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polyfrequencies wrote: Everyone makes assumptions. I looked (briefly) at what people indicated in their character sheets and made a judgment call in an attempt to provide something potentially helpful and/or interesting. Yes, but not everyone defends their assumptions instead of accepting correction from the creator. My edit even acknowledged that I would have made the same assumption, well before your reply. Learn to accept input that isn't just praise. It is a massively important skill. ![]()
Some rogues are built for combat, and fulfill the striker role nicely. Others are not. That's the problem with working from classes and not build plans. You have to make assumptions. The issue, in my mind, is whether you regret making assumptions or you think you haven't made any. Edit: That being said, I generally assume a Rogue built with TWF is looking to be a serious contributor in combat. ![]()
So, what do I see submitted? 9 stated characters and 9 dots. Alphabetically by character name: Lucender - Grymm Bloodstone - LN M Dwarven Fighter (Mutation Warrior) - Giant Slayer
Dotted, alphabetically by account's primary handle: andreww
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Playing at building a Swashbuckler. I seem to be experimenting with that class mostly right now, for some reason. First time I've consciously used the "Use Charisama instead of Int to qualify for Combat Feats" as an excuse to make Int the dump stat. Fewer skill points, of course. HP: 1d10 ⇒ 10 Woo-Hoo! Cash: 5d6 ⇒ (2, 6, 2, 4, 4) = 18 5 over average. Works. ![]()
natloz wrote: So I was thinking the monk part is more just him learning to fight bare handed and discovering some innate tricks. The rogue part is realizing dirty fighting and striking from hiding isn't dishonorable when you're fighting for your life. More than one way to skin a cat. Sounds to me more like a Brawler than a Monk. Among other things, the Varisian caravan lifestyle isn't usually a haven for personalities in the lawful alignments. I'm NOT addressing lawful as law abiding, here, either. Yes, caravans have their organizational structure, but Varisians as a group are far more focused on individual freedoms than conformity. And your description of tricks he figured out along the way is not very formal training and dedication related. Just an opinion. Not worth any more than you choose to value it. ![]()
When you are a bear of very little brain, sometimes it takes longer to think your way through. So, expect: 15, 15, 14, 14, 10, 10. Not a great deal of difference between primary and secondary unless the dicebot loves you. Yeah, let's dicebot. I have no idea what or which attributes are which at this point. Too little brain.
Chuckin': Set 1 Prime1: 2d4 + 10 ⇒ (1, 3) + 10 = 14 Prime2: 2d4 + 10 ⇒ (2, 2) + 10 = 14 Avg1: 1d6 + 10 ⇒ (3) + 10 = 13 Avg2: 1d6 + 10 ⇒ (4) + 10 = 14 Low: 14 - 1d6 ⇒ 14 - (4) = 10 Low: 14 - 1d6 ⇒ 14 - (6) = 8 Set 2 (rolled at same time, actually)
And set 2 is actually a nicer set. Sheer dumb luck on that.
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My clock says less than 21 hours until the GM's cut-off. What I currently see as applicants. Characters alphabetic by name, accounts alphabetic by primary handle: Submissions (14): Fluidsynchronicity - Haine Autrefois - NG M Dwareven Spiritualist (base?) - Orphaned
Dots (7): Daynen - u Barbarian - Love Lost
Witchdrawn: Dragoncat ![]()
What I currently see as applicants. Characters alphabetic by name, accounts alphabetic by primary handle: Submissions (9 so far?): Usmo - Kal Cordin - N M Human Arcanist (Occultist) - Drug Addict: Personal Addiction
Dots (12): Archpaladin Zousha - Warpriest
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I have never been fond of the "and his other brother Darrel" character rotations. Eliminates too much of the risk in the game. I'll play nearly anything, so I think how I would like to move forward is more democratic. Let me know what kind of character role you (the team) want me to make the primary for the replacement, and I'll build something I think will be fun that does that thing. ![]()
1 DAY left until GM stated cut-off for submissions. Please note that the GM has expressed a preference for full builds over simply answering the questions. All non-character aliases are listed by the account's primary handle. Submissions with presented builds (alphabetic by character name): Andrea1- Liz Ardoc - NG F Human Druid - Child of Kintargo - Staying up on Current Events
Submissions with questions answered but no alias/build that I see (by alias): pinvendor - ? ? Human Vigilante (Magical Child) - Child of Kintargo - Looking for trouble
Dots (by alias): Ironperenti Withdrawn (by alias): Chapel36
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I responded to this bit in your attack spoiler: Quote: He can use his flail to make disarm or trip attempts without provoking an AoO. You have nothing on your sheet that will prevent the standard provocation using those combat maneuvers. I assumed, therefor, that you want to use it for these actions without provoking and started the discussion on how to actually get there. ![]()
Battlefield Control Discussion: Mightypion wrote: What does this build do (over a fighter CMB fighter) It is also dependent upon having a flanking buddy instead of being independently viable. It has short-term effects only, instead of being able to "permanently" break enemy tactics. Each Dirty Trick, by the book, can provide a minor effect only. The Dirty Trick route doesn't set up chains of AoOs that provide cumulative bad news for the target. One of the differences in our outlooks is that I don't say either build is wrong, better, or worse. I note that it has different requirements and actually different results. Some players will want one and some players will want the other. I was posting in response to an apparent desire to have a character with the benefits of both Improved Trip and Improved Disarm. I was trying to communicate how to do the thing the player seems to want to be able to do, not telling him to aim at a different target. Just like I've put the details of this sideline conversation in spoilers in order to reduce the direct impact to applicants and the GM who may not want to read the walls of text being created. I'm trying to consider opinions and desires beyond my own.
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The trip and disarm weapon qualities do not grant the ability to make those combat maneuvers without provoking. The disarm quality gets you a bonus on the combat maneuver check. Originally, the trip quality was required to use the weapon to make a trip combat maneuver. Now it just grants you the ability to drop the weapon instead of being counter-tripped, which the maneuver itself does not normally allow. Now, don't get me wrong, I LOVE me a battlefield control fighter! It is just a horribly feat intensive build.
Feat discussion: Block 1: Combat Expertise Combat Reflexes Improved Disarm Improved Reposition (NOT usable as an AoO) Improved Trip Block 2: (6th level prerequisite)
Weapon Training bumps the CMB for these attacks, as does Weapon Focus & Greater Weapon Focus (2 more feats!) And if you've got your dex cranked up for the AoO count, then you may also want the feat Agile Maneuvers to get the higher CMB using your Dex instead of Str. Then there are more advanced feats that can increase the fun. There's one that lets you Reposition the opposition into dangerous areas and one that lets you determine which way the disarmed weapon flies, for instance. And this is an example of why the Elephant in the Room Feat Tax rules are popular. Using EitR as written, the Block 1 feat list becomes: Block 1:
None of the other feats mentioned above outside of Block 1 get simplified/combined. Still, drops the feat count by 2, and makes both Agile Maneuvers and Weapon Focus much easier to fit in. Some people extend the EitR rule set to also fold in feats from resources the EitR authors didn't include, like the one Reposition came out of . . ..
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So, what do we have? Reserved seats: Magus
Submitted builds (alphabetic by character name): Rabscuttle - Dashka - NG Female Sylph Oracle of Wind, with the Deaf curse
Dotted (alphabetic by primary account handle): DoubleGold
Withdrew (alphabetic by primary account handle): Tazo
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1 week left until GM stated cut-off for submissions. Please note that the GM has not expressed whether answers only or full builds are required. I am drawing the distinction purely for comparison's sake, as I don't know for sure how much is desired, either! All non-character aliases are listed by the account's primary handle. Submissions with presented builds (alphabetic by character name): Andrea1- Liz Ardoc - NG F Human Druid - Child of Kintargo - Staying up on Current Events
Submissions with questions answered but no alias/build that I see (by alias): Critzible - ? F Tiefling Inquisitor (Living Grimoire Preacher) - Gifted Satirist - Keep up with current events
Dots (by alias): Rabscuttle Withdrawn (by alias): Chapel36
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So, I see mentioned: teifling inquisitor
10 ideas
Pretty good for basically 2 days of submissions with build rules this restrictive. ![]()
select a stat array equivalent to 15-point buy 12/13/10/10/14/14 with racial bump promoting Wisdom in addition pick a class from among the Core classes, the Base classes excepting Summoner, the Hybrid classes, and Unchained Summoner (starting HP is maximized, starting wealth is average) Cleric (Hidden Priest - Bard) of Milani - Healing and Liberation domains (Liberation Domain Powers sacrificed to Hidden Priest archetype) pick a race Human - ARG variant replacing the Bonus Feat with 3 Skill Focus Feats @ Levels 1, 8, and 16 pick a campaign trait from the Hell's Rebels Player's Guide, but it will not have any mechanical effect Diva in Training pick a reason to protest from the Hell's Rebels Player's Guide Dual-purpose, really. She wants to protest the government, but she also wants to look to see if she can find any of the other Rose of Kintargo agents she knows. set forth how you learned about the Aria Park demonstration Word of mouth - other artists whose business has effectively been shut down. summarize your political sympathies and how you came by them, and what organizations you are a part of or orbit - the factions represented at Aria Park will include at least, in no particular order, liberals, radicals, anarchists, and Ravounel nationalists (these terms to have roughly the meanings they had in about 1850 in Europe - if you would like further explanation, please feel free to ask) Directly associated with the Rose of Kintargo - very much a Liberal. That connection provided a weak association to the Bellflower Network and some minor interaction with the Silver Ravens on common goals. Her great-grandfather's efforts against slavery and oppression has led to a family tradition of fighting these social ills. What he never told anyone, of course, was that he did so because of what he learned growing up on Hermea before he was banished at the age of 16. He shared as much of his education with his family as he could, and while the information has been diluted and corrupted through conflicting information from typical Golarion society since his death, the core teachings of the inherent value of life and the necessity of allowing people to live and learn through their lives instead of living a life imposed on them through authority and power has remained clear enough. The family is in Kintargo because they have been working against the power structure in Cheliax since her great-grandfather started, around his 23rd year. Raised to oppose Cheliax and oppression, Milani was simply a natural fit with her outlook. From there, connecting with the Rose of Kintargo and training as a Cleric of Milani were fairly clear and simple progress towards the goal of finding a way to break the oppression inherent in the Cheliax system. (In order to pull off the Hidden Priest casting disguise roll, her starting feats are Hermean Blood (to gain Perform as a Class Skill) and Skill Focus (Perform). Expensive, but keeps the disguise roll for her most advanced spells easy, and mechanically fuels her public presence as an up and coming singer.) As was noted by other posters, I have most of the mechanical build complete (spell selection, gear, and combat stats-gear dependent, after all-left to complete) and can present it when you want to see them. ![]()
Looking at two massively different character concepts. A loose associate of the Bellflower Network, a halfling swashbuckler seeking to free the oppressed. With a balance of confidence, bravado, and recognition of the fact that some potential opposition will kill him without effort (at least early on). A would-be diva who is actually a Milanite Hidden Priest, I think. In this case supporting the rebellion is basically preaching the faith . . .. This is going to be very hard to do as an optimized build, though. Clerics just don't get the skill points to support the fake casting (Perform in this case) and much else. ![]()
Smiles-a-lot wrote: Still running through ideas. Quick question, is vigilante considered a base class? I have trouble finding that answer on Nethys (the official Paizo online resource), but there is a listing on PFSRD20 that is very clear on which class falls into which category. ![]()
Gm Zimmer wrote: I do not intend for PCs to be built differently to the NPCs you'll be encountering, whether comrades or enemies. So, effectively core races only, with no ARG-based modifications? Like I said, ANY race doesn't seem to match your apparent intent. And thinking about the ARG racial trade-outs, I realized there was no indication about class archetypes. Just running through potential character concepts, and how to implement them. It was either start fiddling with this or start making dinner, and the grandkids won't want dinner for another 75 minutes or so. ![]()
So, I believe that I see these implicit character generation rules: Any alignment
Trying to make sure I am on the page you intend before I go down a bad mechanical hole. ![]()
I've seen "first six get on the table" if you want to talk about QUICK recruitments. I tend to avoid those recruitments (partially because they are usually closed before I even know they are there, of course), as they tend to expect near constant attention and posting during gameplay. Probably the most common (in my head, not measured) is the recruitment posted on Friday and closing out the second Sunday (with variance on the days, but that general timeline). Not quite two weeks, but weekends are where the biggest block of submissions tend to be made. If you look at it, you started this recruitment on 22 Jan. You've had 1 public application since 4 Feb. 5 Feb would have been a 2 week window. So, there's been very little return for including the additional 2weeks. ![]()
Mokmurian the Great wrote:
Oh, I wasn't offended, I was trying to spark more life into the thread since things have slowed down as much as they have. ![]()
SRM (who took over Living Greyhawk when Eric Mona [Iquander] was removed from RPGA involvement so that the lines would be clear when Eric's job moved to Paizo as part of the magazine sale) infamously told the Living Greyhawk Triads that their job was to help people level characters to the point that he could kill them in central events. He made it clear that his concept of the hobby is explicitly GM vs players, and not cooperative story-telling with everyone at the table working together to enjoy the result. His first GenCon where he was in charge of RPGA planning, WotC told him that he HAD to make the GenCon core modules playable by lower level characters. So he opened things up with traps that were automatically lethal to even Barbarians under like 3rd or 4th level, designed so that if you avoided them you missed the event. He's not the only person who has gotten game designer credit with that perspective. He's just the one I've had shove that perspective in my face while telling me that anything else is wrong-think. But, all that to say . . .. And the odds of the normal NPC civilian to survive that attack is close to zero. I think the game design point is to show that while PCs start stronger and more capable than normal civilians, they are a long, long way from invulnerable. The threat can be used well in telling a story, or poorly. The threat itself makes sense in the world. ![]()
The description is well short of where I want it, but there's enough of the background in place to help explain how he is what he is mechanically. I can expand the description later. Wanted to get this "in your hands," though. Yahto Description: The thin young man has a deep, ruddy tan. He is lightly armed and armored, looking as though he plans to avoid conflict if possible, but is prepared in case.
Background:
Born in Magnimar to a well-settled family of Shoanti, Yahto grew up with a more calm and sedate outlook than Shoanti children in most of Varisia. But he had the stories. One thing he was short on though, was size. Yahto was just small, and looked like he would never fill out into a typical Shoanti man. He was far smarter than his parents, or siblings, so they looked to help him improve his lot by finding him a solid apprenticeship that would lead to a comfortable, productive life. The kind of life most civilized people want for their children. But he had the stories. As the family was trying to help him find an appropriate master, he was looking elsewhere.
Yahto found Rodika Blers, and managed to get her to accept him as a squire, or apprentice, or servant. The title changed often, though the duties didn't. Thing is, the Rodika didn't charge a fee for accepting the youth into her service, so Yahto managed to run away into the life of an adventurer. As might be expected, his parents are far less than thrilled. After several years of relatively peaceful exploration, the group of Pathfinders had a trip go bad. The group's muscle, a traditional Shoanti man named Iozif, held the line for the others to escape. The group decided to retire rather than work to find a replacement for their team member. Ivantiu recognized the yearning in Yahto's eyes, and sponsored him as a new member to the Heidmarchs. He's taken the things the old team taught him to heart, and hopes to contribute as well as they did, without finding himself choosing the path taken by Iozif. Other Core Info:
Alignment:
Patron Deity: Erastil, with nods to his son, Cernunnos Type: Humanoid (Human) Favored Class: Fighter Age: 16
Relations:
** Family **
Father - Wana - 44 Mother - Unega - 42 Sister - Adsila - 22 Brother - Tsoai -21 Sister -Hantuh - 18 Sister -Ooljee - 18 Younger brother - Gomda - 14 ** Pathfinders **
Combat:
Init +4 (Dex +4)
Speed 30' Melee +2. Ranged/Finesse +5, CMB+2/+5 (BAB+1, Str+1, Dex+4) Standard Attacks
Full Attacks
Point-Blank Shot: +1 Attack/+1 Damage on Ranged atacks when target w/i 30'
AC 19, T13, FF16, CMD16 (Armor+5, Defender of the Society+1, Deflection+0, Dex+4 (+3 limited), Dodge+0, Natural+0, Shield+0, BAB+1, Str+1) HP 12 (10 + 1xCon+1 + 1xFavoredClass+1) Fort +3 (Base+2, Con+1)
Skills & Languages:
2 + Campaign 1 + Int 2 + Skilled 1 = 6 Adventuring & 2 Background per Fighter Level
Bonus Skill Attribute+Ranks+Class+Specified(+Conditional)[+Overridden] {Notes} + 4-Acrobatics (Dex) 4+0+0+ACP + 3 Appraise (Int) 2+1+0 {Background} - 1 Bluff (Cha) -1+0+0 + 5-Climb (Str) 1+1+3+ACP + 6 Craft (Bowyer/Fletcher) (Int) 2+1+3 - 1 Diplomacy (Cha) -1+0+0 - 1 Disguise (Cha) -1+0+0 + 4-Escape Artist (Dex) 4+0+0+ACP + 4-Fly (Dex) 4+0+0+ACP + 0 Heal (Wis) 0+0+0 + 6 Intimidate (Int) 2+1+3 + 6 Knowledge (dungeoneering) (Int) 2+1+3 + 6 Knowledge (engineering) (Int) 2+1+3 {Background} + 0 Perception (Wis) 0+0+0 - 1 Perform (any) (Cha) -1+0+0 + 4-Ride (Dex) 4+0+0+ACP + 0 Sense Motive (Wis) 0+0+0 + 4-Stealth (Dex) 4+0+0+ACP + 4 Survival (Wis) 0+1+3 + 5-Swim (Str) 1+1+3+ACP ACP: -0 Languages Known: Taldane (Common), Shoanti, Varisian, Varisian Sign Language
Feats & Traits:
** Feats **
* "Freeby" * Finesse * Character Selection Feats *
** Traits **
Gear:
175 GP budget
FREExx Explorer's Outfit (8#, sturdy boots, leather breeches, belt, shirt, vest, gloves, and cloak) 75.0.0 Longbow (3#, 1d8/x3/100'/P) 10.0.0 Machete (2#, 1d6/19+/S) x1.0.0 Light Hammer (2#, 1d4/x2/20'/B) x3.0.0 Arrows, 60 (9# - 40 "in" pack)) 50.0.0 Scale Mail (30#, +5/+3/-4/25%/20') x9.0.0 Fighter's Kit (29#, backpack, bedroll, belt pouch*, flint and steel*, iron pot, mess kit, rope, soap, torches (10), trail rations (5 days), waterskin) 148.0.0 Spent for 83# (48.5# w/o pack)
Light <= 43# (By armor)
Fighter:
Alignment: Any.
Hit Die: d10. Starting Wealth: 5d6 x 10 gp (average 175 gp). Class Skills: Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str). Skill Points at each Level: 2 + Int modifier.
Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields). Bonus Feats: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called “fighter bonus feats.” Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level. Bravery (Ex): Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd. Armor Training (Ex): Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed. In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor. Weapon Training (Ex): Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls. Every four levels thereafter (9th, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups. A fighter also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the fighter's Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group. Armor Mastery (Ex): At 19th level, a fighter gains DR 5/— whenever he is wearing armor or using a shield. Weapon Mastery (Ex): At 20th level, a fighter chooses one weapon, such as the longsword, greataxe, or longbow. Any attacks made with that weapon automatically confirm all critical threats and have their damage multiplier increased by 1 (×2 becomes ×3, for example). In addition, he cannot be disarmed while wielding a weapon of this type.
Human (Shoanti):
ARG variance rules
+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature. Medium: Humans are Medium creatures and have no bonuses or penalties due to their size. Normal Speed: Humans have a base speed of 30 feet. Bonus Feat: Humans select one extra feat at 1st level. Skilled: Humans gain 1 additional skill rank at 1st level and 1 additional rank whenever they gain a level. Languages: Humans begin play speaking Common and their ethnic language. Humans whose ethnic language is Common (or Taldane, in the case of Chelaxians or Taldans) do not receive an additional ethnic language. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). Attributes: 18 Point Buy
Points Race Level Gear Current x2 12 +0 12 +0 12 +0 S 12 +1 10 16 +2 18 +0 18 +0 D 18 +4 x2 12 +0 12 +0 12 +0 C 12 +1 x5 14 +0 14 +0 14 +0 I 14 +2 xx 10 +0 10 +0 10 +0 W 10 +0 -1 x9 +0 x9 +0 x9 +0 H x9 -1 ![]()
Just can't come up with a feat progression I like for the battelfield controller I was trying to build. The one feat delay from Lore Warden just kept poking me in the eye. Putting together a human vanilla fighter archer instead. The story is the important part, though. Need to consider what I want to do there . . .. ![]()
GM DarkLightHitomi wrote:
I said on the initial look. If you aren't going to read what we write talking about your proposals, why do you expect anyone to read your proposals? You can not reasonably expect anyone to put more effort into a two-way conversation about your material than you do. And did you look at the now hard-to-find Arcanis rules set, or the readily available setting material to sit on top of 5e, that changes almost nothing from the 5e engine? ![]()
The number of systems that have a stamina/damage track at this point is pretty high. There are even some where ONLY the stamina track gets better as you get more powerful. The Arcanis system has a casting cooldown with a value set based on the last spell cast. If you are outside the cooldown period, you can cast anything you know. If you are inside the cooldown period, you take stamina damage based on how much cooldown you're pushing through. Everything based on skills and skill "level" is a VERY old version of rules, and pretty much what Runequest was based on, though it used the flat distribution of % dice. And the skill "level" was a % of basic success not a number of ranks or amount of study. You are offering nothing new, except your perspective on these old rule concepts. The thing to pay attention to is that regardless of how GREAT some of these rule systems are/were, the D20 behemoth either wipes them out of the market or pushes them into the corner. Why? Because they are more complicated, and most players want the mechanics to remain simple, so that they can split their attention between the game and the story about what happened to their friend three days ago. I REALLY like the Arcanis system. It does pretty much everything you are trying to do, and more. (Die rolls are 2d10 + a die type set by the attribute in use + modifiers, creating a bell curve adjusted for both inherent talent and training.) But people choose not to bother even looking at those rules, because they have a massively popular set that is easy to find other players to join, and close enough. This is a grognard saying "good luck, kid" not "what are you, stupid?" You have to look past your own enthusiasm and examine how you will sell other people on even reading your ideas. The first time I looked at this thread, I opened that first house rules spoiler and closed the thread. There was nothing to sell me on taking the time to even read that first LONG spoiler, let alone sign up for the game. I'm glad you are enthusiastic. But you have to sell others on even taking the time to read your proposed ideas, and then use that success to sell them on trying them. ![]()
You are rebuilding the core engine, not using house rules. Some of what you're aiming at is in older systems, like Runequest. Some of what you're aiming at is in newer systems, like Arcanis. Both of the named systems (and others, like the older Legend of the Five Rings versions) handle character advancement by looking at how skilled the character is across the board. When certain thresholds are passed, the character enters the next "level" or challenge tier, based on capability, on how the experience was applied to improving the character. They don't pop in power because they did enough things. They gradually transition from where they start to where they are. Nothing here that's new enough to get me willing to work your playtest. It is all old hat, just from different publishers. ![]()
Based on the restriction to the base Aasimar/Tiefling, I am suspicious that you do not want us choosing alternate racial traits? Confirming/denying the assumption, not challenging the call. BTW: Looking at an Elven Battlefield Control Fighter build. Also trying to decide if either of the archetypes I am looking at are worth losing that 2nd level Feat . . .. |