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teroks wrote:

This is the thing that some people like and some hate. My opinion is that there should be fumbles and critical hits. It makes sense that tough goblin can be killed with good luck with on good stab of dagger.

Also it makes sense that when swinging battle-axe you can slip (because of fumble), your weapon will slip out of your hand (fumble) or you hit accidentally a friend right next to you.

One thing that don't make sense is that when you cast for example healing spell you technically can't fumble.

My opinion is that there should be always roll that can cause a fumble. Skilled fighter is not going to fumble as often as unskilled fighter.

Also I don't agree that if fighter is wearing plate mail it is easier to fumble against that person than against guy who is wearing only pants.

I am going to use critical fumble and critical hit deck...but with following variations (haven't tested yet, so all creative comments are welcome):

"Basic" critical fumble chance is 20 at first level. When characters gain level they have possibility to decrease that number so that every five levels decreases chance by one.

Half of the main stat will be reduced from the fumble value. Minimum of that value is 15 - your stat.

Example:

Mage the Wizard is casting a spell. Player rolls dice and gets natural "1". Mage the Wizard is at lvl 10. He has Int bonus +3. In that case Mage has "Fumble DC" number 20 - 2 (one point every five levels) - 2 (main stat rounded up) = 16
Next player rolls d20 and gets 15. It is Fumble. If the player would have rolled 17...then it is only miss or failure.

At lvl 20 (with same stats) he would have "Fumble DC" of 20 - 4 - 2 = 14

Minimum number where that "fumble DC" can be decreased is 15 - 2 = 13

This system allows characters to affect their fumble rate by using their stats (more agile isn't going to fumble the action as likely as if compared to clumsy one, or more clever wizard is more likely to succeed in spells than stupid one) and experience levels, but there are still some...

We have now play tested this system three times (several fumbles during the sessions). This is actually working pretty well so far. Cards add flavor and because some cards might show up pretty nasty results, then it will be change only to miss.


I will check the things that you pointed. I appreciate your feedback, it is something that I am looking for. Of course there are some misunderstandings also from your side (probably badly written from me)...but you pointed out those parts and I will modify those. Thanks!

Is it possible to insert attachments into forums, or only post as "copy-paste"?


SaddestPanda wrote:
So this prestige class can get free quicken and empower 2.0 on any spell by level 7, or just free quicken by level 4.

Maybe explanation is too confusing. It is meant that character should choose one of the empower "powers" before casting a spell. Those are 50% weaker than original empower options.

SaddestPanda wrote:
Also what type of action is demoralize.

That is added. It is a standard action.

SaddestPanda wrote:
Judgement strike also gives too much damage and doesn't state what you mean by damage multipliers, do you mean it doesn't stack with a crit or what? You also need to state what the bonus feats are chosen from.

Explanation is now more precise. It won't stack with the critical. So when critical hit occurs it won't be counted in into that.

SaddestPanda wrote:
You also need to state what the bonus feats are chosen from.

For white warriors there are fighter bonus feats that should be used.

For the White Casters Bonus feats are: Combat Casting, Iron will, Scribe Scroll, Skill Focus (Knowledge Arcana), Skill focus (Diplomacy), Skill focus (Knowledge Tactics)


I made prestige class that also combines Order/society to Prestige Class. Give your opinions to balance, modify etc it...

As it seems that it is pretty hard to keep it in original format when putting it into the forums, I apologize from that.

Judges

General:

Today the Judges can be found almost everywhere even though their number is strictly controlled by their superiors. Most of the time they work alone, except if more than one Judge is needed to complete a job. Today few can hire the Judges as they will only take part in missions that are carefully considered.

Almost anyone can join the Judges after passing a test. The Judges also recruit young people (aged between 15-20) and train them for the organisation. Characters can join the Judge forces later during their journeys by passing the test..

Every novice member must also pass the test. A small group of the Judges tests all the novice candidates. In the test, a character must either, fight and defeat one training opponent (a novice member usually) with training weapons (training weapons do only stunning damage) or a novice candidate can perform a series of attack maneuvers requested by one of the Judges. (These are made using weapon skill; the first is rated Light difficulty, second is Medium, third is Hard, and the fourth is Very Hard. It is also possible to pass test with the bow. The character must shoot five arrows at a target, which is usually 50 feet away. Every arrow that hits and scores a critical receives points (A=1, ..., E=5). If the character gets 18 points or more, the test is successfully completed. If a character defeats his training opponent or clears any other combat test then he passes the combat test.

For the spell casters there are usually spell combat test that is made against another acolyte member. If the character doesn't pass all of the tests he/she can try again after one full year, when the Senate gathers again.

Characters who join to Judges must pay 20% of their total income for the Order during the Acolyte status. They will get basic magical weapon from their Order, but also they have possibility to get aid or guidance to their missions. Aid is mostly different kind of magical items in some cases those can be even powerful.

All potions, scrolls and healing services are 15% cheaper than normally. There are variable discounts from magical items, which vary based on person’s status in Order.

Members of the order are not allowed to refuse to do any missions or quest that is given from the order. Every mission that is pointed for member / members is the highest on the priority order. From the quest reward person should pay current percentage for the Order. Names of the superiors are strictly kept in secret and usually they are called as High Judge.

There are total of 12 High Judges in association. They command 5 Lieutenant each who are commanding Acolyte members.

It is possible to increase in hierarchy, but two conditions should be met. First, there should be place open for new comer. Second possible candidate should have given at least 5000 gold pieces for the Order during his service time.

Every Member should behave well and serve their Order and Current quest giver the best way can. Judges have been known to do missions for the evil persons too, as they are generally mercenaries who follow their own path as the Order.

Judges have their Code which is used in every ceremony and every member is trying to follow as they best can:

I swear to protect all innocent people.
I swear to protect all betrayed people and bring the betrayer to justice.
I swear to follow the instructions of my Order.
I swear to help friends when they need help.
I swear to follow any lawful command without question.
I swear to listen to the voice of a friend.

GM: If player wants to create Judge during the character creation, then it is up to GM to approve joining without tests.

Other: Character who joins to Judges gets +1 magical weapon and +1 AC high quality armor or +1 AC amulet from the Order. Characters at 5th lvl or more will get more powerful items (maximum of two). Every member has to keep white long feather visible (Symbol). Generally black clothes are used. Characers who are doing mission for the government, duke, king or similar will get necessary mandate to act as Law Enforcement or similar, that is dependable from the quest or mission that is being done.
Judges (White Casters)

Requirements: At least 16 ability score in two of the following: Int, Wis, Cha or Dex. Able to cast 1st level spells.

Class skills: Diplomacy (Cha), Intimidate (Cha), Survival (Wis), Perception (Wis), Knowledge (Arcana) and Knowledge (Noble) (Int) and Knowledge (Courtly Manners) (Int)

Skill ranks: 4 + int modifier

Alignment: Any lawful

Weapon & Armor Proficiency: Any Simple weapon and Any light armor.

Other: If taken at first level, basic caster class have to be chosen.
Hit Dice: D8

Level BAB Fortitude Reflex Will Special Spells
1st 0 0 0 +1 Spell Penetration +1 lvl to casting class

2nd +1 +1 +1 +1 Combat Casting +1 lvl to casting class

3rd +1 +2 +1 +2 Judgement Casting +1 lvl to casting class

4th +2 +2 +1 +2 Bonus Feat +1 lvl to casting class

5th +2 +3 +2 +3 Arcane Armor Training +1 lvl to casting class

6th +3 +3 +2 +3 Greater Judgement Casting +1 lvl to casting class

7th +3 +4 +2 +4 Spell Focus or Judgement Channeling +1 lvl to casting class

8th +4 +4 +3 +4 Bonus Feat +1 lvl to casting class

9th +4 +5 +3 +5 Quest Focus +1 lvl to casting class

10th +5 +5 +3 +5 Sturdy +1 lvl to casting class

Judges (White Warriors)

Requirements: At least 16 ability score in two of the following: Str, Dex, Con or Wis. Proficiency in at least one melee and ranged weapon. Halflings or Gnomes are not allowed to join.

Class skills: Ride (Dex), Survival (Wis), Diplomacy (Cha), Perception (wis), Intimidate (Cha), Knowledge (Noble) (Int) and Knowledge (Courtly Manners) (Int)

Skill ranks: 4 + int modifier

Alignment: Any lawful

Weapon & Armor Proficiency: Simple and Martial Weapon training, Any Light or Medium Armor Traning

Hit Dice: D10
Level BAB Fortitude Reflex Will Special
1st +1 +1 0 0 Weapon Focus
2nd +2 +1 +1 +1 Lightning Reflexes
3rd +3 +2 +2 +1 Judgement Strike
4th +4 +2 +2 +1 Bonus Feat
5th +5 +3 +3 +2 Quick draw
6th +6 +3 +3 +2 Toughness
7th +7 +4 +4 +2 Quest Focus
8th +8 +4 +4 +3 Sturdy
9th +9 +5 +5 +3 Demoralize
10th +10 +5 +5 +3 Bonus Feat

Special Feats:

Judgement Casting:
Character can improve spell damage by 25%, increase range by 50%, increase duration by 50% or cast spell as quicken. One effect must be chosen before casting if it is used.

Greater Judgement Casting:
As Judgement casting except two effects can be chosen and every effect is increased by 25%.

Judgement Channeling:
+ 2 to beat spell resistance at chosen domain (Clerics and other divine spell casters). Similar to Spell Focus

Judgement Strike:
1,5x damage on quest related damage rolls. 2x damage starting from 5th level. This accumulates with other damage multipliers, but cannot increase total damage higher than 4 times the basic damage.

Quest Focus:
Character gets + 2 bonus to all skill rolls that related to ongoing quest or mission that the Order have given.

Sturdy:
Reduces penalties that come from starvation, dehydration, cold, heat or exhaustion by 4 when character is doing quest or mission that have been given by order.

Demoralize:
Usable lvl / 5 times per day. Opponents who fail their Will saving throw against characters level +10 will suffer -4 to their all rolls in that combat. Successful saving throw will halve the penalty.


This is the thing that some people like and some hate. My opinion is that there should be fumbles and critical hits. It makes sense that tough goblin can be killed with good luck with on good stab of dagger.

Also it makes sense that when swinging battle-axe you can slip (because of fumble), your weapon will slip out of your hand (fumble) or you hit accidentally a friend right next to you.

One thing that don't make sense is that when you cast for example healing spell you technically can't fumble.

My opinion is that there should be always roll that can cause a fumble. Skilled fighter is not going to fumble as often as unskilled fighter.

Also I don't agree that if fighter is wearing plate mail it is easier to fumble against that person than against guy who is wearing only pants.

I am going to use critical fumble and critical hit deck...but with following variations (haven't tested yet, so all creative comments are welcome):

"Basic" critical fumble chance is 20 at first level. When characters gain level they have possibility to decrease that number so that every five levels decreases chance by one.

Half of the main stat will be reduced from the fumble value. Minimum of that value is 15 - your stat.

Example:

Mage the Wizard is casting a spell. Player rolls dice and gets natural "1". Mage the Wizard is at lvl 10. He has Int bonus +3. In that case Mage has "Fumble DC" number 20 - 2 (one point every five levels) - 2 (main stat rounded up) = 16
Next player rolls d20 and gets 15. It is Fumble. If the player would have rolled 17...then it is only miss or failure.

At lvl 20 (with same stats) he would have "Fumble DC" of 20 - 4 - 2 = 14

Minimum number where that "fumble DC" can be decreased is 15 - 2 = 13

This system allows characters to affect their fumble rate by using their stats (more agile isn't going to fumble the action as likely as if compared to clumsy one, or more clever wizard is more likely to succeed in spells than stupid one) and experience levels, but there are still some change to fumble.

In skill rolls I am thinking to use this method too...but then it is based on skill stat. Calculation is not hard one and can be used in most of the situations.

Same system works for monsters, but instead of lvl there will be number of HDs.