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So after the Lost Omens setting book itself, what are the best books for getting into world lore? What confuses me is having books like the Character Guide and Ancestry Guide: how much world lore do those books contain? Also, how much does Gods & Magic contain besides gods? (Gods not being a terribly interesting part of most settings to me.)
As far as I can tell, creature type gives few, if any, mechanical effects. Does this mean a GM can, with maybe a few exceptions, switch creature types as they like? Say, I wanted to make Bugbears Fey instead of Humanoids. I know these tags are supposed to do something, but I can't find anything like PF1e's "We have to make these enemies Humanoids so they'll be affected by low-level charm".
Rather than make full new races for my setting, I'd rather just start off with the human stats and modify them a little. For the following ARTs I'm not quite sure what to replace with them or if they need more things added to be worth replacing certain traits. Serpent: You have the tail of a snake in place of legs, possibly also resembling a snake with a humanoid torso and arms. You cannot be tripped, but you also cannot make a running start to jump unless granted one by a class feature, feat, or spell, and you multiply your height by x1/2 to determine your jump height limitation. Tar (tawr): You have the body of a quadruped animal in place of legs. You gain a +4 racial bonus on CMD vs Bull Rush, Overrun, and Trip. However you suffer a -10 penalty to Climb checks, and must make such checks to climb ladders or stairs of 45 degrees or greater. Aquatic: You can breath water as easily as air, gain Skill Focus (Swim) as a bonus feat.
Winged: You can make a Fly check to fall from any height without taking falling damage and gain a +4 racial bonus on Fly checks. At level 7 you gain a Fly speed of 30 ft (10 m) with (clumsy) maneuverability.
The "Pathfinder 1.5 musings" thread doesn't allow adding third-party content. This one does. You should still try to maintain some amount of backward compatibility. I won't dictate how much, but maybe start a "Divergent Pathfinder 2e" thread if you want to radically redesign. My thoughts:
That's all I can think of right now.
You know how if an ability, spell, or other such effect offers a choice of energy type is nearly always "acid, cold, electricity, or fire"? Why no "sonic"? I think I remember someone saying in a conversation a long time ago the reason was because so few creatures have Sonic Resistance. But that's easy to change. I don't anticipate this is a difficult question, I just want to make sure that people with better grasp of PF1 mechanics than I do haven't found some hidden reason why sonic should be rated higher than the rest of the energy types.
Silver Games is having a Kickstarter for a triple-statted (PF1, PF2, DD5e), modern-day anthropomorphic animal supplement: https://www.kickstarter.com/projects/silvergamesllc/tails-of-the-city/
https://www.drivethrurpg.com/product/295160/Ponyfinder--Untamed-Lands?term= untamed+lands What does this offer someone who isn't interested in D&D 5e or PF2e?
Consolidated Skills.
Does anyone know how these work with the system in SoM where you gain skills ranks for gaining talents in certain spheres? Or is that no longer needed when using one of these variant rules?
It at least used to be popular to try and tweak Charisma to have more utility, to give it something to add to other than certain skills and some spellcasting. I'm still thinking on that issue, so I'm trying to collect tweaks I know of so everyone can discuss them: 1) Determining minions. This can usually be summarized as "Give everyone the Leadership feat for free". Drawback is that the Gm and player might not want to have to deal with all those extra characters. 2) Bonus to Will saves. This is either in the form of straight-up replacing Wisdom or taking the higher or average of the two. Drawback here seems to be that screws with how much Will the Monk gets. 3) Influences initial reactions. Something like "For each +1 of bonus, move the NPC one step up on the Attitude table". I assume that means negative Charisma moves it down. Not sure how what I read was supposed to apply to groups: does having low-social characters drag down starting attitude? 4) Some kind of reputation system. 5) One non-Pathfinder d20 system I know makes Charisma govern how good you are managing money. (Yeah, that didn't make that much sense to me, either, so I switch for governing Will saves and gave "money management" to Wisdom.) Personally I've long wanted to do the "adds to Will save instead of Wisdom" thing on the basis that I like the idea that unperceptive people are more resistant to mental stuff, rather than any logic. What about Wisdom, then? I flirt with having it govern ranged attack rather than Dexterity on the basis that no matter how agile you are, if you have bad senses you can't aim well. I realize the logic doesn't work for everyone. Also some mechanical knock-on effects I'm too short-sighted to realize.
Usually if you want to indicate that a casting tradition uses their hands you give them Somatic Casting. But that kind of armor restriction has always felt weird to me, so I want to design a Drawback that lets you wear any armor but still restricts you to needing free hands. Hand Signs
What are peoples' experiences with SoP mixed with other non-core system like Dreamscarred Psionics, Akashic, various systems by Interjection Games, etc?
....which do you choose? To keep this interesting you have to cut at least one of the original 20. You may move some things you like from a sphere you are cutting to one you aren't, but try to cut at least 1 whole sphere's worth of stuff. I'll start:
I'm also not always sure about Warp and Weather; I think it depends on my mood. If I was required to give an absolute minimum to keep it would Alteration, Destruction, Life, Nature, and Telenkinesis.
So you can either have wings and average maneuverability or no wings and perfect maneuverability. Oh, but the second can be stopped by a 6th level spell or 10th level Advanced Technique. So until 10th/12th level this is a free perfect maneuverability? Also wouldn't those anti-magic effects likely cause the companion to wink out anyway, due to being summoned?
Something I haven't questioned up until now is how class skills work. But recently I reread one of those "you always have this skill as a class skill" traits and it suddenly occurred to me that it seems to imply that sometimes you lose class skills. I don't thing that's the case, but I want to be sure.
I've read somewhere that a critique of 3.P's skill system is that at high levels there can be a ludicrous difference in skill level. I'm wondering if 2e PF's 5-level Proficiency system would make a good solution, and if anyone's already contemplated this. Maybe keep the current system of ranks and the skill list, but each rank invested in a skill moves you up in 2e's system (-2 > +0 > +1 > +2 > +3) capping at 4 ranks. So rather than promoting the same skills over and over characters eventually have to diversify. You'd still probably gain skill bonuses from other sources, so it won't always be a strict 5-level-only swing, but it won't be the same as 1e's eventual "You didn't take [skill X] at all over 20 levels? Guess you like having a virtual -20!" EDIT: I'm not quite sure what to do about other bonuses. "Class skill" doesn't seem that necessary anymore. Racial and class bonuses might be changed into granting 1-X free ranks depending on size of bonus (allowing retraining if the skill is already maxed). Other bonuses I might just leave alone, but impose some kind of stacking cap.
Anti-magic fields and the magical natures of some creatures bring a question to my mind: Are there any creatures in Pathfinder that absolutely can't exist inside an anti-magic field (whether because they only exist "because magic" or need magic to live/be animate)? What if they were a PC race? Tl;dr: What if there was a racial trait called "Can't enter anit-magic field"?
The usual system of Classic Four elements bugs me. When using Spheres of Power that's not that much of a problem as most of its is pretty un-associated in terms of elemental relationships. The two big hold-outs are the base Nature Packages and the Elemental Transformation talent. Here's what I'm thinking for each: ----Nature
----Elemental Transformation
* I would be increasing the frequency of Sonic Resistance to compensate. The "choose three base Nature abilities" isn't terribly important so if that's too imbalanced I'm willing to just throw that out (it's as much about how the Fire ones are boring as it is about elemental associations). But the Elemental Transformation one is so I don't have to go designing new packages of abilities to conform to whatever new elements I come up with while still allowing the talent to exist at all, so I really need some kind of change. Thoughts?
An old idea popped up in my head while reading someone's critique of the Automatic Bonus Progression system: Why not just let characters buy magic item features as inherent to themselves? Which could always end there, but I'm more curious than need a way to play Pathfinder sans magic items. So I'm trying to think of all the game features that assume magic item stuff is separate from characters: * Any class feature that grants magic items bonuses (such as a Magus' base Arcane Pool use).
Unfortunately I can't think of many, but that's probably because I don't focus on that aspect very much.
Pathfinder races don't do it for me: I'm just not that interested in messing around with the stats. For most people that would prompt a "run humans only" thought, but I hate the visual aesthetic of humans. So I came up with some "alternate humans" based on furries and anime cute monster people. But since Pathfinder's race builder system is suspect I need someone who feels they know race balancing better to tell me if I got my alternate race traits right. Pan
Alternate Racial Traits
So, ignoring the wonkiness of the Race Point system, if you were going to give out racial features in feats approximately how much could you give per feat? My idea is that rather than having to make new races for every concept I have I instead make feats out of their key traits and then use humans as the base. These feats can be taken as bonus or regular 1st-level. The question is how RP I can invest in each feat?
I think I want to run a Pathfinder game where regular damage doesn't kill a target: targets only die by intention. The only difficulty is what's currently known as non-lethal damage, which wouldn't really do anything under this new system. Is there some change I can make to non-lethal damage options still useful?
What it says in the title. There's several reasons I might not want to bother with Starfinder even for higher-tech games, but this is a big one. The fact that the official conversion for Spheres of Might is a bunch of notes makes me hope that and SoP version, even if it handwaves a few things, would be easy enough that someone has tried it.
Rite Pubishing's In the Company of Dragons, Unicorns, and Aberrations creates special archetypes to allow the races in those books to advance some of their racial powers while still taking most existing classes. However there is no support for the Spheres of Power/Might classes (not that there should be), so I have tried to figure out which class features each of the Spheres classes loses in order to allow the racial archetypes. Spheres of Power classes:
Spheres of Might:
I tried converting some animal races I made for another system into Pathfinder. They're not very good, but I'm not comfortable with Pathfinder's racial balance so I need someone else to make some suggestions. Don't worry if they don't seem like exact simulations: it's more important to get somewhere near-enough. https://drive.google.com/open?id=14AY3eDSxZlgmrYylVxIqaB7_8icqJXJR9i-QDgbsi lA
I get the feeling that Large size isn't trusted for PCs, both from the Race Point 7 cost as well as other comments from around the Internet that I can't quote because I can't remember them. In preparation for fiddling around with designing a Large-ish race I could use some advice on what qualities of size are so problematic so I can maybe give the race a drawback that removes some of them. Here's what I've got so far:
So which of these would you consider the most offending features of giving PCs Large size, and which do you think wouldn't break the game too much? (In the end Large size shouldn't be free, but it's a question of whether there's anything that can be trimmed so it might be more balanced nearer to the Standard races.)
1) Someone heard they had GoT spoilers. 2) Trump was going to invade. It was the only way. 3) The gods got tired of people asking "What happened to Aroden?" 4) The server went down. 5) The crew of the Enterprise has been captured and needs the PCs to rescue them and let them fix the Negative Space Wedgie. 6) The Tablets of Fate are cracked, and Ao's on vacation.
Like, instead of having 5-10 weapons per category (simple light, simple one-handed, etc), just turning each category into a single weapon stat line? It's not that I want to change the game, but sometimes option paralysis means I wish I knew what the "average" weapon for a category was so I could just pick that.
I'm considering No Alignment for a setting I'm working on, and I don't think the paladin is much of a problem. Even Smite Evil can just become Smite, with an assumption that it's intended to be used mostly without restriction because the majority of enemies should be Evil (YMMV). But if I remove Alignment then the part about "outsider with the evil subtype, an evil-aligned dragon, or an undead" doesn't work: the first two can't exist any more, while I'm making a designer decision that undead aren't inherently inimical. So what (if anything) do I replace this with? My thought is that I allow the paladin to chose one Ranger Favored Enemy other than Animal or Humanoid. Just one because Smite is now more broadly applicable. Though it might not break things if they can chose three. This still might be an interesting houserule even if you don't remove Alignment: rather than paladins having a fixed three types that receive extra damage GMs can instead let paladins customize (though you'd have to require most types to only apply to Evil-aligned versions, except undead and maybe constructs).
If you use ABP, what happens to class features that go "you may grant this weapon a +1 bonus", temporary or not? (I suppose a similar question exists using those bonuses on +1 or higher magic weapons.) I kind of suspect the answer is "they stack", but I want to be sure there isn't something I've missed.
So I've come to hate assigning race stats. Or assigning what races are available (including saying "humans only"). Honestly my favorite games have always been "make up whatever $#!+ you want to put in the 'race' slot and move on". I could just use a point-buy system...... but I would rather prefer a very popular system like Pathfinder. And because it's just this one aspect. So has anyone ever actually tried turning the race creation reins over to the players? I mean not just make up the fluff but design the crunch, too? (I mean there's the ARG Race Creation guide, but I often hear it's unbalanced so maybe there's not point in sticking close to it.)
(I know "Rasputin Must Die!" takes place on Earth circa WWI. Please don't recommend it just because of that.) Earth is easy to run because you can just look up stuff on Wikipedia. Earth Right Now is really easy to run because you live in it. So it's got to make a good setting. But for the same reason of "laziness" I don't want to have to make up/find/buy rules for modern equipment. So I'm just going to say anything that can't be handwaved as a plot-device or reflavoring doesn't exist. So gun tech is less advanced, melee weapons and armor are still big, but you have planes and the Internet. So into this insane mix I'm going to want to insert a pre-made module. Because "lazy" and "inexperienced". And preferably something that doesn't require Golarion-specific situations (i.e. no country should have to worship devils, no matter how much recent political events may make us feel otherwise). Also please don't recommend XCrawl: wrong kind of world.
So I like Rite Publishing’s In The Company of Dragons and Unicorns. I also like Spheres of Power. But the two have a slightly hard time going together due to there being no class adjustment for the SoP classes to allow them to insert the Universal Racial Archetype. So I’m going to try and figure those adjustments: * Armorist: Modify the armorist’s bound equipment to be gained at 3rd level, and modify the bonus progression to b every other odd level. Removed the bound equipment limit increase at 20th, and the arsenal tricks at 6th and 12th levels.
Any criticism or help would be appreciated.
The magic item creation rules in Spheres of Power cover most standard magic item conversions because you want the items to use the new magic system anyway. But occasionally you run into items like golems that aren't simply replacing one system with another. Does anyone have any advice on converting golems prerequisites to SoP?
What it says in the title: assume for the purposes of magic item crafting non-casters could "know" a few spells so that when they made magic items using Master Craftsman they didn't have to raise the DC because they didn't know the correct spells. Spellcraft (or maybe a Knowledge skill) would give 1 "known" spell per rank, kind of how Linguistics gives 1 language. |