/pathfinder-encounter-generator
http://www.monsteradvancer.com

I use one to advance creatures by HD to like x10 there normal amount and increase size category, and a combination of the 2 to add templates and increase stats and number of attacks. Between the two, you can quickly pump out a lot of stat blocks.


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Lapyd wrote:

You guys weren't kidding when you said overpowered!

I like how you chose FR as the basis for lore! Big fan of Drizzt Do'Urden here, like many other people in the forums I assume :)

Are the godling classes allowed? I know you said all third party, but just thought I'd ask.

Also, you mention mythic - but does it mean mythic tiers as well? Should we think about it on the characters?

Do the race have to be a high race-point one? I mean, everything else is already so "beyonder" that I wondered if it'd be okay to play at least a less powered race. Still debating though.

What are the limits (up and down) for the attributes?

Thanks for running this, Seb! I hope it's okay for a newbie on the forums (but very used to PF1 - usually on the GM seat) to apply.

godling is fine

I mentioned 'everything BUT mythic' -- so no mythic, but everything else basically for power level. Honestly, with the overpowered feats I don't think it will be an appreciable difference -- this is like level 72 characters basically.

For monsters, you're going to be fighting stuff like colossal half red/half blue 18 headed dire/fiendish/advanced greater basiliks with multiple tails and arms.

I'm not decided on race yet -- I want to get a better sense of what people want to play -- sometimes I run where you get all racial feats for free that you qualify for, but that only works for a more limited range of races. I'm also open to giving some extra RP points or templates.

I was imagining you could have basically up to 60 -- that's as high as the generators I use for stuff go, and I don't want characters to be like double that probably.


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***This is going to be a long recruitment -- at least 3-4 weeks -- both because of the complexity of builds and because I need to finish my nursing school semester (done early May) before I'll have time to put all the material together.***

This is a recruitment for one of the games proposed in This thread. The prompt I am working from is as follows:

Quote:

Please Lore Hold Much like the above ‘game world’, this is a pretty broad idea. In fact, this could easily be combined with one or more of the above, as the main concept is to play in a lore *heavy* game in one of the various established settings: Forgotten Realms/Faerun, Golarion, Eberron, or Ravenloft would be my primary choices. Followed by Sigil/Planescape(if chosen, this doesn’t *have* to involve planes hopping like the actual planar game), Greyhawk/Oreth or Dark Sun/Athas.

I want to be able to dive deep into the lore and history of the setting, interact with famous(though not necessarily powerful) NPCs, quest in legendary locations, etc.

This is a concept for a Forgotten Realms campaign in a distant age of the Realms -- instead of the modern period, the campaign takes place during the time of Elminster's Youth in the Kingdom of Athalantar. This period is also contemporary with the golden age of Myth Drannor. The elves are still powerful but are beginning to be encroached by the humans, the human civilization exists in the shadow of the fall of Netheril and is much more limited than in the modern era of the 2e/3e box sets. The players will be great heroes of the era who will escort/teach/advise/guide the young Elminster, who will be much lower level than they are at this point in time.

There is a great dragon magazine article that gives more information on this time period and context: Dragon Magazine 228.

The build rules would basically be everything and the kitchen sink except for mythic PF1e:

Basic concept for build rules: (I'll update this and place the final version on the campaign page when all additional questions have been resolved).

Ability scores: straight 18s, move the points up and down on a 1-1 basis as you choose -- i.e., move one up to 19, another down to 17, etc.

Classes:
Quadralt (4 classes), level 18.
All 3pp. allowed.
Legendary games or Samurai S-series or Rogue Genius Talented-X series of classes will replace all the base Paizo classes. This isn't a technological setting, so any tech based class will have to have a story to explain that -- a character from the Spelljammer setting crashed on Faerun, for example.

Races: 41rp and/or some kind of template allowance.

Skills: all classes get + 2 skills per level

Health -- maximum or double maximum, I need to see where the totals come out before deciding.

Feats:
1 per level
Stamina and combat tricks and skill unlock feats for free
Elephant in the playground feat tax rules (pdf)
We can use some of the rogue genius ridiculous overpowered feats, but I don't want to give a blanket approval -- we'll have to remove a few like the one that lets you always go first in combat no matter what.

Equipment: 1 million gp. Pregame crafting fine.

Traits: 2 and another with a drawback. You can refluff Paizo stuff.

Additional: hero points, artesia, and some kind of abp/oath system

That's all I can think of for now -- the kind of character you should be thinking of is an archmage, like a rebel mage lord of Athalantar, a Elven prince, a high priest of Mystra, or some other significant figure. These are going to be some of the most powerful heroes of the age. Evil characters aren't going to be great for this campaign concept.

The campaign would consist of high level exploits around Athalantar -- Netherese ruins, as well as battles with the mage lords.

This is going to be a lore-heavy game; the point is the 'ooo' factor of, for example, encountering the early form of the Harpers in Myth Drannor, visiting Myth Drannor at its height, and hanging out with a young Elminster and Mystra in a human guise. To really appreciate this game, you need to be kind of a realms-head, or be willing to do a lot of reading before starting. This isn't going to be the 5e realms where there's nothing outside the Sword Coast and not much detail -- I'm going to be digging deep into the lore in the posts and campaign presentation.

I like to do a lot of stuff with maps and handouts and prefer Astral VTT because I have a lot of stuff uploaded to it and know how to use it. I may try to use a lot of isomorphic maps for this. Anyway, you should be comfortable learning how to use a VTT (it's not hard) for the battlemaps.


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I've seen several proposals for multi-DM/DM trade/DM-less etc. projects, so here's another -- what if we re-did the original AP as a sandbox (this would involve rewriting the statblocks for many/maybe even most encounters), and split it among DMs by site -- for example one DM might be in charge of Foxglove manor, another Thistletop, another the Catacombs of Wrath, as well as specific NPCS -- or we could split it up by more general zone -- one person's in charge of Sandpoint, another Fort Rannick, another Magnimar, etc.

Condensation in Action: Rise of the Runelords Edition!

For something even more ambitious, we could even combine Rise, Crimson Throne, and Shattered Star into one mega sandbox/campaign zone.

What this wouldn't be:

We're not just splitting the books up and running them in order, the idea is to make it less linear, and it will require some reworking of stat blocks and encounters. The idea would be to make the whole AP sandbox run in the 'sweet spot' where the game works the best (we could talk about what levels that was). If you want to just run the books in order, that's totally not what I'm proposing -- someone else can organize that if that's their desire.

No one can play that doesn't want to run an area -- this isn't just a recruitment for players for the AP 'out of the box'; don't apply if you're not willing to do that.

We'd have to agree on build rules and other such things, but it might be an interesting experiment.


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This would take me some time to put together, but I'm thinking of reviving a highly unusual world concept I had from my first PbP game -- in short, it takes the major ideas from Alderac Games' Warlords of the Accordlands and moves it underwater, along with some other permutations.

Here are the major ideas

Underwater Ice world -- most of the world is fairly frigid -- about half (the upper 1/2 of each hemisphere, and then a central, temperate and tropical zone). This would include weird stuff like penguin, walrus people races. Almost the entire planet is aquatic except for some islands, and some desert continents that have no more than hunter gatherer, stone-age level tech in scattered regions, and not much.

Weird magic -- principally music based Strange Magic -- i.e. Composition Magic, but also cartomancy and ethermagic playing an important role.

A World of Music: -- the principle gods are all associated with musical instruments, the conception of time is similar to the movements of a symphony or the acts of an opera, the different pantheons of gods are divine orchestras with different conductors, one of the evil gods is a music critic, etc.

Weird Tech: parts of the setting would almost be a scifi/anime setting -- gundam bots underwater, pew pew pew las guns, submarines and hovercraft, domed arcologies, etc. Other parts are more traditional fantasy.

Rules: I put "PF1e" in the rules categorization because it's going to be almost like playing PF without the Core -- I want to use a combination of FFd20 classes, Legendary games classes, Talented-X classes, Spheres, Path of War, Little Red Goblin (principally the gonzo classes), Strange Magic, Akasha, and Psionics -- I'm not really interested in base class builds. Probably some kind of subjob or gestalt thing. Not thinking about base wizards.

Probably some other subsystems like oaths (spheres) artesia, elephant feat tax, skill unlocks, background skills, more skill points, orisons for 3/4 casters, a few other things. Maybe mythic.

The rules will probably allow for a decent amount of power, but I'm principally interested in WEIRD builds and character ideas.

Probably 8th-12th level.

Cerulean Seas and spheres of origin for races (and maybe prestige classes). That would mean stuff like mermen, underwater drow, catfish people, sea urchin people, selkies, penguin people, elves with ice exoskeletons, octopus people, frog people etc.

Campaign Concept: The principle story arc is that there is an enigmatic conspiracy that refer to themselves as the 'Wise Ones' who are set on some kind of fell design. The first scenario takes place in an underwater keep in which the peace delegation is occurring to end a long-standing war.

Fair warning -- Cerulean Seas has additional rules for 3d underwater combat, because of course you move in additional directions underwater. It's pretty complicated.

I'd be especially interested if someone wanted to help run a recruitment and answer all the rules questions -- I hate doing that.

Also, this is going to be super bizarre -- stuff like major religions based around musical theories and sub and hyper sonic languages and holy books that consist of musical pieces or plays. The most ordinary kinds of monsters are going to be mutant dinosaurs -- almost everything else will be a lot weirder underwater stuff. Campaign will probably have stuff like time travel and excursions to really weird outer planes (like stuff from Numenera, not the regular Great Wheel).

Organized Play Characters



Liberty's Edge Dolgrim & Mr. Peepers

male dwarf druid/1 (7 posts)

Scarab Sages Miwana Snusnu M'Butuk
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Sovereign Court Viscountess Delilah
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Lantern Lodge Finfuriel Gant
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The Exchange Futomaki & Gyoza
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Silver Crusade Dar & Myconid Jaxon
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Dark Archive Ayn Rand
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The Exchange Sulmavate & Sssss
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Sczarni Doctor Grok
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Silver Crusade Mazinua Manslayer
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Scarab Sages Davus of Martel
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Liberty's Edge Ms Gnom De Plume
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Sovereign Court Kojuro no Akari
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Sovereign Court Mr. Darcy & Shai-Hulud
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Silver Crusade Vehk Giantkin
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Dark Archive Gerta Ologsdottir
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Dark Archive Mao Xiong, aka Bear
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Dusanu
Dark Archive Purrrat Snowmane
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The Exchange I Tjokputra
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Grand Lodge Melisandre.
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The Exchange Morngrym, Core
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The Exchange Melodious Funk, Core
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Forgotten Pharaoh Cultist
Scarab Sages Scrotius & La Voir Dire
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Sovereign Court Princess Shillelagh
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Lucretia Daellum Adella
Dark Archive Dortujla & Slurm
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Grand Lodge Eadric the Wild
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The Concordance Core holder 29
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The Exchange !Kunat of Jaha
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Silver Crusade Muhandim and Eashiq
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The Exchange Moander, Theologian of Sivanah
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Alviana Shadowsworn
Sovereign Court Rugaru/Triana Orpheus
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The Exchange Nerrivik & Alo-Olik
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The Mad Priest
The Exchange Sojobo Taicho
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Silver Crusade Buxtehude & Boxie
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Sovereign Court Ubbo-Sathla of Baakai
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Silver Crusade Sir Klooj, the Parasol Knight
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The Concordance Omwa Ntisi & manfred
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Grand Lodge Minkaian Court Scribe
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Grand Lodge Untouchable in Burqa
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Acquisitives Ikpneumon
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Wayfinders Chrysthal-Azurthal
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Acquisitives BDSM Mk1 Aloysius
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Exo-Guardians Rabbi L'Chaim of Arniselle
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Acquisitives Jchk of Membrane
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Acquisitives Murlins Gherkin
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Second Seekers (Ehu Hadif) !K'lm of Gekken
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Second Seekers (Ehu Hadif) Dr. Cinereus of the Grays
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Acquisitives Angruboda
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Second Seekers (Ehu Hadif) Nioth-Korghai of Aucturn
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Second Seekers (Ehu Hadif) Gorgofoni of the Fallen Hand
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Second Seekers (Ehu Hadif) Heliotrope
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Manifold Host Basira of Istamak
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Dataphiles Peep Space
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Exo-Guardians Android Soldier
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Ranger Ranger Deck - Harsk

Horizon Hunters Onan the Barbarian
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Radiant Oath Princess Shillelagh of Andoran
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Vigilant Seal Thulsa of Holomog
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Radiant Oath Fimbultoes & Aurvandil
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Radiant Oath Rbhu of Radripal
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Horizon Hunters Kandake Amanirena
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Verdant Wheel Ajante, Terroir of Niswan
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Grand Archive Futomaki and Gyoza
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Horizon Hunters Sgt. Purdie Longbottom
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Vigilant Seal Thogduk
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Envoy's Alliance Tuiren-Sigrundottir
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Horizon Hunters Chevalier d'Eon & M'Butu
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Horizon Hunters Hazi of Apsu
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Grand Archive DyzNuk-1
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Verdant Wheel Inari Zenko
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Radiant Oath Fu Shojer
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Envoy's Alliance Amina Osanobua
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Horizon Hunters Mashaag of Lamasara
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Horizon Hunters Shiranui of Uzunjati
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Envoy's Alliance Dorje Phagmo
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Radiant Oath Umak the Putrid
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Envoy's Alliance Myco-Jaxon
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Vigilant Seal Anfu of Svallmundr
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Verdant Wheel Himbo T Baggins
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Horizon Hunters Olenvachi Poppet
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Grand Archive Sir Dront of Graidmere
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Shel Lupescu
Grand Lodge Buffy & Giles
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Alias


Orc
Sczarni Dr. Grok, barbarian scientist
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