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Greetings!

Recently I created some Maneuver cards for Path of War and I adapted those to make spell cards. They are done in essentially the same format. I tried to make them close to 3x5. There are 6 cards and can be printed out once the information is entered on the PDF Form. All I ask is for constructive feedback if you have any. I am just looking to make the product as simple and friendly to use as possible. The link is below.

Go to Editable PDF Spell Cards.

Thanks!


Hello All,

I just adapted my custom stance cards, for the Path Of War, to make them spell cards. It is a pdf form you can fill out. Use them as you wish, I just ask for constructive feedback. I tried to keep them as close to 3x5 and still fit 6 on a standard piece of paper. The link is below.

Go to PDF Spell Card Form.


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Cranky McDuff wrote:
First off, thank you for taking the time to do this. Second, I agree with Malwing's criticism concerning the tracking sheet, but the cards are friggin amazing and will be used at my table. Great job!

Thanks for the compliment on the cards. I will take the time to alter the other page soon(hopefully this week). I wanted to nail down the cards first. This is mainly because they are used more often and because I have some characters in my campaign that are using the Path of War and I remember what it was like to play a Book of 9 Swords and Path of War character. Anything to help organize it immediately helps speed up game play for everyone.


Here are the editable PDF versions of the Stances and Maneuvers Cards.

Maneuver Cards.

Stance Cards.


Greeting all,

So my friend is starting a home brew campaign and it will either start off being mythic or become mythic. He is running 2 other groups along side of us at different times. His rules are including PvP and Mythic Advancement through PvP. Any alignment is allowed. This is why I am preparing us for PvP. With that said here is the group breakdown.

The Witch is refusing to gear towards PvP, but feel free to add suggestions.

All save the witch has +2 initiative trait and all taking Improved Initiative. All the melee people are considering being designed toward expanding their threatened areas to get the most of of AoO.

Cleric(Healing&Liberation)/Wizard(Divination-Foresight)(Gish) Go up in both classes at the same time using the medium track.

Barbarian(Superstitious ability) - Intent on Breaking(Spells and Gear). To make pvp opponents easier.

Brawler - Adapting to situations with feats. Thinking about making this one geared toward moving opponents to provoke AoO from other players in the same group.

Slayer - Leaning towards Archery and to get as many AoO as possible. Will be taking the Invis power of Mythic.

Warpriest - (Liberation Blessing) Falchion and going towards crit. Off healing.

Witch - ? Taking the mythic Item creation ability.

So any suggestions would be nice. All classes are nailed down. We have one person who will be joining us later, but he hasn't started making a class yet.


The Ragi wrote:
Skylancer4 wrote:
Not going to lie, when you said "6 card version" I was expecting an actual card format (2 column x 3 rows). What you have is more like a list with each item boxed.

Hah, I second that. And please leave some room between cards to cut them properly (no round corners!), maybe different colored borders for each type of maneuver?

Once again, being influenced by the cartomancer material. xD

I would like to thank you all thus far for your suggestions. Below is the card version. I put the dimensions at 2.5" X 5". I didn't take it up to the 3" because 6 wouldn't have fit on on a single 8.5" x 11".

I will add some color later. I could do just a border, color the text, or a colored background and texture as a transparency so it wouldn't drown out the text(Text would remain black with colored background & texture).

My thoughts, for color, are as follows:

Boost:Green
Stance:Black(If as colored textured it would be gray-scale background. Likely about 20-40% Black.)
Strike:Red
Counter:Blue

Maneuver and Stance Card Format.


The Ragi wrote:
Skylancer4 wrote:
Not going to lie, when you said "6 card version" I was expecting an actual card format (2 column x 3 rows). What you have is more like a list with each item boxed.

Hah, I second that. And please leave some room between cards to cut them properly (no round corners!), maybe different colored borders for each type of maneuver?

Once again, being influenced by the cartomancer material. xD

Been busy over the holidays. I will be getting back into it shortly. I misinterpreted the card format you were desiring. As the you were talking about squeezing 1 more underneath. I will rearrange it and post a "proof". Once we have it set I will make it editable.


The Ragi wrote:
Tharialas wrote:
With that said I always found tracking to be somewhat a pain.

About the sheets: you don't really need to write down the pre-requisites for a maneuver, they are only of concern when you are first picking them up. Save and Save DC could be joined into one single space. Replace pre-req with the single Save and the Target space and you shave off a whole line from each entry.

Likewise, Source and Page # serve similar purpose, and you could easily write PoW 49 or PoWE 11 in a tiny space instead of the whole name of the book in each entry. It would look a little weird, but Disciplines could fit in the half of the last line on Mechanics, thus saving you your second line.

Now you can squeeze a sixth maneuver entry in the same page.

Here is a 6 card version. Not editable yet. Once it is hammered out some more I will take care of that. Here is the link to the new example.

Example 2.


Tharialas wrote:
Malwing wrote:
Simple and to the point. I like it, I do have one criticism though. Since individual maneuvers are prepared, lost and regained it makes things easier if the maneuver list had '[prepared]/[used]' boxes rather than have a tally line for maneuvers prepared and maneuvers used. Basically the sheets feel like they make the assumption that maneuvers behave like spontaneous spell slots than prepared spell slots.

What if I removed the used and just had the "Known & Readied"? This way it is more about tracking at each level than expenditures during combat. The link below is not editable and just provides an example with a header for clarification.

Known & Readied(Not Editable PDF) sample.


Malwing wrote:
Simple and to the point. I like it, I do have one criticism though. Since individual maneuvers are prepared, lost and regained it makes things easier if the maneuver list had '[prepared]/[used]' boxes rather than have a tally line for maneuvers prepared and maneuvers used. Basically the sheets feel like they make the assumption that maneuvers behave like spontaneous spell slots than prepared spell slots.

Thanks for the criticism. I can see why it would make it appear like a spontaneous caster. I had considered taking those out and/or thinking of a better way of doing it. The reason I kept them in is I had a friend just start playing the Stalker class and he started at level 8. So keeping track of the maneuvers and their numbers was made a little easier by this. If I remember correctly, it was starting at 4th level and every even level after, they are able to change a past maneuver for a new one.


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Greetings!

I am an enthusiast for Path of War. I started down this path with The Book of Nine Swords. I love the way it gives melee classes a lot more versatility. With that said I always found tracking to be somewhat a pain. Especially if you are sharing one book with multiple people or someone forgets their book and so on. So I created a tracking sheet for it. I talked to Jeremy Smith, at Dreamscarred Press, about the sheets I made up and received permission to place them online as a free resource. They were created in Indesign and made editable in Acrobat. I would like some feedback, if possible, on how to better improve them. The links are below.

Thanks!

Maneuver & Stances Known General Tracking Sheet

Maneuver Tacking Sheet

Stance Tracking Sheet


I like the discussion. I have almost always ruled in kind of by case. For kind of an extreme example: If I have a lawful good society, but it is the cultural norm to create undead, then their society has deemed it morally ok to do so. Given that their society has come to this conclusion I would deem it fine. If, on the other hand, it is embedded into their moral code for thousands of years not to create undead then there may be an issue. Or what if you had a gold dragon who was under the impression that a good character did something wrong or being wrongfully accused? Would you dock them for using protection from good? They are only trying to survive and maybe clear their name. IMO, spells are tools, just like a sword or a hammer. I doubt a good character of any type would create intelligent undead that needs to feed on life.


You are correct. I was talking about the wrong thing. I was talking talents. I do like the idea of the Psionics for channeling. I really need to remember to put my point conversion for spells to point system on here. Just remember that it is more for a basic frame work. I just keep forgetting to do it when I am at home. Thought I think there are some third edition books that also make them into a point system. I just think Psionics is a little limiting in the scope of things they cover. It would need to be fleshed out a bit more by adding some new things and rules for augmentation.


Choosing your affinities is an interesting idea. I don't think weaves should necessarily have a -1 to them without any affinity. I think, while it is more random, that you may want to randomly role for affinities. A character may not have any affinity at all. Some people were just naturally stronger. If memory serves moraine had a minor affinity in air. Though she seemed well more versed at doing just about anything. While Nynaeve had an affinity at healing she could also do just about any kind of weave. Egwene was about the same. She had a talent for earth, but she could do just about anything. Elayne doesn't really have a talent except for magic item creation. With that said, Rand displayed no ability for healing. So maybe some sort of random system on affinities and areas of the power they have access to? My only concern for this is this may curb character creation through concepts. One of my friends approached this in AD&D. He multi-classed Wizard/Cleric/Psionics. May something like that would be acceptable. You could probably attain this by having everyone start with the fast exp chart. Single class character would go by this. Multi-Class 2 would go by medium and Multi-Class three would go by the slow exp chart. This would also be possible with fighter classes/ otherclasses. Just average out hit points and/or take the best from you classes.


As and after thought to the innate strength in the power, there should be a random roll to see how powerful you are in the power. Since it seems that strength in general is random. With that said there could be feats that would augment that innate strength. I.E. Old Old Blood as a feat and finally ancient blood.

This, IMO would also augment a Ta' veren roll. Then you would have to make a list of effects on Ta' veren.
Then of course you would have to make a list of talents/sub-talents. Like schools of magic all the way down as specific as being good at one particular weave. Of course all this would have to be completely random.

With all that, the Aiel would be a large monster to conquer. They are supposed to be the most bad ass fighters in the lands. They, IMO, would be akin to the power of Blademasters & Warders.


I tried to make a point conversion to Pathfinder spells. This was just the points the spells would cost and not how many points would be gained as characters would level up. I will see if I can dig around in my notes and post it a bit later. I really tried to simplify it as much as possible and some things, like wish and the like, I don't think translated out well in the system. Wish however was not a viable option in WoT.


White: I agree with the +4. They should likely have a + to Bluff as they are very apt at holding themselves in check and very devoid of emotion. Even by Aes Sedai Standards.

Blue: They are skill monkeys. I would give them a 6 or 8 + int modifier to skills.

Brown: Seems good. You may want to give them a free skill focus in an area or 2. I would say linguistics as well.

Gray: Everything stated aside from the +8. I would give them Knowledge Nobility and maybe Local.

Yellow: Exactly. I would also extend this to cure poisons and possibly curses as well.

Red: I think this should be against all male casters if you try and make Pathfinder a point system for spells. This would be done by saying that the average person is X for channeling power and the Reds would be starting at that equivalent when facing men. This then would be further augmented by their inherent strength. Men are generally stronger in the Power than women. Also remember there is no school for men to learn their weaves. This is also depending on when you adventure would be in the time line. They can't, for the most part, teach one another very well.

Green: Yes for the base attack. I might throw in a few combat feats as well. I would say Knowledge: Shadowspawn, Engineering, Geography and History. All this would be pertaining to military tactics and the like.

Black: I would also give them a +1 or so caster level for using compulsion spells. Charm/Dominate and the like.


So my concerns with the WoT being a game is that people have inherent strength in the power. The only way to really translate that well is if you break the magic down to a point system. The example would be comparing Moraine to say Egwene. Moraine knew how to use the power better and more efficiently, but Egwene could overpower her with brute force. So if Egwene would cast a weave, that was earth based(She is strong in earth), and for Moraine to counter it would cost more than a normal counter 1 for 1 point cost. So in said case lets just say Egwene was 2 times stronger than Moraine in the area it would cost Moraine double the cost of Egwene to counter it. Also the Ajah's should be broken down in to their own "archtypes". Like Brown Ajah make get Bardic Lore Built in to the archetype or green would have a martial weapon proficiency. Stuff of that nature. Just my input.

The same should be done with the Aiel and their clans. They each served a particular purpose.


I was playing some Pathfinder a few weeks ago and am curious about the logic of reach with a natural weapon(I.E. Claws/Talons/Tails). Why would I not be able to prepare and action to attack a limb of a creature with reach that is hitting me with a natural weapon? Or for that matter trying to sunder a weapon that is hitting me with reach?


Keep the suggestions coming. I just purchased the newest edition of Hackmaster and I am moving onto Riddle of Steel next. I will probably go with the Unisytem after that. Thanks for all the input. I really appreciate it!


Thanks DigitalMage. I will look through it. Thanks thus far for everyones suggestions. It seems I have a lot of reading to do.


On kind of the same note are there any real world books that are very inclusive with martial arts styles and moves/names they incorporate? I.E. front kick, round house and the like.


Excellent. Thanks for all the recommendations. I have so many gaming books I forget sometimes. I have the Hero System(6th Edition) & Exalted(1st Edition). I seem to remember that some of the Old World of Darkness Books have somethings too. No Battle Tech though. I never really got into 4ed. I will also have to look into that. I stayed away from it because of the massive library of 3.0 & 3.5 books I have that would have fell by the wayside had I changed systems. Yay for Pathfinder. I will have to look into it. If you can think of anymore please post them.


Thanks for the advice. This will give me some sources to look at. I am essentially building a library of RPG's. Much of this is for research purposes. Myself and a few others have developed a rolling system and we are attempting to make a magic/melee matrix of a sort that allows you to make your own maneuvers on the fly. Be they magical or melee. We are trying to dissect systems and understand them. Much of this is in the intent of making this new system be simple and modular.


I was wondering if there is a rpg out there that is fighting maneuver heavy. I already have the Book of Nine Swords and I am looking for something along the same line. It can be any game system. If anyone has any suggestions I would appreciate any input.


This is a great thread. I very much agree with wanting to give sword swingers a little something extra. I love my caster and they should stay the way they are. I also love my sword swingers. The thing about this particular system is that that it assumes you will be part of a team. This team will be made up of people that will compliment each other and that each class does their own thing and works well with one another. This of course is in a perfect world.

Now throw in your player, that plays a caster, can come in and lay waste to your mundane characters and they can't do a thing about it. What is worse is that it happens after being involved with a campaign for 6mos+. In this case does the GM step in or just let it happen and ruin the campaign and waste a lot of peoples time?

Enter the Tome of Battle. This is somewhat of a hot topic. People either love it or hate it and there doesn't seem to be a whole lot of meh...

The Tome of Battle was a test run for 4ED IMHO, and a last attempt a plugging a hole, that people thought existed with the power of sword swingers. IMO the Book of Nine Swords is a book that does fill a hole. Granted I have only played a swordsage to level 8, but non the less it was one of my favorites for a sword swinging type. It is somewhat powerful. Its power comes in versatility, rolling well on your dice rolls and many of the powers are SN. IMHO I think it was enough of a bonus to give sword swinging types enough of an advantage as to not being overshadowed. Again keep in mind I only made it to level 8.
My favorite book was the Iron Heroes book. I took a fighter to lvl 20. The feat mastery trees were awesome and they were able to also plug a lot of the wholes sword swingers had. I am sure I am missing something. The ADD is kicking in. I am sure I will think of it after my post or someone will catch something I missed.


I would love to see this. I think it would be hard to do if you are going to truly mimic Asian culture. Hierarchy would have to be a huge thing and would have to come up with equal parts combat and politicking.


Your comments have given me somethings to think on. Thanks!


meatrace wrote:
Burgomeister of Troll Town wrote:


#2) Grow a thicker skin.

Also, this times a thousand.

Seriously, I have no illusions that most people here probably have a negative perception of me. Meh. I think most of my RL friends secretly hate me. S'all good.

I am not so certain about secretly hating you. I would at least be man enough to tell you. LOL.

IMHO who the hell cares what people think of you? To me life isn't a popularity contest. It may differ for you, but that is a rather juvenile way of thought. In the end I have better things to worry about.


I read through the Magus and there are some sexy things in the class. The spell selection warrant a lot of different options as do feats. How does it play out in a gaming sessions as far as its resources. I am not huge on specializing and I like being versatile. Its not that I don't see the benefit for specializing but I like be prepared for any condition.


We are restarting a campaign in my gaming group and doing a soft restart for our characters. We can remake our characters, but we are staying with the same plot line and where we left off. My current class is a Swordsage and I know how well the class plays, but I also am intrigued by the Magus(Black Blade/Kensai) class.
I love the versatility of the Swordsage. Any thoughts on directions between the 2 classes?


My friends suggested www.enworld.org to me. Not shabby.


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Zesty Mordant wrote:

glorious 40 gnoll trains in Blackburrow. It's these challenges that build memories, form friendships and alliances and for me make a great game.

You can't forget about casting Eye of Zomm into the wall at the Mistmoore entrance and training the whole dungeon to the entrance. I miss games that make it feel like you actually achieve something when you go up a level. Not like the easy modes that most people play today.

I remember when dying in EQ meant about 8 hours of play time lost if you died and didn't get a res from a cleric. It was awesome when you had to run and find a cleric to res you because it would still be better than taking the death. Or when you have to run to you body naked after you were killed. That game made it difficult. It also typically groomed really good players.


Do you have any skills with Photoshop type programs? If so you could use Gimp and then just find your assets/textures and what not online. Make your layout then overlay a hex/square map on what you created. There are plenty of free texture sites out there to grab things from. You could even try just making them as modular tiles so you can place them together in whatever fashion you want. This of course would require you to make several different types of terrain tiles.


How do you handle leadership? The story is this, I had a player deciding to play a wizard and of course was versatile with his wizard. He wrote it into his story about a "cohort" wife that ended up being a tag a long and concentrated on damage. The cohort was a sorcerer. Essentially giving him another list of spells and such to pick up where he decided to be deficient. It just seems that the feat ends up being a very powerful feat. At this point I just don't allow it. How would you suggest handling this?


Male, 37, never served, been playing since about 86. 1,2,3,3.5 and finally Pathfinder. I have played star wars, gurps, robotech, old WOD, new WoD, Hero system, warhammer & 40K, The Storm Bringer RPG, Shadow Run, L5R, Alternity, Trinity(I think it ended up being renamed), Earthdawn. I have play tested a few home brewed systems/settings and am creating a new system and setting. I am sure there are a few more I just can't remember them all.


Tharialas wrote:
Numerian wrote:
The next adventure path, Jade Regent, sounds like it. Easily portable, travel from Luskan through the Cold Lands and the Hordelands to Kara-Tur.
Or for that matter Rokugan instead of Kara-Tur. That would be interesting.

Also you could of course go through Rashaemen. One of my favorite places in Faerun.


Numerian wrote:
The next adventure path, Jade Regent, sounds like it. Easily portable, travel from Luskan through the Cold Lands and the Hordelands to Kara-Tur.

Or for that matter Rokugan instead of Kara-Tur. That would be interesting.


Nice. Looks like I will have to check out another language. Thanks for the info.


I have no idea how the coding is yet. I have some actionscripting skillz and html skillz. How similar is the language?


How long did it take you to design/program it?


I could see Lawful Neutral. The only thing that doesn't display neutrality is your characters actual feelings towards the acts of the guards. In this case justice should have been done as the price they need to pay for the crime. Not because your character had a particular feeling towards the guards actions. I view a Lawful Neutral character as a person who is almost like a Vulcan in temperament. Devoid of feeling when decisions have to be made. No emotion should enter into the equation.


I found a great link for more user friendly PDF.
http://www.enworld.org/forum/pathfinder-rpg-discussion/305389-consolidation -corerulebook-apg-um-uc-spells-feats-classes.html


I think it is very situational as far as power was concerned. There are some really nice maneuvers that allows a lot of really nice things. The drawback of the Crusader is the randomness of their maneuvers and the number of stances/maneuvers they get. The draw back of the Swordsage is having to take a round getting a maneuver back. They suffer the second best to hit and end up becoming support/versatility. The drawback of the Warblade is the lack of stances/maneuvers as well. I have not had a chance to try and work them in in Pathfinder to compare them yet. All in all I don't think you should take away their powers top refresh their abilities in combat. You would effectively end up neutering them. It would be like saying to a fighter you can only use half your powers once per combat. The powers are not as powerful as a Wizard. What I found is that the power level at low level is a bit OP but it tapers as they level and it balances out.


What do you think Santa's CR is? I mean he is omniscient when it comes to people. How do you fight that? I wonder what the combined CR is with his reindeer and sleigh?


Sweet. I plan on using this to carry my Pathfinder books. Thanks!


MendedWall12 wrote:
As an interesting note: I have every player that is coming into a game of mine, whether it is newly starting, or they are adding into the group, fill out an online survey about their play-style, expectations, etc. It's a good idea, because it will let you know right away what the players are looking for, and whether or not your play-style will match with theirs. If anyone's interested I'd be happy to post a link to the surveys I use.

Yes please. I would love to gaze at the survey.


I was wondering if anyone could recommend a PDF viewer that will allow for the viewing of bookmarks?


I think it can create a tension in the group and make characters paranoid. While this last part is meta gaming it still could happen that way. The other thing to consider is the GM. If the GM has a mass amount of time invested in the campaign, especially home grown, then it is a huge waste of time. As a GM I don't like my time wasted. Real life only allows me so much time to game. Now as a roleplaying aspect, it is well within your rights as a player to do this. It is well within your alignment to do this. If I were playing a CE character I would do it as well. CE is a very unpredictable alignment and it is very possible for your character to let it slide or fly off the hinge. Even if your all friends you may cause enmity between you, the other players and your GM.
While they say there are no hard feelings you can usually tell with how they play their character as to how upset they would be should they get killed.

About 5 years ago we had a player that was disruptive to be disruptive. His whole goal was to screw the party. Every single character he played was like that. So when he makes up new characters we know what he is essentially going to play. He left gaming for a few years then came back. He did the exact same thing. He came in late to the campaign and nearly wiped out 2 years of campaigning. I meta gamed and had contingencies ready in the eventuality that this would happen. Sure it was also the character to have these types of contingencies ready, but in the end I meta gamed and used my characters motivation to fit my meta gaming. In a situation like that it is hard to not meta game and I am a worse roleplayer for it. IMHO it is the GM's job to make sure something like this doesn't happen. This is also why evil campaigns exist. In the end all it takes is one character with detect alignment(evil) and that should be enough for any good character to say, " I am sorry I will not travel with you."


If you happen to go with a skill based/crafting system then you should make any item that drops in game also able to be created by players. The biggest issue I had with games is that equipment takes precedence over actual game play skill.
If you make a PVP system you should also use a bluff system that allows people to be able to mask their levels. Also if you do PVP you should consider that people select a style they model their equipment after. This would stop people from being able to tell you level by the equipment you have. This would help limit some of the PVP gankers that just want to kill lowbies. I am just making the above suggestions because I have been on both sides of being the ganker and gankee.