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![]() I recently had an idea to see if it was possible to create a Pathfinder class that allows you to use MTG cards as your primary spells, essentially blending the two games together. So, I've written up this rough draft of the idea to see how it would work. I'm still unsure of the level progression or how balanced it would be. I also have two different ideas about how Mana would work, and haven't decided which one to use. At any rate, here is the write-up about the basic design of the class. Areas in bold italics indicate stuff that hasn't been decided, or ideas that I haven't committed to including quite yet. I've also included a spreadsheet detailing how many common card effects might be handled in Pathfinder, but that's very incomplete at the moment. Biggest thing now is possibly deciding on a few more class features, determining what level each feature should be gained at, and finalizing the effects of each card ability found in MTG. That last one will probably be the hardest part... If you have any suggestions or feedback, let me know! ![]()
![]() Craft might not be a bad idea. Not sure what class he would be though. Perhaps Ranger, but the favored enemies and terrains might not fit this campaign. I'll have to look into it. Story-wise, I was actually going to have an explanation for the Guardians. Assuming a player chose one of them, before the first mission Alia would introduce the other Hunters to Ceilia, a human scientist working for the Maverick Hunters. Ceilia would introduce the Guardian players as new Hunters she had created using battle data from X and Zero along with analysis of X's past armor systems. It would be insinuated that Ceilia is Ceil's ancestor, the one who created the Mother Elf. This would place the timeline of the campaign very close to the Elf Wars. I plan to have little hints of this spread throughout the campaign. ![]()
![]() I dislike the rules for a lot of the multi-target spells, primarily bursts/blasts. Rolling a separate attack against each target never made sense to me. I caused one large explosion in the middle of three targets, not three tiny explosions centered on each target! When I GM, I usually just go for one attack roll against each target's AC/Save. Quicker, easier, and makes more sense. ![]()
![]() Hey guys, I'm designing a Pathfinder conversion/campaign game based on the Mega Man X Series, so I thought I'd post some stuff here and get some feedback. This campaign is based around the core rules of Pathfinder, but it will have some specific tweaks to the system to make it fit the Mega Man setting better, such as custom character classes and modified combat rules. The general idea is that each player will choose a character from the X Series to play as. From there, they will go on missions to take down the eight Mavericks and storm Sigma's fortress. In addition to getting Special Weapons from the Mavericks, characters will level up automatically after each mission. Because of the way this works out, the characters will be at 14th level by the time they reach Sigma. To help progression and make the game more interesting, the classes each character is based on has been condensed, so that they will have all the abilities of that class by 14th level. Stages will typically have several parts to them and each one will have an objective that will need to be carried out. The players will get certain bonuses for completing these objectives. Additionally, players can find other items, like Heart Tanks, Sub Tanks, Light Capsules, or equippable Parts. The biggest change to the core system of Pathfinder is something I'm borrowing from another Mega Man tabletop game I saw once, based on the Classic series. At the start of initiative, players will also roll 1d4+1 for Standard Actions. These additional actions can be used on your turn, or on someone else's turn for specific effects. The effect will hopefully give the game a quicker pace more befitting of a Mega Man game. Here are some of the other highlights and changes of this system. I have included links to more detailed breakdowns as well. Characters - Each player will choose one of the characters from the X Series to play as. In addition to the obvious characters like X and Zero, some characters from Command Mission and the Zero series have been included to help expand the roster. While players have to choose one of these characters for gameplay purposes, they don't necessarily need to play as the characters from the games if they don't want to. If they would prefer, they can pick whichever character "class" they like the most and design their own OC around that. Each character is treated as a basic class, with their own class features. They are based on existing Pathfinder classes and archetypes, with some modifications and special abilities. Actions: At the beginning of each combat zone, characters will roll 1d4+1 for the number of Standard Actions they will get. They will still have one Move and one Swift action as normal, in addition to their Standards. Most enemies will only have one Standard Action, but Boss Mavericks and some stronger enemies will have more. These actions can be used out of turn for specific actions, such as dodging or countering attacks. More details in the attached link. Armor: Each character will have a base Armor bonus at start. There is no equippable armor, but Parts can be obtained that might increase this value. Weapons: Players start with their base weapons. No new weapons can be obtained under normal circumstances. However, upgrades can be purchased at Hunter HQ to strengthen these weapons. Equipment: Each character has two Part slots. Parts are additional equipment that can be found during missions or purchased from Hunter HQ. They give each character special abilities or attacks. Experience: Characters automatically level up at the end of a successful mission. The experience value for enemies is instead converted to Zenny, which can then be used to buy items at Hunter HQ. Skills: Many skills have been modified or removed to better fit the narrow setting of Mega Man X. Some of them will be more useful than others, but all of the remaining skills will have the opportunity to be used. Mavericks & Weapons - As with any Mega Man X game, there will be 8 Maverick bosses to defeat. The players can decide which order to fight these Mavericks, with later ones being stronger than earlier ones. Each Maverick will drop a Special Weapon, which the characters can use from then on as a special power. Each weapon has its own Cost, drawing from a Weapon Energy bar used for all weapons. These are the Mavericks that will appear in this campaign. Maverick: Blitz Angler
Maverick: Hex Vulpin
Maverick: Solar Hawk
Maverick: Burst Ladybug
Maverick: Phase Tapir
Maverick: Lancer Jackal
Maverick: Ironclad Turtle
Maverick: Chill Bullfrog
At this point, I've pretty much finished all the characters and their classes, but will likely make slight modifications as needed. With the Special Weapons gained after each Maverick stage and the condensed level up bonuses, balance will be a bit tricky. I'm currently working on stage layouts and enemies. The enemies are kinda the hardest part. I'm designing each Maverick stage with four Tiers of enemies. Which Tier is used depends on what level the party is at when they enter the stage. But that means I basically have to design creature variations for 32 stages, instead of just 8. And that isn't even taking into account the Intro Stage or the Fortress Stages... There is much more I could go into, but this is already a long post. Let me know what you guys think! |