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![]() After a little discussion with my group, the only argument in favour of the alignment system that seemed to come out strongly was that they help a player to easily decide what the character should do in a given situation. A simplistic example would be, upon seeing some beggars: "what do I do? Well, as there is a G written down, I should probably give them money or help them in some way", or "well it says N, so I wouldn't care, so I walk on by".
It's an idea I've just come up with, I'm sure other people have thought of other things the same or similar, it's nothing original or innovative. I was going to ask my players to do it upon character creation instead of one of the nine alignments, and then as the GM I would note what I think their alignments would be in secret. So yeah, has anyone else made characters using a similar idea, do you think it has really helped compared to basing your characters' actions just off alignment? ![]()
![]() TGMaxMaxer wrote:
Actually, sorry, am I adding this up wrong? 10 -0
7 + 5 + 5 + 2 = 19? ![]()
![]() avr wrote:
Oh wow that was stupid, sorry. xD That's great, thank you very much! Looks like I'll be relying on my buddy for the first couple of levels to do the damage, but that actually works wonderfully with the backstory we have planned.
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![]() Thanks, everyone!
Without being human my feats would look something like:
Any thought on those? :) ![]()
![]() I'm worried the character has to be very MAD, and I only have 15 points to use, as it's for an AP.
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![]() Hi James! My next character will be a warpriest of Cayden Cailean, whose quest is to travel all the lands of Golarion to find what he deems to be the best alcoholic beverage, and offer it to the god on a special shrine.
Many thanks in advance! :) ![]()
![]() I'm really interested in Spheres of Power and it looks like a fantastic alternative to Vancian casting. I will also soon be GMing Reign of Winter, and I thought it would be cool to use Spheres in the AP. Having never used Spheres I was wondering whether you can simply convert the magic-users of the AP to the system and be done with it, or if you have to do a lot of work with CRs and balancing encounters. In other words, is Spheres of Power best used when you can design original encounters, or does it work smoothly with pre-written adventures, too?
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![]() Thank you very much for all your responses, I'm rather overwhelmed! (In a good way :D) Generated a lot of ideas now. Just a couple of things:
Oil Ironbar, interesting idea! But surely that doesn't apply in the Olympian generation, because Hera and Zeus have had children together. Ares, for one. Very interesting, though, I'm an aspiring classicist (so have indeed read Hesiod ;D) and will look into that further. :) Nice ideas for the Fleece, I was especially inspired by the redemption idea. I think that will be the main drive. :D
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![]() The main story arc of this Ancient Greece-inspired campaign will be:
So that's that, but I'd like another couple of linked story arcs to keep things interesting. One idea I really want to implement is a large sea voyage, à la the Argonauts, to find the Golden Fleece to really get the Greek mythology theme going. Plus I have some good ideas for what will happen at sea.
P.S. No points to whoever spots the Percy Jackson inspiration ;D ![]()
![]() My scores, rolled in order, are 8, 9, 9, 13, 15, 15, and I've decided to take advantage of this by taking aasimar as a race, so Wisdom and Charisma become 17.
My thoughts were:
Not a cleric, because I want to do stuff other than spells, but my character idea was to be a member of an apocalyptic cult, who wishes to destroy as much of the world as possible before the coming of his dark god.
So yeah, any class ideas and build ideas are very much welcome! Cheers! ![]()
![]() Oh sorry, I didn't mean drop as in leave the group, I meant it as in the character got knocked out or died in battle, it becomes twice as dangerous for the only surviving player left. :) I was wondering how that's dealt with, should the GM aim to spread the damage out amongst the two rather than concentrating on one character? But thank you very much! Great advice on looking more closely at the players' various skillsets and what they can achieve. Thank you. :) ![]()
![]() Bouncing around ideas for a two-man paladin gestalt game, like a buddy cop thing against all the armies of hell, for if, when my friends and I go to university, we can't find more players. The smallest group in which I've ever played is 4 (plus GM) so I wouldn't know how to adapt things for a much smaller group. Aside from changing the CR, obviously. Though maybe this would be offset slightly by the gestalt. Then again maybe not, due to action economy. So I was wondering if you had any general advice for running a two-player game? My main worry is how to resolve the issue of if one player drops, half the party and half the skills are gone.
Thanks for any advice and stories! :) ![]()
![]() A white dragon appeared from out of the snow, and in the surprise round used its breath weapon. I survived but it blew my swashbuckler's hat, the object of his Attached drawback, off. I couldn't see it, it was buried under snow.
Would having this very strong, irrational attachment to your item really make you disregard completely your own life, and that of your comrades? Written down it actually makes more sense that it seemed at the time, but how do you guys play it? ![]()
![]() Never played Fate before so I want to make sure my first character is a good 'un.
His basic backstory is that he was an angel who got tired of servitude and fell to whatever world we're playing in. He became some sort of gladiator until he got bored of that too, and escaped. So he feels as though he's hunted by both human and celestial forces.
I envision him as really good at fighting due to his time as a gladiator, and now he's a sort of good-hearted wanderer, relishing freedom and doing whatever takes his fancy, which tends to involve helping others and getting into sticky situations. I have the trouble Hunted, and my three aspects are Trained In The Coliseum, Rogue's Luck and Divine Blooded. ![]()
![]() Ah, Varisia! I really haven't looked into the region much, for some reason, so that's soon to be rectified! Thanks so much for the responses. I was wondering if the Mwangi Expanse would be cool, thoughts on that? Though it's really good to know that Varisia's had so much written about it, I think more than the Expanse. ![]()
![]() I'm running a game of Fate soon, but I love the Pathfinder setting and know I can trust Paizo with good quality. So what I've decided to do is buy a Campaign Setting book of a cool region and have my adventure take place there. I want it to have lots and lots of room for wilderness exploration, hidden artefacts, secret dungeons and ancient mysteries to solve but with places for interesting NPCs with whom the players can interact. Not really glorious crusades and paladins, more a place for good-hearted scoundrels or wary rangers. Hope that makes sense. I was thinking the River Kingdoms, but I'm not sure if there are many hidden secret locales. Any thoughts much appreciated! :D ![]()
![]() So this is a very high-power campaign and the PCs get a lot of high-power goodies to reflect this. My only niggle is working out how much to add on to the APL with this extra stuff, made a bit more confusing by my taking away some stuff. All players are aasimars (any heritage) with the half-celestial template (minus additional smite evil, the skills per level, and darkvision), human bonus feat racial trait, and halo instead of darkvision (but it only manifests when wings activate). Plus a free random trait from the variant ability table.
All players are gestalt X/Paladin (any archetype) sans alignment restriction, though BAB, hit dice, saves and weapon and armour proficiencies are decided by X class. Paladin abilities which use CHA, such as smite evil or lay on hands, can use either WIS or CHA, decided at character creation. They have the ability to grow at-will wings with good (+4) manoeuvrability and a halo (the alternate racial trait), granting a +4 sacred bonus to STR, DEX, CON and CHA or WIS, depending on which was chosen for the paladin abilities. This will, however, have to be used sparingly, as the explosive burst of Good-aligned energy will be like a homing beacon to all evil creatures in the area like "here I am, eat me!" They also gain the granted powers, but not the spells, of *one* cleric domain granted by their Order, treating their paladin level as their effective cleric level. Clerics thus gain three domains' powers in total. I am in two minds whether to change the uses per day to run off CHA, if that's what the PC chose for their paladin abilities above. I hope I've explained things clearly enough!
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![]() Dot. My only worry would be that players who like dealing a lot of damage, because it makes them feel awesome and that's their reason for playing the game, become sort of moot. Like, there's no point building that super good 500 dmg barbarian, because he can do nothing that a character with much lower damage output can't do. I'm kinda worried about getting my players to high levels because of the rocket tag, so it's great someone's thinking of stuff like this. :D ![]()
![]() Hi Wes, hope you're well! I asked this question to James in his thread, and he directed me to you in case you has any information on the subject. :) So:
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![]() Hi Wes, hope you're well! I asked this question to James in his thread, and he directed me to you in case you has any information on the subject. :) So:
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![]() James Jacobs wrote:
Cool, thanks for the response! ![]()
![]() Bruno, Cuup, thank you so much. I have the Lex and Jesus' birth nailed perfectly now, I can't thank you enough! All I have left (somehow forgot about this) is the Seventh Accord thing/ "Worldwound". Any ideas on those would be very much appreciated, though Lord knows I've been given enough help already. ;D ![]()
![]() GralphidB wrote: Not to derail, but just fyi, this isn't based on judeo-christian "mythology", just christian "mythology." There's nothing wrong with that, but between your description of Satan as a source of evil (And any significance of Jesus) I'm not seeing anything Jewish here, just Christian. Nothing wrong with that, but it's a personal peeve when Christian beliefs are portrayed as "judeo-christian." Ah, no, thanks a lot for telling me that. I admit I'm terribly ignorant about the Jewish faith, and I just sort of assumed that "Not Jesus" = Judaism, which I know is incredibly stupid of me. Cheers! Quote:
Aha! I really like that idea, the birth of Jesus is directly connected to the fight, but has to remain as a teacher rather than a warrior figure. I suppose that raises the question of what else the angels may have demanded, if they had such a powerful bargaining tool. Perhaps before Jesus, the angels were forbidden from directly fighting on Earth, and instead had to inspire and empower mortal heroes, meaning I can introduce other cultures' mythologies like the Greeks'. Now they were permitted to act directly on Earth, though Satan responded by launching more demon attacks.So I think I just need a reason why the angels didn't just demand that Satan and his demons stop wreaking havoc on the world full stop. Any thoughts, good people? :) And thank you for the Order of the Primeval idea! Perfect. ![]()
![]() KaiserBruno wrote: Did the hellmouth open on Earth or is the other realm sort of a demiplane? Its not particulary clear to me. Sorry, should have been clearer. :) The Empyrean is a catch-all term for all the celestial lands, which include the mountain of Heaven, Fields of Elysium, a volcano region etc. This is where different races of angels and the spirits of good mortals live. God created, far away from Heaven, out of sight, but on the same plane of reality, the lands for the neutral souls. So it's not considered part of the Empyrean at all. This is where the Hellmouth opened. So the angels can travel there without going to Earth at all, it's just a bit (a lot) of a trek. :) Hellmouths do open on Earth and /can/ open in the Empyrean, it's just extremely difficult because of all the Good energy. Is that any clearer? ![]()
![]() I'll start by saying this campaign is heavily, heavily based off Judeo-Christian "mythology", but is in no way intended to offend or mock anyone's beliefs. I'm a rather devout Christian myself, but tend to take things regarding my religion with a pinch of salt and so I'm generally unsure what may offend other believers. If I cause any offence with a topic so close to home, you have my absolute sincerest apologies. :) The basic set-up is angels living and training in Heaven, working on Earth to guide mortals to a greater destiny and protecting them against demons. There are numerous plot points in the history of my campaign's world, secrets and links that will need to be discovered by the PCs. I know they can be linked together in a nice tapestry of divine deceit, I'm not just sure how. So: -The Lex Infernus: A contract that Satan signed with the angels allowing him possession of evil souls, evil being defined by consistently committing the Seven Deadly Sins without any remorse. Turned out to be a trick, and Satan had rebuilt his realm into one of relentless suffering, "Hell", and was corrupting mortals on Earth to bring them to Hell. (Straight-up Pact Primeval steal from Golarion.)
-Heaven's Dark Secret- Inspired by the Seventh Accord in Golarion's setting. A really, really evil thing very high-up angels did. My thought was along the lines of this: After Satan offered to take evil souls away from the angels, God refused to let him possess neutral souls. God then created, far from sight, just beyond the horizon as seen from the peak of the Mountain of Heaven, a new land for reborn mortal souls. Here they would toil, sustain themselves and explore, living in as much peace as they themselves chose. There was one condition, however: they must not interact with Heaven, nor go further than their northern borders. For a while both sides were content, until the largest Hellmouth ever known cracked open, destroyed their civilisations and turned the land into what is essentially the Worldwound. The angels reacted quickly and placed wardstones to prevent the demons and daemons from encroaching further on the rest of the Empyrean. Since then they have been fighting a great war, attempting to reach the Hellmouth and close it. All expeditions have thus far failed. Mendevian Crusades yeah! ;D
-The Order of the Primeval- In Heaven, there are seven churches, or orders, all basically allied, representing a different aspect of God. So, the Ordo Regis (Order of the King) leads Heaven's battles and helps mortals on Earth who wish to fight for righteous ideals. Or the Ordo Viridis (Order of the Green), helping mortals who protect nature.
Thank you for reading all that; I know it's a lot. Looking forward to hearing any ideas or pointers to other sources of inspiration. Just say if you need me to provide any more information regarding the setting. :) ![]()
![]() Anzyr wrote:
You, sir, are a genius. My ideas were so close to that name, tiptoeing round it but I couldn't find a name that fit properly. I've decided to go with Heavenfall, and name a forbidden locale in Heaven after it. If it's forbidden, you just know it's a major plot point! ;D Really good advice on the theme and acts, too, I'll definitely think on that, as I was unsure how to provide clear structure to the campaign. A thousand thank yous!And thank you to everyone who responded, great pointers all round; I really wasn't expecting so many replies! Great to hear about everyone's various campaigns, too. :)
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