The Innkeeper nods in agreement, and accepts a Gold each per night for the rooms. Beyond the Merchant you aided outside becoming more and more despondent as his coffers are emptied by the Red Robed Man, and the continued glances from the Massive Armored Half-Orc, nothing else of note happens.
At the agreed upon time, you all gather in the rooms Rasp has procured for you. The Keep houses four towers, and each tower has been turned into housing, with numerous rooms both spacious and cramped. You all have been given a spacious common room, with small bedchambers leading off of it, high in the Western Tower. It is comfortably furnished, though not flamboyant, with the basic necessities you would need.
A knock comes upon the door, followed by three figures entering the room. The first is a tall, lean but well built Half-Elven woman, with tanned dusky skin and almond eyes. Her hair is long and loose, and her clothing simple but functional. She wears leather armor, and carries a scimitar and shield. What few ornaments she carries all take the form of tokens to nature, such as a silver oak leaf clasp for her cloak.
The second figure is a man, tall and muscled, with a thick black beard and mustache adorning a sharply narrow face. He constantly glances about, seemingly nervous, and never strays far from the woman's side. He carries himself proudly despite the nervousness, and his skin tone and features, as well as the manner of his clothing, would seem to mark him as a man from Amn, or perhaps even further south. He wears scale mail, and bears a sword and shield.
The last figure too is a man, a familiar one at that. The Innkeeper steps inside, his imposing physique now wrapped in fine Plate Mail, and a large Greatsword unsheathed and at the ready. Where before his handsome features where pleasant and welcoming, now his bears a determined, even harsh manner, and stares at each of you with violence in his eyes. As he steps in, he blocks the doorway out and locks it behind him, facing each of you in turn.
Jaheira, Khalid, these are the ones that have been looking for you. It seemed prudent to gather them all in one place...
He turns to you.
Excuse the harshness of our visit, but I do not know you, and know not what you have planned. Know now that I will brook no violence in my house, and that Jaheira and Khalid are dear friends of mine. If you wish violence or ill will upon them, I shall return the threat in kind. Now, they agreed to at least hear you out before I interrogated you, so thank Tymora for that small favor. Speak now, and quickly, and I shall judge you by your words.
All three stand there expectantly, waiting to hear your tale.
Thanks for stopping by! My friends have recently been complaining of the complexity of the Pathfinder System, and seeking to move on to the next best thing as it were. However, I am still in love with Pathfinder. I love everything about it! However, I also love gaming with my friends. In an attempt to convert them, and to streamline the game in a more desirable fashion for them, I present to you Pathfinder Saga Edition!
This is a work in progress, of which I dearly hope for the Communities input. I would love for this to one day become a publishable game, as I have long desired to open my own company, but we shall see. In the meantime, my goal is to merge elements of Star Wars Saga Edition, Pathfinder, and other systems to create a more streamlined game that retains the feel and complexity of Pathfinder, but fixes some of the imbalances while still providing a fresh breath of air to those burnt out on standard D20 systems. With that being said, I present my very, very, very as in I just wrote this 5 minutes ago after working all day and being exhausted with no form of game design skill whatsoever rough draft! Please give advice and opinions on each little blurb, and as I update the document, I will update this thread, and hopefully together as a community we can make something new and great!
Rough Rough ROUGH Draft, please don't break me to badly:
PATHFINDER MEETS SAGA: HOMEBREW EDITION
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This document aims to be a combination of the Pathfinder and Star Wars Saga edition rules, taking the complexity and spirit of the Pathfinder RPG rule set and combining it with the streamlined format of Star Wars Saga Edition. The eventual goal would be a whole new Fantasy RPG, complete with a Campaign Setting to support it, as well as a Core Rulebook. This work is purely for recreational and personal use, though the goal of the Author is to someday legitimize it and turn it into a full fledged published Game System, under the business entity known as Grey Citadel Gaming.
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Problems inherent in Pathfinder that need to be fixed are as follows;
-Martial/Caster Disparity- In essence, at higher levels Casters control the game, with Martials existing purely for the purpose of proving HP damage, with few or limited tricks. The goal of this revision of the system is not to limit Casters, but instead shrink the gap between the two, and ideally do away with it completely, if at all possible. However, with that being said, the author realizes that Magic contains world changing abilities that no mundane martial can hope to replicate. Too that end, I propose that instead of taking away those powers, Martials be given mastery over combat and physical abilities, and Magic become more subtle, with fewer direct battle spells, focusing more on battlefield control, buffing, and debuffing rather than actual damage to the foe.
-Speed of Combat-In Pathfinder, Combat can take a long time. Indeed, at higher levels it is not uncommon for the average combat round, which is supposed to represent 6 seconds of time, to actually take 30 or more minutes to complete! The goal of this revision would be to shorten the rounds by reducing the amount of actions each combatant can take, while not losing any of the combatants impact upon the battle. To that end, Iterative Attacks will be replaced by a scaling plus to Weapon Damage(Including Natural and Unarmed Attacks), as well as a plus to Weapon Attack Rolls. The goal is to only have 1 attack each round to roll, but for the Damage to be higher, thus lowering the amount of time it takes to resolve your turn without lowering your Damage Output. Actions would
also be split into Standard/Move/Quick, with Quick Actions having two sub categories(Swift, and Immediate). Again, the design goal is to retain options but increase fluidity of Combat.
-Feat Tax-In the current Pathfinder Game, some Feats are viewed as necessary evils, options chosen purely for the need to have them in some shape or form. Some, such as Point Blank Shot, are chosen as perquisite Feats, to access better Feats down the road. Others, such as Power Attack, are options that are so good, they must be utilized in order to stay relevant. And finally, we have Feats such as Natural Spell that are requirements to fully access a Class Feature, without which the before mentioned class would never go without. Pathfinder Saga Edition aims to replace all Feat Taxes with viable, balanced options by doing 1 of 3 things.
-Option 1-Prerequisite Feats such as Point Blank Shot will be rolled into other feats, or made into Mechanics of the Game that never need to be chosen separately to work. For example, Point Blank Shot would cease to exist. Instead, any Ranged Attack, including spells that require Attack Rolls, made within 30 Feet would receive a +1 to Hit and Damage.
-Option 2-Feats that are too good, and indeed almost necessary, would be again replaced or baked into the system. For example, Power Attack, Piranha Strike, Weapon Finesse, Dervish Dance, Deadly Aim, and Combat Expertise are all examples of Feats that certain Builds must take to be relevant. Feats such as these will be made into Combat Options, such as all Characters who make a Melee Attack can choose to Power Attack, taking a scaling -X to hit to receive a +X to Damage. Any Finessable Weapon automatically uses Dexterity to determine To Hit and Damage, and much like Power Attacking Strength based characters, can choose to Precisely Strike for a scaling -X to hit to receive a +X to damage. In addition, all Characters can choose to receive a scaling -X on all Attack Rolls that round in order to receive a +X to Armor Class(Or Reflex Defense).
-Spells-Pathfinder, and indeed all prior editions of a D20 based DnD game, have had numerous spells throughout their existence. Some, such as Magic Missile and Fireball, have become iconic attack spells that no self respecting Wizard would go without. Others, such as Teleport and the numerous Divination based spells, change the game on a fundamental level, completely changing the options open to the Characters, and opening up the world to reality changing possibilities. However, this power comes with great risk, risks such as;
-Unbalancing the Game-
-Taking other Character's Role-
-Trivializing Encounters-
-Making essential parts of the game no longer relevant-
Pathfinder Saga Edition aims to both reduce the overall spell bloat inherent in the system, restore Magic to its mysterious nature, and promote balance by the following;
-Reduce the number of Spells in the Game-
-Continue Vancian Casting, but with Skill Rolls playing a part in the Casting-
-Cut out some spells, such as Teleport, that completely nullify large aspects of the game-
-Reduce Magic's impact upon class's such as the Fighter and Rogue, whom in Pathfinder and previous editions could be entirely replaced through magical means-
Again, the aim is not to "nerf" Casters, but to bring them more in line with the power of the other classes, while still adding a new element into the game that does not diminish Magic.
-Class Imbalance-Though wildly speculative in nature, and indeed ever changing depending upon whom is asked, there is a perceived Class Imbalance in the system, both through Class's witch have had their Primary Roles replaced, or Class's that have only limited viability in certain situations, thus lowering the Player's involvement in the game at hand. Pathfinder Saga Edition seeks to change that by;
-Introducing New Mechanics-Some Class's, such as the Fighter and Rogue, will receive all new mechanics to boost their Combat Potential, as well as new Out of Combat Abilities to help with the perceived imbalances in the Class.
-Redefining Existing Mechanics-Some Class's are defined by their Class Features, such as a Druid's Wildshape, or a Rogue's Trapfinding. Pathfinder Sage Edition aims to revamp and improve upon these features by adding new options, or modifying existing features to bring them more into line.
-Ability Score's and Bonuses-Pathfinder has a large list of stackable bonuses, as well as 6 Primary Attributes. However, through different options inherent in the game, these Bonuses can grow to staggering amounts, raising Ability Scores into ridiculous numbers, creating nigh unstoppable Characters that are both disruptive and imbalanced. Magic Items, Spells, High Point Buy combined with Racial Modifiers, whatever the reason Pathfinder Saga Edition aims to lower the amount of bonuses in the system. By doing so, I hope to achieve;
-Ability Score Significance-In the current game, Ability Scores are always boosted through Magic and Race to be as high as possible, to in turn make the Character as powerful as possible. Under Pathfinder Saga Edition, the different bonuses one could stack onto an Attribute would be lowered, reducing total bonuses and making those high Attributes much more special, as well as meaningful. It will be one thing for an Orc Warrior to have a Strength of 18, but when the Characters encounter an Ancient Dragon with a Strength of 30, it will truly seem powerful and beyond the normal scope of what is achievable, hopefully reclaiming the epic feel of the Creature.
-System Mastery-By lowering the total bonuses available, as well as the heights to which Attributes can be raised, Pathfinder Saga Edition would aim to have less math for the Player to worry about. Less Bonuses to add, or Penalties to subtract, can lead to less confusion and mistakes, making the System easier for both Veterans and New Players alike. The gap between a Player with full System Mastery, and one whom is completely new to the game, would be reduced, leading to more well balanced Characters without glaring flaws, such as a Fighter built with too little bonuses to Attack Rolls, thus lowering his viability in Combat.
-Magic Items- Currently, Magic Items feel less magical, and more like requirements. Numerous times we have seen Characters that simply are not viable without the Big 6 Items(Stat Boosters, Deflection Rings, Cloaks of Resistance, Amulet Nat Armor, Magic Weapon, Magic Armor). Beyond these required items, other items that would normally feel Magical and Unique are passed over, as they do not provide the mechanical advantage needed for Characters to survive. Pathfinder Saga Edition aims to change this by;
-Eliminating the Big 6-The bonuses acquired from the Big 6 would no longer be necessary, whether by combining existing mechanics to make them obsolete, or by eliminating requirements and changing the nature of Magical Items such as the requisite +1 to Weapons and Armor before they can be further enchanted. No longer would you be required to have a Ring of Protection +3 and a +5 Flaming Longsword. Under this revision, a Longsword can simply be a Flaming Longsword, with additional Enchantments placed as time and money permit.
-Lowering Mechanical Bonuses-By lowering the Mechanical Bonuses available through Magic Items, Pathfinder Saga Edition seeks to both increase the importance of each Character's natural Attributes and Skill, as well as lowering item dependency, thus encouraging Players to use Unique and Flavorful items that would be more fitting, but in previous Editions impractical.
-The Allure of Magic-Magic is mysterious, subtle, world changing. Magical Items should embody that ideal. This system seeks to promote that by making each Magical Item unique and interesting, with items being chosen more for roleplaying reasons than pure mechanical advantage. No longer would you need to discard your Father's sword in order to have the +5 Sword required by game mechanics. Your Father's Sword could grow with you, acquiring Magical Abilities throughout the Campaign for roleplay reasons.
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If you stuck through it and read it all, I appreciate it! Any input and advice would be much appreciated! I plan to begin with the basics of the game, such as Attack Rolls, AC, Saves, and other things such as that and move on from there.
Languages Dwarven, Common
SQFast Movement, Invulnerability, Extreme Endurance-Cold
TRAITS Glory of Old, Reactionary
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I figured showing the gear wouldnt be relevant, but we are not following wealth by level. Everything on the sheet right now cannot be changed, though there is possibilities for retraining later in the campaign.
Basically, the character is a Dwarf who committed a great wrong in the past, and seeks to die in battle to atone for his sins(aka Trollslayers from Warhammer.)
So, im looking for input on where to go from here and such not. I have numerous options, but I thought I would ask the boards for advice. I do not care about my AC, im looking to be the primary damage dealer and melee.