Pathfinder & Other Systems


Lost Omens Campaign Setting General Discussion

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I'm curious what systems other than 3e that folks might be using to run their Pathfinder games, if any. How is the system working out with it?

I was running Burnt Offerings with a C&C group. It worked real well, easy conversion but I ended the group after the 3rd session. Not through any fault of the game, it was the players. This was a new group for me and we didn't mesh real well.

I'm looking at now trying to run it again with another group but using the Savage Worlds system. Its a small group and I think SW will work pretty well.

We did the character creation earlier today. Think its gonna be alright.


I am hoping to convince a group at my local gaming store to give Hero a shot using Pathfinder and Game Mastery modules. Thus far, my biggest challenge has been deciding how I want my magic system to work and how much background to give the pregens. I want at least four different magic systems; Divine, Magery, Sorcery and Wizardry. I want these systems to feel very different from each other.

As far as converting the material, I have not run into any problems. I will probably tone down the magic items because I personally prefer less focus on equipment and more on character.


I expect I'll be using my Saga rules conversion:

http://www.gneech.com/swordandsorcery/

-The Gneech


My play WAS to convert it to use Iron Heroes. But I have 2 brand new players in my group (of 3), and so decided to stick with plan old 3.5 just for ease of learning.

Now, with 4th ed around the corner, I'll see what that brings before deciding on conversions for future campaigns.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
CourtFool wrote:
I am hoping to convince a group at my local gaming store to give Hero a shot using Pathfinder and Game Mastery modules. Thus far, my biggest challenge has been deciding how I want my magic system to work and how much background to give the pregens. I want at least four different magic systems; Divine, Magery, Sorcery and Wizardry. I want these systems to feel very different from each other.

Variable Power Pools work well for both Divine and Wizardry with Control Cost Limitations "Only change by praying/studying [-1/2]" and "Spells limited by deity/Only spells in spellbook [-1/2]" if you want to make them similar to D&D. Divine spellcasters can access a set list of spells with various active point costs (this requires you to draw up a list of spells for each deity). Wizards can make a KS: Spells roll to create or learn spells, -1 to roll per 10 active points, 1 week per 5 active points to create, and start with INT/5 spells (or whatever you want them to start with).

A Multipower with fixed slots works well for Sorcery. You could restrict the number of starting slots and the addition of new slots the same as Wizards.

For Magery, what's the flavor difference from the other three?


I'll most likely be using True20 when I'm ready to start. It'll mean teaching my group the basics, but once they get it, it should run smoothly.....I hope :-)

Scarab Sages

DangerDwarf wrote:

I'm looking at now trying to run it again with another group but using the Savage Worlds system. Its a small group and I think SW will work pretty well.

We did the character creation earlier today. Think its gonna be alright.

I am just getting into Savage Worlds (starting a Rippers campaign next week!) and love the system. I thought about trying to convert Pathfinder to it. What kind of changes if any have you made, DangerDwarf? Does it port over fairly easy? I would be interested to hear how the game plays out for you. Maybe I will try to convert it over after my Rippers campaign is over.

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Caedrus wrote:
What kind of changes if any have you made, DangerDwarf? Does it port over fairly easy? I would be interested to hear how the game plays out for you.

I haven't made any changes to the SW system other than using the "Way of the Brave" rules for melee damage, which is apparently official in the latest Explorers edition of the SW game.

Characters were made standard to the SW rules. So far I've converted all the critters up through the Catacombs of Wrath. Takes some estimation to convert, but no biggie.

We actually kick off the first session tomorrow so I'll see how it plays out.

Scarab Sages

DangerDwarf wrote:


We actually kick off the first session tomorrow so I'll see how it plays out.

So how did your game go? And I wasn't asking about changes you made to SW. I was curious what you had to change in the adventure. I want to see how 3.5 converts to SW (haven't tried it yet myself).

Dark Archive

It went really well. So far I haven't really changed much as far as Burnt Offerings goes. Spur of the moment, I added extra goblins for the party to fight during the festival. SW combat has a fairly cinematic feel too it, so I just rolled with it, adding more and more goblins as the scene dictated. We had a pretty good time.

Next session will be the Glassworks. I'm really looking forward to that battle being run wit SW.

The biggest change it looks like I'll be making is spells for the NPC's. I've already converted Erylium and her spells are quite a bit different but I'm cool with that. Instead of trying to replicate all the D&D spells, I'm shooting for spells that maintain the flavor of the scene.


Dragonchess Player wrote:
For Magery, what's the flavor difference from the other three?

Wizardry is pragmatic; focusing on end results. Wizardry draws its power from external sources gathered through ritual and foci. Wizardry is learned. In mechanical terms, I am using Multipowers. No Limitations may be applied against the Pool Cost, however, at least -1 worth of Limitations must be applied to each slot. These Limitations must come from Concentration, Extra Time, Focus, Gestures and Incantations. Cost END and Extra END are not appropriate since the power does not come from the Wizard.

Sorcery is inate; you are either born with it or you are not. Sorcery comes from internal sources. Mechanically, I am once again using Multipower. No Limitations may be applied against the Pool Cost, however, at least -1 worth of Limitations must be applied to each slot. These Limitations must come from Concentration, Cost END, Extra END and Extra Time.

Magery is a sort of middle ground. Aptitude is required to achieve the higher levels, but anyone can learn lower level Magery. Magery is concerned with the path to the end result. Before you can learn Fire Ball you must learn how to detect fire, shape it and create it. Sorcery and Wizardry are more chaotic and destructive. I may not allow any healing powers within those crafts whereas I will allow it in Magery. I have not decided exactly how I want to handle Magery since it has a built in pre-requisite structure. I have considered each spell may be a separate Multipower, however, that could become expensive.

Divine magic will be miracles performed by the faithful and they will be tightly related to the deities' portfolio. Divine magic will have a very limited selection of miracles. I have wrestled with allowing all deities to grant healing abilities. It does not seem to make sense, however, if I disallow it kind of ruins the healing role of the cleric.

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