| William Edmunds |
As I mentioned in a previous post, I'm creating some class documents for the players in my group who don't own the PF RPG rulebook. These folks are good roleplayers but have had a hard time with some aspects of PF/d20, namely stuff like spell level vs character level, spell slots, and the huge amount of information spread across a massive book (which becomes even more unwieldy when you throw in the APG).
Thus, I'm trying some stuff out to help them. I'm printing "class manuals" that collate everything they need within one small class booklet (http://valleyvision.com/ranger.pdf). Spells, feats, etc. All in there and easy to find. I'm also simplifying some stuff for them. Here are some of my ideas. Please give feedback, not only on the usefulness of the ideas for someone in their situation, but how well this stuff would work for a player who does know his PF/d20.
- Getting rid of spell slots: I'm using a riff on the 4e at-will, encounter, daily mechanic. Basically, 0-level spells are all at-will. Spells that you have just acquired are daily spells until you advance two more levels, at which time they become 'rechargable' spells that get recharged after you take a 5 or 10 minute rest.
- Spellcasters in this system generally have fewer spells in their repertoire compared to their RAW counterparts, but can cast the spells more often. For instance, clerics won't have access to all spells on the cleric list (which causes huge delays in our group as the players thumb through the manuals looking for just the right spell).
- Spell schools: this has been a pain for the 'newbies.' The idea of spell slots being adjusted depending on your chosen spell school ain't working for us. In this new system, I'm thinking of having each wizard select two new spells at each level. One *has* to be from their primary school. They receive the standard school benefits as detailed in the PF RPG. No bonuses for high INT and no 'extra' daily slot.
- I would like to get rid of the concept of sorcerers and wizards sharing the same spell lists... but I'm not sure how. Perhaps sorcerers use mostly visceral, unsubtle spells. Any suggestions?
Thoughts? And the first person who says "Play another system" will get coal in their stocking next Christmas.
| stringburka |
I dislike "per encounter" mechanics, and can't really say much for your home rules as they are quite far from anything I've played with, but I can comment on this:
- I would like to get rid of the concept of sorcerers and wizards sharing the same spell lists... but I'm not sure how. Perhaps sorcerers use mostly visceral, unsubtle spells. Any suggestions?
Consider simply splitting the spell lists based on school. Wizards lose enchantment and transmutation, sorcerers lose necromancy and conjuration. Or something like that. It depends a lot on your view of the sorcerer; it as a class is far less stereotyped than the wizard.
| Necromancer |
Concerning spell-slot alternatives -
My current group hates melee and prefers casters (and also prefering to outclass opponents rather than outfight them), so I've happily provided them with a spell-recharge system (loosely based on the Unearthed Arcana variant - Link). Obviously, it applies to NPCs/antagonists as well; caster ability is probably much higher in my campaigns than with other GMs.
Dealing with the wait-I've-got-to-look-at-the-spell-again issue -
Put all spells (used by characters) on index cards...in ink. Does wonders for combat. Also, keep them with you so you'll have them every session.
Spell schools -
What you've done looks solid; granted I'd handle it differently, but I like what you've come up with.
Regarding Sor/Wiz spell lists -
I would adjust the spell lists by each school/bloodline's flavor. For example, add undead (both anti- and pro- undead)/death themed spells from the cleric's list to the sorcerer's (Undead Bloodline) list; for each spell you add, remove a spell that doesn't seem to fit.