106) Missing Time The subjects will sense the teleport happening, but will end up exactly where they started. There will be nothing out of the ordinary, aside from any watches being several hours ahead (assuming the setting has watches). Later on in the adventure a being shall teleport in ranting about getting revenge for something the subjects did, but the subjects will remember none of what they are talking about.
JuliusCromwell wrote: My questions are my spheres based on my class? How are spheres determined? Any class can take any sphere (assuming they gain the option to take a martial talent). You gain a sphere by spending a martial talent to gain the base effects of the sphere. Only after you have the base effects can you take other talents in that sphere (the exception is the Equipment sphere).
DeathQuaker wrote: Thank you for putting this list in one place! I knew there were some alt systems out there but wasn't sure where to start. It's a lot of stuff, so please feel free to ask questions if you're feeling overwhelmed. I don't necessarily have experience with the systems (other than Spheres of Power), but I can probably help narrow down which specific things to look at.
DeathQuaker wrote: And yes, I think you're right that each magic-using class should have a number of distinctions. It would be too easy to cookie cutter the classes and that would somewhat eliminate the point of them. All the classes, magic, utility, or physical damage focused, need to have a reason to exist on their own. I very much support making each casting class more distinct in terms of what their magic can do: makes it easier to know which class the choose. Melkiador wrote: Are you concerned about infinite healing when out of combat? Spheres of Power got around that by making at-will "healing" temporary hitpoints: good enough to keep standing during a fight, but not letting you steamroll the whole adventuring day.
I have wanted magic to work like this for quite some time; I feel like a lot of gameable magic can be boiled down into a few base effects. Unfortunately, the best I can do is encourage you to look at 3rd party offerings to see if any of their variant systems can suggest mechanics to you. Freely available ones include:
SilvercatMoonpaw wrote:
I wanted to follow up on this and say my try of PF2e was not good: I couldn't enjoy my character or what was going on. It was a beginner adventure at level 1, so maybe that's not the best way to experience the game, but it felt like my fears about how PF2 and me would interact were confirmed.
PF1e. I am trying to get into PF2e via a PbP game, but between that and the many times I've tried reading rules written for it my efforts don't seem to make the game attractive. I don't think there's anything objectively wrong about PF2e, but it's possible the "nearly everything is written like a feat" format is hard for me to evaluate. Or maybe I'm getting old. Or I have other D&D3e-derived games to use when PF1e fails. In any case, I will likely be sticking with PF1e and simply using a mountain of 3rd party offerings to get it where I like it.
doc chaos wrote: What can be done with the Genius Guide to the Talented Bestiary? It turns building monsters into a generic class-based understructure with things like Type and special abilities bought with points. (It is not the same thing as Savage Species from D&D3e.) The primary use of this is to make monster stats that are easily progressable or regressable without the need for character or NPC classes or templates. They even give 242 pages of examples. It also talks about using this system to make player options such as new summons, companions.....or races and monster classes (it's just not the book's main focus).
doc chaos wrote: How are you using it? Unfortunately, I haven't had a chance to use it, as I am forever stretching myself thin between different RPG focuses.
doc chaos wrote: It will be worth it,I believe. I'm still going through it, but it definitely adds a whole other level of game play. Think of the A-Team when Face is in charge. Another example would be when Deadpool leaves a target dumbfounded in the middle of combat. These rules capitalize on that. I certainly like what I've seen from the playtest; it's a part of the d20 fantasy system that simply hasn't gotten as much attention as magic or combat.
Bizzare Beasts Boozer wrote: Something to consider: all the other ancestries have their names written singular (it's "human" for example, not "humans"), so there's no reason to assume these would be any different. I have honestly never paid attention to humans. Also kind of wouldn't help with Sekmin, as they aren't playable.
DM_aka_Dudemeister wrote:
What do the various talents do? Are there any interesting archetypes?
Archpaladin Zousha wrote: So...am I a boring roleplayer because most of my characters fall into the special-snowflake half-elf category? Ir race is the only thing that people remember about your characters then it doesn't matter which one you pick: they will all be equally boring. I should maybe be the last person to say race doesn't matter when making a character, but I know from experience that memorable characters are memorable characters regardless of race.
646) Book of Do Not Open This Under Any Circumstances, Not Even To See What Happens This book only has a handful of pages, bound between two slabs of black iron, each more than 1/3rd the book's thickness. Four clasps with locks bind it closed. Closer examination reveals each clasp strap is made from the skin of an Outsider of one of the four pure Alignments (NG, LN, NE, CN). Occasionally, the book jumps and makes a grunting noise.
Lazlo.Arcadia wrote:
The incantation system from Spheres of Power can be used without the rest of the Spheres system: http://spheresofpower.wikidot.com/incantations
Lelomenia wrote: My issue with 5 is lack of depth/customization. Same or similar. At least, reading things like DD5e class abilities isn't very inspiring. Lelomenia wrote: Adjusting the topic to ‘what might i want to include from other systems’, i like the more adjustable ability scores of 2e races and think that could port over to 1e well. I like PF2e's method of building scores.
glass wrote:
Also PF1e has a lot of quality 3rd-party stuff you can use to tweak a lot of the problem areas like casting and monster design.
Lazlo.Arcadia wrote: I'm finding it interesting that there is not a lot more engagement with this one. It tells me that most of us didn't really find all that much that they really connected with from the other versions. Interesting. I do, though, have to wonder how much of that is due to not having read the rules of those games all the way through: there might be interesting ideas in DD5e and PF2e, but maybe I just haven't read them. Oh, that reminds me of another one: I wonder what it would take to incorporate poison and/or psychic (HP) damage into PF1e. I don't know why, but I enjoy having a greater variety of damage types to choose from. I could see integrating poison damage being hard, though, given how different it is from PF1e's poison rules.
MrCharisma wrote:
Thanks. I may actually have been thinking of using the rule in a different game; Pf1e isn't that bad-off.
179) You inherit a dungeon. See, in the far-off country of [insert name here] you're required to stake a claim to old ruins before go in, kill what/whoever's living there, and take any treasure. And it just so happens that the "obscure relative who was too eccentric for anyone but you" named you the beneficiary of the stake should they die. You assume via dungeon hazards. Except.....when you get to [insert name here] you find out said obscure relative died under mysterious, non-dungeon-related circumstances. Also, several other "adventuring" groups of various suspiciousness are trying to jump your claim. Clearly there's more to this dungeon than just monsters and treasure......
Lelomenia wrote:
What about an adjustment for having no weapon or armor proficiencies? https://www.d20pfsrd.com/bestiary/rules-for-monsters/Creature-types/#TOC-Ma gical-Beast
545) Because the Scottish guy said "There can be only one". Of course, he also mentioned aliens, and you're sure that's a contradic-- 546) Because that's what the man dressed in a black suit told you were doing while he put away his funny silver wand. 547) Because your GM just got Bancalonia and wants to try out the Brawl rules.
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