![]()
![]()
![]() AndIMustMask wrote:
What?! A designer made a mistake, you say? Quick! Bring me my pitchfork! ![]()
![]() meatrace wrote:
The iconics star in a comic book series. ![]()
![]() I am specifically interested in archaeology related articles. This is for a term paper in my archaeology class, and I am writing about what we can learn about life in Britain between about 800 BC to 42 AD from the archaeological record. No Roman writings are to be used at all, because this is an archaeology paper, not a history paper. Not like I trust them, anyway. I am interested in National Geographic articles, and I have a subscription to the database that has all the issues from 1888 to 2013, but I could only find one article on Iron Age Britain. I'm sure there are more and the search engine just sucks, and I would very much appreciate it if anyone knew any years or months where related articles came out in the magazine. ![]()
![]() Orthos wrote:
Well, that's just it. I have creative control over my setting, and I don't create elements I personally dislike. What writer would? If I find a race ridiculous, it's not going to exist in the first place. If I like my summoning magic dangerous and foolhardy, that's what summoning magic is going to my like in my world, and the Summoner class isn't really going to mesh with that. The same applies to resurrecting the dead, teleporting, or talking to deities. In my world, the rules of reality conform to what I like. Now, after watching a lot of Fairy Tail, I might well allow Summoners in my magitech Golarion if it can be done without slowing play epically, but in my other setting (Thyressa) it's not happening. Ever. In Thyressa, anything involving extraplanar or divine entities is bad news. ![]()
![]() From what I remember, a lot of Paizo's product lines aren't actually handled in house, but by contracted companies. If this is the case, it could be that Paizo is simply licensing their IP to these companies, and the costs are the responsibility of those companies. If I am correct about this, it would effect this analysis deeply. ![]()
![]() JurgenV wrote: As a white person my culture is treated as something to be ashamed of, and minority groups are more As a white. free to express and revel in their unique heritages. As a white person very interested in my racial heritage, I have never seen this. I have a strong ethnic identity, and I don't get shit for it. My Mom's side is German-American, my Dawns is Irish-American, and my Stepdad is so Italian it puts off actual Italians. I've never been told any of this identity is a bad thing. Quote: Mix up a puerto rican and a mexican and you will catch hell. Mix up a german and french man, or just say they are both just white, and HE will be in the wrong to argue it. That really depends on how you correct people. ![]()
![]() Greatbear wrote:
Thematic, but those themes are defined by my tastes. Small sized races are always banned, because there are no small sized races in my campaign settings. My campaign settings never have small sized races because I hate them and find them ridiculous. So, it's thematic and a personal taste thing. Aside from small sized races, I also ban Summoners. I just don't like them. It's not a game balance issue or anything, I just have a hefty dislike of any summoning not related to the evil cult type. In my campaign setting, the only things that can be summoned are extraplanar creatures in service to the one remaining god, and no good person wants to bring that kind of evil into the world. For classes and races, that's about it. I mostly go after specific spells (if it's related to Summoning, Teleportation, communing with a deity, Wish or Miracle, or Resurrection, it's banned.) ![]()
![]() therealthom wrote: Here's a question. Without common cannon, why clad ships at all? (I guess fire and lightning would be a problem for them.) Because we have the industry to do it easily, and it's a significant boost in armor strength. If ballistae have trouble with wooden hulls, they really have trouble with metal hulls. Quote:
All of this is situational. I'm considering that boarding might be extremely common as opposed to sinking a ship with direct fire. ![]()
![]() kikidmonkey wrote:
Ramming, yes. Targeting the screws? Those are beneath the waterline. ![]()
![]() Dracovar wrote:
Oh, dear. The spellcasters have a way to overpower anything, don't they? ![]()
![]() I don't think I like the idea of rust monsters being a common part of naval warfare. I'm not convinced my (hypothetical) players would let me live. Torpedoes? We can probably pull off short ranged ones with screw propellers, and we have alchemical explosives. Perhaps they could be manufactured with an empty space for the payload, and an alchemist or three could be assigned to the ship. They make bombs, bomb goes in payload compartment, gets launched at enemy. Can load them into ballistae, too. ![]()
![]() It's a homebrew magitech campaign setting. The tech level for weapons is standard Pathfinder, with firearms rare. Transportation technology is much more advanced, and we have mass production. We also have ironclad warships with screw propulsion biting alchemists fire engines. We do not have cannons in common usage, however. So, how do these ships fight each other, assuming a ship has between four and a dozen full casters of level 3-6, depending on the size of the ship. Crews can range from an 80 hand destroyer escort to a 300 hand battleship. I am convinced the navies of this world can find ways to sinkify each others toys without guns, I just can't figure out what they are. Looking for both magical and nonmagical methods. ![]()
![]() When I was an immature teenager just starting out, I played a Barbarian who fought by attempting to gore people with the horns on his helmet. His backstory was simply "Dwarven Viking", and he couldn't speak Common, only Dwarven, which I approximated with random aggressive grunting and gesturing. Later on, I played a weretiger Ranger who was such a horndog he had a permanent Will penalty against women, and played him as the glorious and all capable Marty Stu whom all the women love because he is gorgeous and never wears shirt. There is more, but I don't remember it. I had a lot of gender identity and sexuality issues as a kid, combined with little social skills or self confidence. I had a lot of odd things as a result. ![]()
![]() Jeffrey Palmer wrote: Have you checked out the aquatic materials/world from Cerulean Seas? It's here on Piazo too. Amazing races/classes/feats/items/etc, and full of flavor- I know it doesn't fit into your above list, but you said sailing and if you'd want a "continent" for your world under the waves, this stuff might float your boat! I could find some use for this, I think. ![]()
![]() Oceanshieldwolf wrote: * New World/America - Northern Crown, The Gazetteer and Northern Crown: New World Adventures. Both are 3.0 by Atlas Games. So it's probably harder to find, but it is the same mob that did Nyambe. Good stuff, and the fantastic/mystical approach to the New World is fun. A mix of Frontier and Colonial. You can get it from Paizo or the publisher's site. From what I gather, it is considered compatible with Nyambe, and if it is of the same quality Nyambe has I am most interested. Quote: * If Steampunk Musha ever releases it is your Japanese Steampunk mashup du jour. Tell me more. Quote: * Dieselpunk would be less fantastic/magic to me as I know actual dieselpunkers and antifa activists in the Netherlands who would be bemused that "dieselpunk" has entered RPG vernacular. You could try the Thunderscape CS (also available here at Paizo) even has a Thunderscout Base Class that I think gets a vehicle like a Cavalier gets a mount... Intriquing. Quote: * China - Heroes of the Jade Oath - again by Rite Publishing. Available here at Paizo. I like the sound of this. ![]()
![]() More Nations:
Tsuntan
-The oldest civilization still in existence, Tsuntan was the center of intellectual, scientific, and technological advancement during ancient times, before falling behind other nations. Low population (famine caused by civil war) during the Industrial Era led to the adoption of a Minkasi-style immigration program, but a more multicultural attitude towards the new arrivals has greatly changed Tsuntan civilization over the last century, with many lamenting the tendency towards the individual and away from the community. Despite this, it has done well for itself, having recently surpassed Minkasai in economic power to share the number one spot with Lacienta. Seeking to yet again lead a new era, Tsuntan turns its eyes to the stars, where none have gone before. It is also an agriculturally significant nation, exporting a lot of food around the continent. Soriva -Originally the home of various nomadic tribes famous mostly for their horse skills (though many tribes relied on the reindeer rather than the horse), it was eventually colonized by the Vilusti from the West, who now make up the majority of the population. Soriva is a rough and unforgiving land, unable to support much agriculture aside from reindeer hunting, but it has a lot of natural resources. It is very closely aligned with Minkasai, who is responsible for enabling its independence from Vilusti. Known primarily for its animation, which has a reputation for being well written but quite dark, its car industry (road infrastructure is a problem do to having a very high number of isolated communities, so Soriva builds cars that can handle virtually anything, and has proven very successful in exporting them), its rather open and friendly attitude with outsiders (so long as they respect the way Sorivans do things), its independent and small community focused worldview, its ruralness, and its legendarily moderate and slow to change outlook on politics, economics, and culture. Albenna -For such a small country, Albenna is surprisingly influential. Originally settled by Kaelish refugees fleeing the destruction of their culture (who ironically enough ended up destroying the native culture pretty thoroughly), it started off just scraping by, but grew stronger as famine and exile brought more and more settlers. Albennan monarchs funded magical research very heavily in an effort to bolster low troop numbers, and before the death of the gods they were the most skilled as a result. Afterwards, they were at the forefront of new developments, and their magical colleges attract students from worldwide. They've done so much work in the field that the language they constructed to facilitate quicker spell incantations is an international standard along with several other concepts they developed. However, they also have the highest rate of monster attacks and rogue spellcasters. Aside from magic, they are also known for their music, dance, literature, hearty and simple cuisine, and pub culture. They have a reputation for being very chatty and highly eloquent, as well as being quite witty. Tends to be very laid back, but has an extensive military history do to having had many conflicts with its neighbors (all of whom are now allies). Natori Islands -A nation built by immigrants, Natori's geographic location has made it a prime location for international trade. This convenience brought settlers from all over the region, and attracted the attention of pretty much anyone who wanted a colony. Rulers changed so frequently that it formed its own melting pot culture rather than adopting the culture of a colonizer, which eventually fueled nationalism and desire for independence. Natori culture emphasizes egalitarianism, innovation, improvisation, and the constant strive to create new and better things. Natori are often seen as bright, optimistic, energetic, creative, intense, flighty, and a bit too centered on wealth and flashy new toys. Very well known for its tourism and shipbuilding industries, its Tiki Culture, most of which was made up for tourists, and inventing surfing, a sport that is popular region wide, especially in Valedonia. I hope to have Valedonia and Leontiny up soon. Mailiao, Hantora, and Vrakesh will take time, because I need to seek assistance with those. I have decided that Jontun is feeling way too forced, so I'm giving all that land to Soriva. I'll redo the map when I have time. ![]()
![]() James, my homebrew campaign setting is a modern day technology setting where all the gods but one were killed by humans (the gods totally deserved it). This last remaining god wants to slowly make life worse and worse for humanity as revenge, but is unwilling to enter the materiel realm again, because he knows he would be killed. So he corrupts humans to use as his minions against civilization, and they create shadowy cults in nice urban and suburban neighborhoods that cause all sorts of trouble. My question is whether you think the upcoming Occult Adventures book would likely prove useful in designing encounters based around this god's minions and the cults they form. So far I like the sound of the Kineticist, but I'm not sure I'd like a straight up psion class, and I wouldn't allow communication with the dead. Those things aside, is there likely to be a lot I could find use for? ![]()
![]() I have my own homebrew under construction, but it is a modern tech setting. Often, I'm in the mood for something a bit more archaic. For those days, I like having published settings around. Currently, I own: Nyambe: African Adventures
I'm looking to branch out a bit. I am only interested in settings that are D20 and could be converted to Pathfinder. It doesn't have to be easy or specifically billed as compatible, it just has to be doable. I consider the effort that went on here to be reasonable. I am looking for settings that would cover some of the following flavor desires (No, I don't want one setting that covers all of it.): Ancient Greece
Also, if anyone knows of a setting with a "Europe" I could insert into a homebrew campaign setting (kind of like how Nyambe is an "Africa" that can be plugged into a homebrew campaign setting easily), I would be much pleased. My setting is focused on North America and Asia, so if I can use a plugin instead of having to design an off-map Europe, that would make my work a lot easier. I wouldn't be interested in a kitchen sink style setting. I like having settings with a theme to them. I don't have a problem with well designed low magic settings, but I do have a love of high magic. I can enjoy dystopian settings unless it reaches the sheer hopelessness of Ravenloft or Midnight, but I prefer optimistic ones. The more opportunities for sailing, the better. What can you guys recommend to me? ![]()
![]() I intend to add more information in a few hours. Some of you may have noticed the use of the name Nyambe above. This does in fact come from the published campaign setting, which, while not directly featured in the setting at this point in time, does exist in an area not yet mapped (modified for modern technology and the mythos of this setting, of course). Two nations of the setting have their roots in Nyambe, so materiel from the main book will be appearing. For those unfamiliar, check it out. It's a very satisfying setting. ![]()
![]() edross wrote:
It's actually a lot more post-colonial than pre-colonial. I mostly pull my materiel from the 20th century (cultural post-WW2, technology mostly post WW2, artistic styles mixed [Art Deco is thing in current use, as is Space Age and some other styles). Espionage isn't really a major factor. It's more about people who are somewhere between special forces and law enforcement. The major hook is that magic is a wonderful thing that has greatly improved the lives of everyone, but it is very dangerous. Satanic Panic (but with "Satanists" that are actually harmful) is of course a thing here, given the fluff for the Allfather. North America is a major factor, as is East Asia. They basically make up the map I have shown. Africa currently exists off-map. Quote:
I am. Thanks. I also intend to look into the Skald from the Advanced Class Guide. ![]()
![]() edross wrote:
That might actually work. I could retain the current bloodline abilities ( anything spellcaster specific has to change, though), then add in the gold point system you recommend. Allows customization while giving each bloodline some flavor. A dragon bloodline Fighter really should have a breath weapon, because dragons. Also, thanks for the compliment. Here's what I have so far. I let one god live to cause trouble. ![]()
![]() ”Map”:
[URL]http://s1375.photobucket.com/user/kelseymacailbert/media/WorldMapOneArctica ndTropical_zpsde1101c4.jpg.html[/URL]
The lines are the northern tropic and the arctic circle. Ovals represent groups of small islands. Yes, I know it's a really ugly map. It's an alpha release. Here lies my world. The basic idea is that of a modern fantasy setting where magic is out in the open, rather than hidden away from public view. It was originally supposed to be an extension of D&D/Pathfinder tropes into the modern day, but I've moved a bit away from that to just create the world I envision. I've been considering this setting for about 4 years, through more retcons and total do-overs than I can count. Now it's time to actually sit down and flesh things out. So, let's begin. Metaplot:
For centuries, the gods had held humanity back, using them as tools in machinations too great to be understood. As humans gained industry and communication ability, these machinations grew larger and larger, eventually culminating in the greatest war ever seen. As the carnage grew, the gods interceded personally, but this was a foolish decision. They thought of the old days, when they could manifest and lay waste to entire armies, not of the new era, one of mass industrialized forces and terrifying weaponry. Gods were never invincible, just incredibly tough, and this was too much for them. As gods began to die, humanity began to realize they were being manipulated by beings not so omnipotent as claimed, and began focusing their efforts on wiping them out. This was ultimately successful, and the war ended as those involved declared a new era, without the machinations of the divine to rend divides.
The death of divinity released massive amounts of magic into the world. Suddenly, human mages had greater magical strength than they had before, and latent magical blood began showing in some segments of the population. With this new found magical strength, humans were able to greatly reduce scarcity and improve a lot of their technology. A golden age greater than ever seen before is booming, one characterized by relative geopolitical stability, low poverty, and contentedless. This magic brings with it a problem, however. Human mages aren't the only ones getting stronger. So are the thousands of monsters that plague this world. Magical beasts, fae, giants, undead, and many other threats. Not only are they stronger, they are also far more numerous than they have ever been before. Not to mention those human mages that don't want to play nice. Such is the side effect of a magic filled world. There is another threat as well. He who was once Lord of All Things. The Allfather. King of Kings. The most powerful god who ever lived. He alone survived the war that killed the others of his kind. His allies and enemies, brothers and sisters, sons and daughters, wife and parents. All dead. Once, he just wanted to rule over all of humanity, but now he wants revenge. He wants to crush this golden age of humanity, and make every living day a brutal struggle for what Hell passes for life. Problem is, during the war he barely survived his wounds, even with all the might of his allies and family beside him. Now he is alone, and the humans have far better magic and technology and much less infighting. If he dares manifest in the world, they will almost surely kill him. So he must stay on his own plane, where he is unreachable, and go back to his old manipulative ways. Find impressionable, naive humans, and induct them into destructive cults. Use them to slowly but surely chip away at the establishment. It'll take decades of troublemaking to have the desired effect, but he has time to wait. He is a god, after all. In the meantime, maybe he can dominate some of those monsters stomping around. ”Nations”:
As you probably guessed, the map given represents a portion of the world, not the whole thing. This portion is where I focus the game. All of the nations are members of the Commonwealth of Nations, which is an economic union who's members lack border controls and tariffs with each other, and where citizens of one nation are free to travel and settle in others as desired. There is a shared currency based on dollars and cents, with each nation having it's own unique designs for bills and coins (You can spend money in one country's design in another country without a problem.). It's kinda like the European Union, basically. Though not a military or security alliance, the Commonwealth does maintain some such capability. In particular, there is the Commonwealth Magical Security Service, more commonly known as Mako (a combination of the first two letters in the two words of it's Minkasi language name, as well as an allude to it's naval roots), a force of monster/witch hunters that specializes in incidents at sea and incidents that cross national borders, as well as providing assistance to national security forces whenever requested. This is the main organization for PCs to belong to.
Nation writeups still under construction. Here is what I have so far: Markkheim -One of the first parts of the New World to be colonized, about the same time as Tulani. It is a very rugged land, with a people who certainly like to think of themselves as rugged. In fact, Markks like to think of themselves as a lot of things. Especially if it involves taking some cultural element from their lauded Viking Age and totally misinterpreting it. They are polite, proud, and professional, and somewhat reserved. Once one gets to know them well enough, however, they can be surprisingly warm. They are known for their rustic visual aesthetic when it comes to clothing and architecture, a very good rail network, a deep community bent, a wealth of natural resources, and some of the best engineers around. Tulani -One of the first parts of the New World to be colonized, soon after Nyamban explorers first discovered it (though the Markks would say they found it first). The majority of the population is descended from southern Nyambans, though there are quite a few white immigrants. Most of the population lives in the marshy Southeast, but Tulani is famous for the great rolling plains out west, where the majority of the continent's agriculture is. Tulanans are known for their food and beer, their hospitality, their relaxed attitude towards life, their literary tradition, and one of the best educational systems in the world. Watande -One of the most urban nations in the world, Watande was once a loose confederation of native tribes along the largest lake complex in the world, with no real concept of ideas like nationhood, but all of that changed when the white man came. They worked hard to build up new technologies to maintain their independence, and, despite many signs suggesting the contrary, proved ultimately successful. So much so, they managed to pull ahead during the Industrial Revolution, ensuring their status as a nation that, while not big enough to be a major power, is wealthy and secure. Lacienta -Optimistic. Powerful. Heartbreakingly beautiful. All of these and more describe the Land of the Rising Sun. Known for its stunning architecture, from ancient pyramid temples and highly sophisticated cities to Colonial missions and villas, its landscape, stretching from sun kissed coast to sprawling desert, misty mountains to deep jungles, and all the sights in between, its vibrant and active culture, its top wide variety of delicious food, wine, and tequila, and movie and music industries that enjoy massive popularity worldwide. One of the strongest nations in the world, currently tying with Tsuntan for the top spot. Minkasai -Minkasai is a nation of contradictions. A nation still embroiled in it's past traditions, yet at the cusp of technological innovation. A nation known for it's political and social moderation, yet formally the most powerful nation in the world, and still among the top five. Openly friendly and unfailingly polite, yet private and reserved at the same time. A nation deeply invested in harmony and unity of culture, yet almost one fifth of the population are descended from white immigrants who arrived a century ago. A very mountainous nation, always low on farmland, yet near boundless natural resources to trade. Minkasai is many things, and uninteresting certainly isn't one of them. ”PCs”:
The PCs of this setting belong to the aforementioned Mako unit. To join Mako, one must have military experience, law enforcement experience, or a college degree, and be at least 22 years of age. You must also be a Sorcerer. The Sorcerer class is being eliminated, but every PC character gets a bloodline and is referred to as a Sorcerer. Earlier, when I referred to latent magic manifesting, this is what I was referring to. I am modifying the benefits of each Sorcerer bloodline, so that they are useful to any class. Add a bunch of stuff to bloodlines to replace magic items (if a PC really needed a piece of equipment, Mako would provide it, and looting or accepting rewards is a no-no, so WBL and the magic item system won't work), and there we go. Increase BAB progression by 5 Monte Cook style and increase frequency of attribute bonuses from level so that Bloodlines don't have to handle that. These template based Sorcerers are pretty powerful, which is why the government hires them for the very hazardous task at hand. This should also make switch hitting a bit easier, since you don't need to invest in a magic weapon.
I am working on what classes to allow right now. I am banning the Paladin, Gunslinger (redundant when everybody got a gun), and Summoner. Clerics are non-divine casters unless they are NPC cultists, spell list is being modified so PCs can be elementalists instead of priests. Druids allowed and have a lot of political power. Fighter gets some of Gunslinger's toys. Barbarian very heavy modification. Bard, Oracle, Inquisitor, Cavalier, no decision. Magus allowed with modification for ranged combat. Monk banned. Rogue, Wizard, Witch, Ranger, Alchemist allowed. I just got the ACG, haven't had time to form impressions of it's classes. Intend to peruse extensive 3PP collection to see if there are any base classes there I can add to the setting. So, any thoughts, concerns, ideas, criticisms, or questions so far? I want to get basic writeups for each nation, the playable races (elves, orcs, goblins, and the like exist, and are considered human beings), and the tech level done next. No promises on how long that takes me. ![]()
![]() Darkholme wrote: If you want to drop the XMas tree effect and WBL without breaking everything, I would recommend you do something like this Which I came up with based on Kelso's Alternative to Magic Items system, but expanded a bit. Well, a reason I want the Bloodline system has to do with the proliferation of firearms within the setting. When Fighters get into it, they have rifles, shotguns, SMGs, and pistols, and if it gets into melee, they have knives, hatchets, and improvised weapons. This limits choice in fighting style. Bloodlines allow a Fighter to pick up some flavor, rather than just being rifleman #3326. It also means that Fighters have some supernatural things that they can do, because they are also magical (which, in the context of the setting, explains why they are being sent up against powerful magical threats all the time). ![]()
![]() I have about 50 3/3.5 splats (including Unearthed Arcana), D20 Modern, Call of Cthulhu (never played or read it), and Deadlands D20. That's why Pathfinder became the go-to. I'm familiar with it, it's actually supported with rules I want to use, and the vast majority of my RPG library is compatible with modification. Another thing I am considering is not really holding martials to a high degree of realism. Making them Sorcerers means a Fighter can now learn a couple magical abilities, and is significantly stronger than an IRL person. I am also an anime fan, and some elements of that will likely creep in. A mid-level martial can dead sprint at over 30 miles an hour, jump onto a roof from the ground, and kick through the ceiling, then get a surprise round on everybody in the room, used to go crazy with dual revolvers? Sounds legit, considering what the Wizard and Arcanist can do at that same level. ![]()
![]() Pan wrote: As I read this I cant help but think maybe Savage Worlds or Burning wheel could pull this off. Traveller is too hard sci-fi for what you want. 4E actually might provide this easily. Not sure why but all my gamer senses say not pathfinder. I dunno. I feel like a derivative of Pathfinder can work. It's also the system where the vast majority of my materiels are, and I neither want nor can afford to purchase another system, and there aren't a lot of Savage Worlds or Burning Wheel players compared to Pathfinder players. In my local community, Pathfinder is pretty much the RPG. ![]()
![]() I have concepts, and I need help fleshing them out. This is going to be pretty setting specific. Basic idea is that technology is modernish, everybody got a gun, PCs work for the government dealing with out of control magic users and monster hunting, it's a high magic setting, divine magic rarely comes from dieties, and PCs all have some magic. Switch hitting comes first. Multi-shot firearms are the default weapon, but melee combat does happen. A combat oriented PC needs to be good at both, but without feat taxing. A PC optimized for melee would fare poorly in too many combats. A PC optimized for range would do better, but not be much fun in melee. Second is magic item proliferation. First off, PCs are government employees in a high priority function. If they need equipment, they will have it. WBL also doesn't work, because PCs aren't engaging in looting or receiving big rewards (they can't legally accept them). So, the magic item system is a non-starter. What I'm thinking is taking away the Sorcerer class, so that I can take the Bloodline feature and apply it to all PCs. (Setting lore states that all the gods but one were killed by mortals recently, and this led to magic becoming much more prevalent. Sorcerers could be a symptom of this, but as a template rather than a class, and bloodlines could be related to personality or interests rather than ancestry.) Add a bunch of stuff to bloodlines to replace magic items, and there we go. Increase BAB progression by 5 Monte Cook style and increase frequency of attribute bonuses from level so that Bloodlines don't have to handle that. These template based Sorcerers are pretty powerful, so the government hires them for the very hazardous task at hand. This should also make switch hitting a bit easier, since you don't need to invest in a magic weapon. Finally, we have caster martial disparity. With martials being ranged combatants and fighter and rogue types having a little magic from Bloodlines, the equation has shifted a bit. To make things more complicated, though, I really want to use spell points from Super Genius Games, and I banned some types of magic from the setting: Resurrection
Spells requiring a dirty exist, but the one diety left alive is very bad news, so PC don't have access. As for classes, the Summoner has to be banned, but I might be open to a mutant class using the eidolon mechanics if it can be made balanced. Clerics exist, but PC Clerics are elamentalist casters. Only NPC Clerics have god magic. Druids exist with modification (less wild shape reliance). Inquisitors and Cavaliers no decision. Paladins banned. Antipaladins allowed (as I said, the one remaining diety is bad news). Oracles no decision. Barbvarians folding into Ranger. Gunslinger redundant, banned, Fighter gets the Grit. Other classes either overlooked or allowed. Have ACG, have only read Arcanist class so far. Arcanists allowed. Ideas? Suggestions? Thoughts? ![]()
![]() I have concepts, and I need help fleshing them out. This is going to be pretty setting specific. Basic idea is that technology is modernish, everybody got a gun, PCs work for the government dealing with out of control magic users and monster hunting, it's a high magic setting, divine magic rarely comes from dieties, and PCs all have some magic. Switch hitting comes first. Multi-shot firearms are the default weapon, but melee combat does happen. A combat oriented PC needs to be good at both, but without feat taxing. A PC optimized for melee would fare poorly in too many combats. A PC optimized for range would do better, but not be much fun in melee. Second is magic item proliferation. First off, PCs are government employees in a high priority function. If they need equipment, they will have it. WBL also doesn't work, because PCs aren't engaging in looting or receiving big rewards (they can't legally accept them). So, the magic item system is a non-starter. What I'm thinking is taking away the Sorcerer class, so that I can take the Bloodline feature and apply it to all PCs. (Setting lore states that all the gods but one were killed by mortals recently, and this led to magic becoming much more prevalent. Sorcerers could be a symptom of this, but as a template rather than a class, and bloodlines could be related to personality or interests rather than ancestry.) Add a bunch of stuff to bloodlines to replace magic items, and there we go. Increase BAB progression by 5 Monte Cook style and increase frequency of attribute bonuses from level so that Bloodlines don't have to handle that. These template based Sorcerers are pretty powerful, so the government hires them for the very hazardous task at hand. This should also make switch hitting a bit easier, since you don't need to invest in a magic weapon. Finally, we have caster martial disparity. With martials being ranged combatants and fighter and rogue types having a little magic from Bloodlines, the equation has shifted a bit. To make things more complicated, though, I really want to use spell points from Super Genius Games, and I banned some types of magic from the setting: Resurrection
Spells requiring a dirty exist, but the one diety left alive is very bad news, so PC don't have access. As for classes, the Summoner has to be banned, but I might be open to a mutant class using the eidolon mechanics if it can be made balanced. Clerics exist, but PC Clerics are elamentalist casters. Only NPC Clerics have god magic. Druids exist with modification (less wild shape reliance). Inquisitors and Cavaliers no decision. Paladins banned. Antipaladins allowed (as I said, the one remaining diety is bad news). Oracles no decision. Barbvarians folding into Ranger. Gunslinger redundant, banned, Fighter gets the Grit. Other classes either overlooked or allowed. Have ACG, have only read Arcanist class so far. Arcanists allowed. Ideas? Suggestions? Thoughts? ![]()
![]() I have concepts, and I need help fleshing them out. This is going to be pretty setting specific. Basic idea is that technology is modernish, everybody got a gun, PCs work for the government dealing with out of control magic users and monster hunting, it's a high magic setting, divine magic rarely comes from dieties, and PCs all have some magic. Switch hitting comes first. Multi-shot firearms are the default weapon, but melee combat does happen. A combat oriented PC needs to be good at both, but without feat taxing. A PC optimized for melee would fare poorly in too many combats. A PC optimized for range would do better, but not be much fun in melee. Second is magic item proliferation. First off, PCs are government employees in a high priority function. If they need equipment, they will have it. WBL also doesn't work, because PCs aren't engaging in looting or receiving big rewards (they can't legally accept them). So, the magic item system is a non-starter. What I'm thinking is taking away the Sorcerer class, so that I can take the Bloodline feature and apply it to all PCs. (Setting lore states that all the gods but one were killed by mortals recently, and this led to magic becoming much more prevalent. Sorcerers could be a symptom of this, but as a template rather than a class, and bloodlines could be related to personality or interests rather than ancestry.) Add a bunch of stuff to bloodlines to replace magic items, and there we go. Increase BAB progression by 5 Monte Cook style and increase frequency of attribute bonuses from level so that Bloodlines don't have to handle that. These template based Sorcerers are pretty powerful, so the government hires them for the very hazardous task at hand. This should also make switch hitting a bit easier, since you don't need to invest in a magic weapon. Finally, we have caster martial disparity. With martials being ranged combatants and fighter and rogue types having a little magic from Bloodlines, the equation has shifted a bit. To make things more complicated, though, I really want to use spell points from Super Genius Games, and I banned some types of magic from the setting: Resurrection
Spells requiring a dirty exist, but the one diety left alive is very bad news, so PC don't have access. As for classes, the Summoner has to be banned, but I might be open to a mutant class using the eidolon mechanics if it can be made balanced. Clerics exist, but PC Clerics are elamentalist casters. Only NPC Clerics have god magic. Druids exist with modification (less wild shape reliance). Inquisitors and Cavaliers no decision. Paladins banned. Antipaladins allowed (as I said, the one remaining diety is bad news). Oracles no decision. Barbvarians folding into Ranger. Gunslinger redundant, banned, Fighter gets the Grit. Other classes either overlooked or allowed. Have ACG, have only read Arcanist class so far. Arcanists allowed. Ideas? Suggestions? Thoughts?
|