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So I just recently started a deep dive into the kingdom building rules and I found the alternative rules by Legendary Games and I like them, but the issue that is bugging me is the whole system, Legendary Games' rules included, derive population counts from things you have built with no accommodation for actual population growth. It's basically an unrealistically extreme version of "built it and they will come." You could argue that the population growth is from immigration, but what happens to the place the people immigrated from? Over and under population are factors that have major effects on kingdoms throughout history. Where are the restless, hungry mobs who can't find work because of a lack of infrastructure? Where are the noblemen who are complaining that here aren't enough peasants to work their fields? Why does your kingdom always have exactly as many people as it needs? And has anyone come up with a rules system to address this?


So, the lore about the Pact World's sun is that Efreet and Salamanders periodically spontaniously appear inside the sun, along with fire elementals and plasma oozes. My question is, how do they survive the radiation? Fire elementals and plasma oozes are immune to fire and poison, radiation being a poison effect, but efreet and salamanders are not.


So.... I'm looking to homebrew some damage spells and I'm having trouble sussing out damage benchmarks for spell levels. I originally thought the mind thrust spell would make a good source of benchmarks, but the aoe spells don't follow the same curve. Any assistance would be appreciated.

I'm also working on making scaling damage system similar to Pathfinder's, so the damage benchmarks would be helpful for that.

Any assistance will be appreciated.


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So..... I am running a game in a modernesq setting and I am planning for a global event that will bestow psychic powers on previously mundane npcs. One that I have in mind is an individual who gets kineticist powers and uses them to try and imitate Superman's comic abilities. I'm thinking aether kineticist for kinetic haul, using kinetic blade to form brass knuckles for super punches,and the flying wild talents for flight. I'm looking for more ideas to flesh out the build. Note that I'm not actually trying to accurately replicate Superman's abilities, just create an npc that can do Superman like things in front of a news camera.


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So.... I don't really like the epic level rules in the core rulebook. I looked at D&D 3.5 epic level rules and am not really a fan of those either, so I've been homebrewing my own epic character level rules.

Among other things, I decided that epic level spell slots (ten and up) would appear on a class spell slots table as an extension of the existing table. Full casters were easy, (note that for the purposes of all the math in this post C is the effective class level and S is the spell slot/spell prepared/spell known level you get access to for the first time at that level).

prepared casters are just S=(C+1)/2 or C= S*2-1, after which you gain a new spell slot of that level every other level until you hit four spell slots. For cantrips, start with three, gain one at second class level and you're done.

For spontaneous full casters, S=C/2 or C=S*2. You gain three spell slots of the level you just gained access to at the level you gain access to them and an additional spell slot of that level each level after that up to a maximum of six. For spells known ,S=C/2 or C=S*2. For the purpose of first level spells known, treat it as if you knew one first level spell at level 0. Otherwise you gain one spell known at the level you gain access to that spell level, one more the class level after, and one additional spell known of that level every two class levels after that, to a maximum of five spells known for first and second level spells, four spells known for third, fourth and fifth level spells, and three spells known for higher level spells. For cantrips, start with four at level one, gain another at level two, and an additional one every other level thereafter to a maximum of nine

Among other things, this means prepared full casters get their first 10th level spell slot at 19th level and spontaneous full casters get their first 10th level spell slot at 20th level. Where I've hit a snag is in trying to extrapolate the the half caster's spells known/spell slots table. The level at which you get the first slot of a particular level for prepared half casters is S=(C-S+2)/2 or C= S*2+S-2, the problem is the rate at with you gain new spell slots of that level is inconsistent, and I cant seem to pin a formula to it. Please assist.


1 person marked this as a favorite.

So.... I don't really like the epic level rules in the core rulebook. I looked at D&D 3.5 epic level rules and am not really a fan of those either, so I've been homebrewing my own epic character level rules.

Among other things, I decided that epic level spell slots (ten and up) would appear on a class spell slots table as an extension of the existing table. Full casters were easy, (note that for the purposes of all the math in this post C is the effective class level and S is the spell slot you get access to for the first time at that level).

prepared casters are just S=(C+1)/2 or C= S*2-1, after which you gain a new spell slot of that level every other level until you hit four spell slots. For cantrips, start with three, gain one at second class level and you're done.

For spontaneous full casters, S=C/2 or C=S*2. You gain three spell slots of the level you just gained access to at the level you gain access to them and an additional spell slot of that level each level after that up to a maximum of six. For spells known ,S=C/2 or C=S*2. For the purpose of first level spells known, treat it as if you knew one first level spell at level 0. Otherwise you gain one spell known at the level you gain access to that spell level, one more the class level after, and one additional spell known of that level every two class levels after that, to a maximum of five spells known for first and second level spells, four spells known for third, fourth and fifth level spells, and three spells known for higher level spells. For cantrips, start with four at level one, gain another at level two, and an additional one every other level thereafter to a maximum of nine

Among other things, this means prepared full casters get their first 10th level spell slot at 19th level and spontaneous full casters get their first 10th level spell slot at 20th level. Where I've hit a snag is in trying to extrapolate the the half caster's spells known/spell slots table. The level at which you get the first slot of a particular level for prepared half casters is S=(C-S+2)/2 or C= S*2+S-2, the problem is the rate at with you gain new spell slots of that level is inconsistent, and I cant seem to pin a formula to it. Please assist.