Baffling BAB and spell casting


Homebrew and House Rules

401 to 442 of 442 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | next > last >>

BigJohn42 wrote:
stringburka wrote:
This does away with complex crafting rules, money making schemes and the like while still keeping the flavor of actually being able to craft magical items.
Not bad! You're basically giving up a feat (and skill rank per level), in order to have increased spellcasting capability. The only potential flaw I see is that, due to the WBL clause, this will encourage crafters to horde their products, instead of sharing with the party.

Good point. The wording should probably be "as long as it stays within the party" or something like that. The point is that you can't sell it to buy other stuff. Now that I think of it though, maybe it isn't that big of a deal. It's not much money, and more useful as scrolls as those are rare in low-magic settings. I run without magic marts. The WBL clause is mostly there to avoid any confusion. Since it's limited, it's no big deal if it breaks WBL since it's under the rules control rather than the players. The final writeup isn't finished anyway, and will be in Swedish. Swedes aren't as much into legalese and more accepting of "spirit of the rules" rather than "letter of the rules" (that extends beyond gaming, into the juridical system - one of the reasons it's much harder to sue in Sweden than in the US), so it's not that hard to design rules since people usually don't try to bend them as much.


stringburka wrote:
Good point. The wording should probably be "as long as it stays within the party" or something like that. The point is that you can't sell it to buy other stuff. Now that I think of it though, maybe it isn't that big of a deal. It's not much money, and more useful as scrolls as those are rare in low-magic settings. I run without magic marts. The WBL clause is mostly there to avoid any confusion. Since it's limited, it's no big deal if it breaks WBL since it's under the rules control rather than the players. The final writeup isn't finished anyway, and will be in Swedish. Swedes aren't as much into legalese and more accepting of "spirit of the rules" rather than "letter of the rules" (that extends beyond gaming, into the juridical system - one of the reasons it's much harder to sue in Sweden than in the US), so it's not that hard to design rules since people usually don't try to bend them as much.

I'm still intrigued by your concepts, and wish to subscribe to your newsletter.

Is there any chance of seeing an English version of these, once you're finished?


BigJohn42 wrote:
Is there any chance of seeing an English version of these, once you're finished?

Cool that someone outside of Sweden would be interested :D. I've been thinking about starting an E7 blog, and could very well make an English translation, as long as people can bear with my limited Linguistics ranks. But yeah, when there's something worth showing I'll link you to it. :)


I'd be interested in your rules too, stringburka. I could also possibly help with translations if necessary (Norwegian here).


stringburka wrote:
BigJohn42 wrote:
Is there any chance of seeing an English version of these, once you're finished?
Cool that someone outside of Sweden would be interested :D. I've been thinking about starting an E7 blog, and could very well make an English translation, as long as people can bear with my limited Linguistics ranks. But yeah, when there's something worth showing I'll link you to it. :)

Hey, good ideas are good ideas, regardless of language. I'd love to read through it, and see if it bears testing/implementing in my games.

One of the benefits of running it past English-readers is that you will actually get the rules-lawyer types punching holes in it. With a little more work, that'll actually mean a tighter, harder to abuse, set of rules.


"A 5th level character, per the Pathfinder rules, should have roughly 10,500 gp worth of gear/resources. This allows then to face increasingly challenging combat challenges, instead of facing horde after horde of the same Goblins/Skeletons/Orcs/etc."

10,500 gp is far too much for this setting. See at the moment especially I am not running loot-quest, the game, it is not about getting 10,000+ gp. If they each had 10,000, how is surviving going to be a challenge? They can go to the finest inns, instead of hunting and braving the harsh Isgerian countryside. Pool their resources, and they could buy a town-house, or a tower, and not sack ruins. I really hope they will establish a base of operations, something big, but I don't want them to just buy it. How is that fun and tough, something to remember? Sometimes wealth can be a curse, and do away with the theme of a game, if it is survival.

The second mistake you made, is that they are only facing hordes of "Goblins/Skeletons/Orcs/etc". There are a lot of low cr monsters that are interesting and underused. These can be a challenge, and you don't have to go to giant megafauna, dinosaurs, dragons, lamia, liches as quick as possible. I just finished running a game of big monsters, high cr opponents, now I'm going into the lower crs. I can tell you too, that a horde doesn't have to be bland and boring, they can be serious challenges that can require you to outwit them, since to pit a small party against many similar cr opponents can be a massacre without sense and tactics used. If you are all kitted out on items, it can just be boring, but if you aren't that way, then fun can be had.

If you look upon the low cr monsters with disdain, if you don't like to fight them because they don't give much loot, then you are just buying into the high magic norm, that is, in it for the items, not for the story, for the struggle.

"The best solution I've seen to "low magic" houserules in PF was simply to do away with all the crafting feats and stat-boosting items, and award actual stat advancement, appropriate to character and class, so that they still align properly. Then it can be that the fighter runs around with only a magic sword and armor... and those trophies will mean that much more."

I've gone along an interesting line, more on this later, but they started with attributes generated at 3d6, but the stats change a great deal depending on what the player does. Lug a lot round, fight a great deal, do some damage, get into combat a fair bit, strength and con can go up. There are still items around, I'll prob start small at first, and they will get them, but they should also be rewarded for role-playing and pushing their characters in whatever area they want to excel in.


3.5 Loyalist wrote:
10,500 gp is far too much for this setting. See at the moment especially I am not running loot-quest, the game, it is not about getting 10,000+ gp. If they each had 10,000, how is surviving going to be a challenge? They can go to the finest inns, instead of hunting and braving the harsh Isgerian countryside. Pool their resources, and they could buy a town-house, or a tower, and not sack ruins. I really hope they will establish a base of operations, something big, but I don't want them to just buy it. How is that fun and tough, something to remember? Sometimes wealth can be a curse, and do away with the theme of a game, if it is survival.

You missed the part where I said that was what they should have in gear and resources, in order to be appropriately equipped to handle approriate CR challenges. Of course, with all your house-rules, this isn't necessarily the case. But that's how it works in Pathfinder.

3.5 Loyalist wrote:
The second mistake you made, is that they are only facing hordes of "Goblins/Skeletons/Orcs/etc". There are a lot of low cr monsters that are interesting and underused. These can be a challenge, and you don't have to go to giant megafauna, dinosaurs, dragons, lamia, liches as quick as possible. I just finished running a game of big monsters, high cr opponents, now I'm going into the lower crs. I can tell you too, that a horde doesn't have to be bland and boring, they can be serious challenges that can require you to outwit them, since to pit a small party against many similar cr opponents can be a massacre without sense and tactics used. If you are all kitted out on items, it can just be boring, but if you aren't that way, then fun can be had.

What I was trying to say is that there are only so many times you can face off against skeletons, without everyone just breaking out the clubs that they carry with them all the time (because they keep encountering skeletons), because the characters have learned that daggers and swords just don't work against them. (DR/bludgeoning).

3.5 Loyalist wrote:
If you look upon the low cr monsters with disdain, if you don't like to fight them because they don't give much loot, then you are just buying into the high magic norm, that is, in it for the items, not for the story, for the struggle.

Please don't tell me how, or why, I game. I've played in plenty of low-magic settings, and enjoyed it immensely. Back in the days of 2ed, our group's fighter didn't get more than a +1 weapon until 8th level, and the rest of the characters faced similar issues. Great campaigns, but in a different system. Pathfinder is balanced against itself just fine 90-95% of the time, if you actually follow the rules they've written.

3.5 Loyalist wrote:
I've gone along an interesting line, more on this later, but they started with attributes generated at 3d6, but the stats change a great deal depending on what the player does. Lug a lot round, fight a great deal, do some damage, get into combat a fair bit, strength and con can go up. There are still items around, I'll prob start small at first, and they will get them, but they should also be rewarded for role-playing and pushing their characters in whatever area they want to excel in.

Here is a pretty good thread about what I was discussing... adding the appropriate bonuses to the character, as they level up, as opposed to by item. This would allow you to do away with stat-boosting items, marking their equivalent costs off of WBL, and maintain the feel of a "low magic" game, while maintaining the balance built into Pathfinder.

... but you still haven't told me how multiple spells-per-round can work, within a "low magic" campaign.

Silver Crusade

3.5 Loyalist wrote:
10,500 gp is far too much for this setting. See at the moment especially I am not running loot-quest, the game, it is not about getting 10,000+ gp. If they each had 10,000, how is surviving going to be a challenge? They can go to the finest inns, instead of hunting and braving the harsh Isgerian countryside. Pool their resources, and they could buy a town-house, or a tower, and not sack ruins. I really hope they will establish a base of operations, something big, but I don't want them to just buy it. How is that fun and tough, something to remember? Sometimes wealth can be a curse, and do away with the theme of a game, if it is survival.

Quote from d20pfsrd =

"Table: Character Wealth by Level lists the amount of treasure each PC is expected to have at a specific level. Note that this table assumes a standard fantasy game. Low-fantasy games might award only half this value, while high-fantasy games might double the value."

The encounter creation rules are intended to be balanced against WBL. Low-fantasy will be harder and grittier, high fantasy easier and with more of an heroic grinder style.

Also, could you please explain how the PCs are always finding the finest inns in the middle of a forest ? How having a +2 sword will help a fighter survive against a troll when the same fighter with a +1 sword has some difficulties against a hobgobelin ?
If they want to buy a tower (lots of people sell towers in your settings ?) and not go sacking ruins, why aren't they merchant NPCs instead of adventuring PCs ?
All these points are just assumptions based on what the DM allows them to find. The real gritty part of a game takes place between levels 1-4, when going into a fine inn actually costs something. Later, yeah, they can live in a palace if they want it, they still suffer as soon as they are in the wild against threats adapted to their levels of even more powerful.


"I've played in plenty of low-magic settings, and enjoyed it immensely. Back in the days of 2ed, our group's fighter didn't get more than a +1 weapon until 8th level, and the rest of the characters faced similar issues. Great campaigns, but in a different system. Pathfinder is balanced against itself just fine 90-95% of the time, if you actually follow the rules they've written."

I'm not interested in following their rules on wealth, got it?
Consider what I am running very close to 2nd ed, in regards to loot and wealth. The pathfinder rules mean nothing as they do not accord with the game setting of troubled, poor Isger.

"... but you still haven't told me how multiple spells-per-round can work, within a "low magic" campaign."

Perhaps you will understand it if I say there are no rods of quicken, to do something similar? And that I have put in place, that higher levels of spellcasting ability, has a reward in faster spellcasting. It has been considered broken by the above, and yet it has worked in our groups for.... nearly a decade now (3-3.5-variants + pathfinder). You get used to it, you learn how to counter it, it isn't a problem.

On bonuses to stats, they should not just get them because they level, they should get what they deserve and earn. You can play with the above if you want, my characters can tailor their stats around by their very actions. Keeping in the game, keeping to the role-playing aspect and the attributes being a consequence of that.


Responding to Maxx,

If they had an abundance of wealth, they wouldn't need to be in the high risk areas, fighting the similarly desperate; they could spend their wealth on fine inns in the cities, and journey out when rested, well kitted, and at their leisure. This is not what this game is about.

Of course there are not fine inns in the forest.

You can have or secure a tower for reasons other than being a merchant. If they had such high wealth, yes, they could be merchants. Yes, they could buy property and relative safety within the city walls. Isger has a lot of parts of it that can be taken over, and their desperation and wonderlust drives them into these areas.

The real gritty part of a game does not have to take place between levels 1-4, it can be lengthened. That is what I am trying to do, that is what a survival game is meant to do.


1 person marked this as a favorite.

If you're running something more close to 2e, why do you come to the PF boards to negatively dismiss people playing the pathfinder games?

And why would you call yourself 3.5 loyalist when you don't play anything resembling 3.5?

We've been trying to be constructive, but the troll radar's starting to beep. You're rude to people on a board for playing the game that the board is about. Don't like Pathfinder? Then go play your own game. Don't come here dismissing other people's playstyles.

Silver Crusade

3.5 Loyalist wrote:

Responding to Maxx,

If they had an abundance of wealth, they wouldn't need to be in the high risk areas, fighting the similarly desperate; they could spend their wealth on fine inns in the cities, and journey out when rested, well kitted, and at their leisure. This is not what this game is about.

Of course there are not fine inns in the forest.

You can have or secure a tower for reasons other than being a merchant. If they had such high wealth, yes, they could be merchants. Yes, they could buy property and relative safety within the city walls. Isger has a lot of parts of it that can be taken over, and their desperation and wonderlust drives them into these areas.

The real gritty part of a game does not have to take place between levels 1-4, it can be lengthened. That is what I am trying to do, that is what a survival game is meant to do.

Exactly, this is not what this game is about. To the point that the idea of a character deciding to not go adventuring anymore because he's got money is so ridiculous I didn't even understand you could be talking about this. And there already is an answer to this, since in my game and in the game of probably any DM out there, a character deciding he's done enough and simply wants to spend it's wealth during the rest of his life would simply become a NPC. And the player would be asked to create a new character with a motive - and motivation.

I've seen level 18 characters with bank accounts so big they actually possessed the bank, and they still were out there fighting the baddies since this was their job as "heroes", and they were suffering like hell, and had to camp in the wild, fighting all night long foes until they felt asleep in the morning for their fellow adventurers to take relay until the big, ugly, dangerous boss from the swamp. And the player still remember it, even though they had their generic +5 Champion Full-plate and +5 Holy sword. Wealth has nothing to do with this, you can't blame the system when the ones deciding if it's worth adventuring are the characters judging their alternatives/players judging the DM's campaign and the interest their characters would have in keeping on.
I'm a level 12 player, in a game using all core/base/supplement pathfinder rules with few houserules actually intended to help fighters and nerf casters, yet casters are raping us and each fight is a gritty fight for survival. We sleep in the finest inns, but each gold piece we give to the inn keeper is made of blood and sweat, and not only ours.

The way you are describing your games makes it look like it's working for you. Then fine for you and your players if you have fun.
This doesn't change the fact you voluntarily ignore and distord so much rules from Pathfinder that you can't really pretend you are playing with this system, and that the way you explain your houserules make it look like you are the only one here playing D&D right and doing adventures and awesome roleplay players don't forget.


3.5 Loyalist wrote:
The pathfinder rules mean nothing as they do not accord with the game setting of troubled, poor Isger.

Then why are you on a Pathfinder board, talking to Pathfinder players?


I have been asking questions, and have been asked questions mr john.

Grand Lodge

*ahem* I play 3.5.


Lol. There is an unfortunate tendency to try and drive off players and dms who aren't sufficiently orthodox. As I have said before, pathfinder in its early days did identify closer to 3.5, before it became more of its own system.


TriOmegaZero wrote:
*ahem* I play 3.5.

And no one has belittled you for doing so, that I know of. I've still got a 3.5 game in limbo, waiting for the players to get back together and finish it. Nothing wrong with playing, or preferring a different system. That having been said, I've never seen a post from you including a phrase like "The pathfinder rules mean nothing".

A statement begs the question of "why bother with it, if it means nothing?"


Yes, that's right. I don't bother with the rules on what a characters wealth should be at a certain level. That is determined by the setting, their background and their actions.

A really skillful rogue could amass a lot of wealth, the Conerica straits are right there!


3.5 Loyalist wrote:
Lol. There is an unfortunate tendency to try and drive off players and dms who aren't sufficiently orthodox. As I have said before, pathfinder in its early days did identify closer to 3.5, before it became more of its own system.

At what point has anyone said anything other than, "Your game, your rules." I haven't seen anyone saying you HAVE to do things a certain way, or there will be chaos and rioting in the streets.

What HAS been said repeatedly is that this is a Pathfinder forum, for discussion of the Pathfinder rules (and minor variants of it, also known as houserules). It's become pretty clear that the rules you're playing with are sufficiently diverged from any existing ruleset that they can't be considered Pathfinder, 3.5, 3.0, AD&D 2ed, AD&D 1ed, OD&D, GURPS, Shadowrun, Palladium, Amber, WoD, or Paper-Rock-Scissors-Lizard-Spock.

As I said back on page 4 of this thread.

That makes it your own game, and that's awesome. I still want to see the game system you've designed. But no one should be mistaking it for Pathfinder... the game that this forum is about.

That you're continuing to come to a Pathfinder forum, to repeatedly put down the game, and those who play it, frankly, smacks of trolling.

Grand Lodge

I was commenting on the 'why are you talking to pathfinder players' question.


TriOmegaZero wrote:
I was commenting on the 'why are you talking to pathfinder players' question.

Fair enough. As a 3.5 player also, I still have to question the changes to the system... but I would rather question them from that angle on a 3.5 forum.


Well here we go!

Rough draft of house rules

Now before people complain, I have been asked to post this. So here it is.

Ruleset is 3.5, except where noted below. The following are presented in no particular order.

First, let’s start with the crit chart of doom.

The Crit Chart of Doom
I will kill thee a hundred and fifty ways: therefore tremble, and depart.
William Shakespeare, As You Like It, Act V. Scene I.

Well done, you got the cur with a well placed hit or shot. In the event of a natural 20 (and only a natural 20 for game balance) and a confirmed hit on the secondary roll, the attacker rolls a d100. Critical hits can become augmented and very deadly. Furthermore these crits have consequences upon play and possible actions.

1-40 No modifier change, no bleed. -1 to actions involving body part, -5 foot move if 1-4 on table. For example Osfreed takes a minor critical hit to the right arm (9) with a flanged mace, he is on -1 for attacks with that arm.

41-70 +1 modifier to damage, 1 HP of bleed per round. Part of body damaged. -2 to actions involving body part, -10 move if 1-4 on table. A moderate 41-70 crit with a longsword leads to a x3 modifier, not the usual x2.

71-90 +2 modifier to damage, 2 HP of bleed per round. Part of body crippled/severed/useless. Will fall prone if 1-4 on chart, be unable to attack with arm, be unable to speak (11 or 12: 7-9) or be possibly partially blinded (12: 11-12).

91-95 Taken to -1 HP, 2 HP bleed per round. Lethal attack. Skull cracked, throat cut or pierced, disemboweled. Expertly disposed of, and will likely die very quickly.

96-99 Decapitation or heart strike; groin and abdomen opened; spine or head severely damage. A swift instant death.

100 Supreme death move. Cut in half, splattered, perfect thrust or deadly display seen once in a lifetime. Note: two 20s and a hit lead straight to this.

Location
For any natural 20 crit, roll d12 to determine the part of the body effected. Or allow the players’ discretion if the Dm allows it. It adds character, when a player always skewers his enemies in the groin or a duelist who often slices open his opponents face. It does not hurt the game, it only enlivens it. Allows players to tactically damage spellcasters if they cleave off their jaw with a well placed axe attack.

1 Foot or shin For leg, roll d12, 1-6 left, 7-12 right.
2 Knee For leg, roll d12, 1-6 left, 7-12 right.
3 Upper Leg For leg, roll d12, 1-6 left, 7-12 right.
4 Groin Sickened -1 to all or -2.
5 Abdomen Sickened -1 to all or -2.
6 Abdomen Sickened -1 to all or -2.
7 Chest -1 (1-40) -2 (41-70) or -3 (71-90) to armour ac if present.
8 Chest -1 (1-40) -2 (41-70) or -3 (71-90) to armour ac if present.
9 Arm For arm, roll d12, 1-6 leading arm, 7-12 secondary
10 Arm For arm, roll d12, 1-6 leading arm, 7-12 secondary
11 Neck Roll d12 1-8 sides of neck, 9-10 windpipe, 11-12 spine.
12 Head or Face For this, roll d12, 1-6 head, leads to extreme
Disorientation (-1 to -2 for all). 7-9 jaw, cannot speak. 11 left eye, 12 right eye. Partial blindness ensues.

Called shots are also possible. By taking a -4 to a melee or ranged attack, an injury to a part of an opponents body is possible. Penalties to attack, speech, movement, sickened etc.

Attributes.
The generation of attributes has varied across games, but at present, it is 3d6 for each, you can move them around. 1s do count. Heroes should have some weaknesses.

Attributes move around based on character actions. Stats can go up, stats can go down. If the players are active and heroic, they will steadily increase. Once they get to about 16, they become harder and slower to increase. Inactivity, starvation, laziness, that negatively impacts on stats.

Races, as pathfinder beta for the base races. Other origins for characters are possible with often some ECL adjustment involved.

Classes
Now on to classes, the following has not applied to all games, but in the current Isgerian survival game, the starting level is commoner.
Start as 1st level commoners in rural Isger, a vassal state of a very dark empire.
Choose your favoured class if human (or leave it open), but you do not yet have a level in said class.
Upon reaching level 2 (1000 xp), the player can trade in their commoner level (and 1000 xp) to be 1st level in a pc class, or can keep the commoner level and take the first level in a pc class.
If the second level of commoner is gained, a free level in commoner is given.

Starting kit is determined by profession, or what your character has been working towards in recent years. Assigned by the dm after you tell me who your character is trying to become (e.g. a hunter would have a shortbow, arrows, a knife, padded, peasant outfit, some pelts).

Classes overall
A mix from multiple sources. 3.5, modified versions of base classes and related options, as seen in Unearthed Arcana, the Quintessential Guides and multiple issues of Dragon are usually possible. Hit die and their values are as 3.5.

Adept (3.5), Aristocrat (3.5), Barbarian (beta), Bard (3.5), Barkeeper (online and balanced), Cleric (3.5), Commoner (3.5), Druid (3.5), Expert (3.5), Fighter (beta), Healer (3.5), Knight (3.5), Marshal (3.5), Monk (3.5), Ninja (3.5), Paladin (3.5), Ranger (3.5), Rogue (beta modified), Samurai (3.5), Scout (3.5), Sorcerer (3.5), Swashbuckler (3.5 modified, +1 to bluff/feint/seduction every five levels), Warmage (3.5). Warrior (3.5), Wizard (3.5), Wu Jen (3.5).

Playing the NPC classes is possible, and every second level gained grants an additional level to balance with the other classes. CR and ECL stays the same prior to the modification and this also applies to xp (a level 3 warrior counts as a level 2, and the third level in warrior is gained when the player perseveres and gains the second level. The warrior is highly useful for amassing BAB and hit die, other classes are good for gaining additional hit die and skill ranks).

Hit points generation
The first level is maximised, the remainder are rolled. 1s are re-rolled, except for d4 hit die classes where they do count.

Other matters
Magic item shops are exceedingly rare, and in some beleaguered countries, do not exist. There will be individual buyers amongst the wealthy for magic items if brought to settlements or keeps.

Diplomacy is a highly useful skill, not all encounters have to be violent. A low charisma can create conflict when conflict didn’t have to occur.

Attacks of opportunity
5 foot step is changed. Yes it can be done as a free, but it doesn’t immediately negate attacks of opportunity. Walk on to a longspear point and you do give away a free attack against you, back away when threatened and a weapon is levelled or ready, and an attack of opportunity does occur. If a 5 is taken as a move it also provokes an attack of opportunity, so this applies also to the 5.

Full round spellcasting is possible with spells which are a standard action. The number of spells which can be cast is determined by the number of attacks which can be made as part of a full round action. Clerics, druids, warmages and warlocks get to a second spell quicker than a wizard, but not necessarily quicken than a fighter/mage.

Haste potions grant an additional attack, or an additional standard spell per round. As 3.0. You are quicker, the casting can be done quicker, or you can use it to attack faster or do more things.

Drawing a weapon when threatened also provokes an attack of opportunity. As does drawing and drinking a potion. Drawing a potion is a move, drinking is a standard.

One can 5 foot and make a charge, one can charge and make a five foot, carrying through with the momentum. The last would also provoke an attack of opportunity if the target still lives. One can use a swift action and then charge also, or swift then a full round.

All-round vision does not exist in typical humanoids, and stealthing up to a character in clear or bright conditions is possible, as long as a stealth is passed, and it is possible to avoid the targets line of sight. Generally this is done from the left flank, the right flank, or directly approaching the back.

What a character sees and the direction they are facing is determined by the situation or scene, their actions within a situation or scene, and any input the character makes upon the scene, e.g. “I shine my torch upwards and keep looking up into those pipes”.

Foliage, trees and cover often hinder long-ranged attacks and visibility.

Crossbows retain their long loading times, but with proficiency (and due to their construction) comes a benefit. Attackers add their dexterity modifier to damage. Crossbows are easier to aim, and were often more powerful and with greater penetration than even composite longbows, heavy and siege crossbows (arbalest) especially.

Re-rolls are in use. Players are awarded 1 per gaming session, and can modify their or the dms roll with these re-rolls.

The trait system of pathfinder is also in use. Characters can use a trait to buy into a non class skill and gain a miscellaneous +1 bonus. They can also spend both their traits, and their first re-roll to gain a permanent +1 to bab. This character is very martially focused, and their trait reflects this.

Feats can come from a variety of 3rd ed or 3.5 sources. Check all feats chosen with the dm if they are not in the players handbook. Beta toughness is used, but the pathfinder versions of the combat manoeuvre feats are not used.

Favoured class benefits are +1 hp or +1 skill point per level in the favoured. You choose hp or more skills.

A flaw system is also in use. Every character has 1 flaw at least, and each flaw grants an additional feat. Two flaws can be taken at character generation (for two bonus feats).

Flaw List
Each character has a flaw of some sort. It impacts upon the role-playing of their character or it is a penalty to a statistic. Flaws are determined randomly, by rolling a 1-6 and then a 1d100. 1-2 means the first d100, 3-4 the second and 5-6 the third. Flaws of character have three possible levels: considerable (1-5), serious (6-8) or maximum (9-10) determined by rolling a d10. As explained in Unearthed Arcana, a flaw grants a free feat. Two may be chosen at character generation, and more added in the course of a campaign.

First d100

Roll Frequency Flaw Effect
1-2 2 Unlucky A natural 2 is counted as a natural 1
3-4 2 Lacking in excellence A natural 20 skill check does not result in +10, an attack does not automatically hit, +10 is not added to the attack roll, crits are still possible and unaffected.
5-7 3 Random encounter magnet +15% chance of encountering hostiles. Encounters now seem to occur at the worst of times.
8-10 3 Fated to battle Great warriors seek out (and have an uncanny ability to find) the player to test themselves in combat. They are always one to two CRs above the player.
11-12 2 Slow to react, thick and inflexible -2 to Reflex.
13-15 3 Weak of stomach, soft -2 to Fortitude.
16-19 4 Poor morale -2 to Will.
20-22 3 Heart of the rabbit -4 to saves vs. fear and intimidation
23-24 2 Indecisive -4 on Initiative.
25-26 2 Slothful -2 to initiative and perception
27 1 Muscles like water -2 to Strength.
28-29 2 Unhealthy or brittle bones -2 to Constitution.
30-31 2 Glutton or typically sedentary -2 to Dexterity
32-33 2 Naïve and slow -2 to Wisdom.
34-36 3 Lacking in learning -2 to Intelligence.
37-39 3 Stutter or deformity -2 to Charisma
40 1 Worn out -1 to all physical attributes
41 1 Mental faculties fading -1 to all mental abilities
42-43 2 Combatant without promise -1 BAB
44-45 2 Dull -1 to all saves.
46-49 4 Trusting and oblivious -3 to sense motive checks
50-52 3 Proud braggart -4 to one skill chosen randomly. The char is sure he is excellent in said area and must make use of this actual weakness often.
53-55 3 Susceptible to disease -4 to saves vs. disease.
56-58 3 Vulnerable to poisons -3, +1 attribute damage per failed check.
59-61 3 Fragile All attribute damage is increased by 2 per dose
62-65 4 Poor vision -3 to Perception (vision) checks
66-68 3 Near Deaf -3 to Perception (listen) checks
69-72 4 Incompetent -2 to all Profession, Knowledge, Perform and Craft checks
73-75 3 Poor Training -2 to hit with mêlée weapons
76-78 3 Awful archer -2 to hit with ranged weapons
79-80 2 Not vicious -2 to damage with all mêlée weapons/ranged touch
81-83 3 Fools rush in +2 to mêlée damage of opponents
84-85 2 Shoddy footwork -2 to AC
86 1 Wide Open An additional -3 to AC when charging (-5 total)
87-89 3 Low vigour Hp and attribute healing is always halved.
90-91 2 Magically Ignorant -2 to all saves vs. magical effects.
92-93 2 Awkward around women Prone to insensitivity, a short temper and completely baffled by them -2 to interaction checks with women.
94-95 2 Unsettling to men Likely to cause offence, act incorrectly and put lads on edge. -2 to interaction checks with men.
96-98 3 Vulnerable to desired sex -3 to social saves against actions made by beautiful women or men (those with Cha 14+). Easy prey for prostitutes and charismatic thieves or charlatans.
99-100 2 Upper Socialite -3 to interactions with commoners and soldiers

Second d100

1-4 4 Rural background and accent -3 to interactions with nobles or city-folk.
5-8 3 Lack of confidence -2 to diplomacy and intimidate.
9-11 3 Insulter -3 to Diplomacy. Will constantly belittle people, intimidate them, from maids to nobles. Must have intimidate maxed out and will offend many.
12-13 2 Lax Personal Security: a thief's joy. You very quickly spotted by thieves and easily robbed (-4 to roll to perceive being pick-pocketed). Leaves doors open, -3 to perception when on watch after hours. The type of person who talks on watch and thinks of home, while looking up at the stars of course.
14-15 2 Warrior narcissist: “How could such a weakling harm a body like mine!” In combat -1AC for each two points of strength above your opponent. Requirement: strength of 14+.
16-17 2 Technician: “This is meant to be a duel not a brawl” In combat -1AC for each two points his strength is above yours, if it is less than yours then this has no effect. Req: strength below 16.
18-20 3 Wounded Tiger: you gain the power attack feat, not a free feat. Upon being injured you must activate your power attack to the highest level possible and attack the character that injured you. This wild swing only lasts for one round, unless you are injured again.
21-23 3 Flinch: “Not in the face, Not in the face!!” Each time you are attacked, be it with ranged, touch attacks, melee attacks or grapple attempts you take a -1 to your ac for the rest of the round. This effect stacks if attacked from multiple directions.
24-25 2 Chokes: “I… I… Cant make the shot!” You cannot make any action in combat (or in most cases out of combat) that could harm someone non-hostile to the party.
26-27 2 Bad Finisher: Why won’t this guy fall down!? Each time an attack you make would drop an opponent to negative hp, re-roll the attack. The second one counts.
28-30 3 Bad Starter -2 to hit, damage and AC in the first two rounds of any combat. A surprise round counts as one of the two.
31-32 2 The Chokes 1 in 20 chance each round in combat, your character will freeze and stand motionless un able to act. If attacked you are flat-footed but not helpless.
33-34 2 Unkillable “Didn’t anyone tell you, Xavier Pennant cant be killed!!! Muhahahhaha.” If reduced to 0hp the character is rattled and shaken (-2 to all stats) for 1 month.
35-36 2 Showman: “I'll give you one more shot!” Must use Goad before attacking an enemy, even if combat has already begun. Goad is the free feat for the character.
37-40 4 Fearful of numbers Immediately shaken if outnumbered or if the crowd/majority is against you.
41-42 2 Orthodox Training -3 to Combat Manoeuvres that you are not trained in. If you do not have improved grapple, then you are at a -3 to all grapple checks.
43 1 Master of the Slow Draw Drawing a weapon other than ammunition counts as a standard action and quick-draw cannot be taken.
44-46 3 Nauseated by blood and viscera 15, 20 or 25 DC fort save when encountering blood and or gore or be nauseated while in the area of the sight and the smell.
47-48 2 Overly Confidant When provoking an attack of opportunity, the opponent gets +2 to attack and damage for that attack.
49-50 2 Startled When surprised, you do a great impression of a rabbit caught in headlights. When surprised, you take longer than most to get your bearings. You are treated as flat footed for the next 2 rounds after the surprise round regardless of all factors.
51-53 3 Unfit You can only run for half your constitution score in rounds before making checks to keep running. Holding your breath is also difficult and half normal.
54-55 2 Cannot swim -4 to swim checks. The normal time you can hold your breath is halved due to stress.
56-57 2 Mentally Vulnerable You slip into a very deep pit when faced with pressures. Each failed will save results in a -1 to will. It is cumulative. The will returns at 1 per week. Potentially other effects as ruled by the DM.
58-59 2 Cheap Saves and hoards, spending on large items causes real pain or is impossible.
60-61 2 Austere Dresses like a beggar, pilgrim or Spartan. This applies to and restricts enchanted items adorning the hero.
62-65 4 Moody Prone to swift emotional change.
66 1 Theatrical and verbose The world is a stage and I am the main character.
67-69 3 Thieving poltroon Wealth or loot must be seized, and quickly. Disrupts teamwork to loot the dead and dying.
70 1 Mistaken identity Resemble a famous figure that people despise.
71-72 2 Artistic You have an inner flair for creativity. You spend much time and money (10-20%) on your art.
73-75 3 Feck Swears like a sailor. This amuses but also offends.
76-78 3 Hunted Someone wants this man. Just how many people and how powerful they are, is determined by rolling 1-10. 1-5 a largely private matter, 6-8 many are on the look-out, perhaps a powerful dynasty. 9-10 you are a wanted criminal in the fantasy world, bin Laden etc.
79-80 2 Haunted by past actions Will save of 15 each rest-period or be fatigued.
81-83 3 Bad hygiene or uncontrollable flatulence NPC attitudes starts as unfriendly. 84-86 3 Criminal As bad hygiene, but this is due to a mark and notoriety.
87-88 2 Merciful You are merciful against the oldest of foes. You continually advertise your willingness to accept surrender to your enemies. Executing or torturing prisoners is anathema to you.
89 1 Peaceful Would rather not fight, no matter his competency at feat of arms.
90-91 2 Charity A person of great charity, you must spend 10-20% of the wealth you gain in helping others.
92-94 3 Religious Truly a religious soul, you visit most of the temples on a regular basis. You also tithe 10-20% of your wealth.
95-96 2 Zealot Your faith is the only way, woe to those who don't believe.
97 1 Atheist. You can not see how the gods are divine. You oppose priests, gods and their faith.
98-99 2 Heretic A believer that has strange views of his god.
100 1 Touched By The Gods or Narcolepsy Spasms, claims of seeing the divine, a 5% chance of being paralysed in any scene or combat until it ends.

Third d100

1-4 4 Traitor Always on the look-out to sell out those close for the right price, or when fortunes are changing.
5-7 3 Dangerously driven Strong to unstoppable ambition, but also harmful, e.g. a fighter over-trains until he permanently harms himself. A wizard rarely sleeps properly and is often fatigued.
8 1 Gregarious Part luck, part action. The character’s activities worry and undermine the powerful. This attracts attention and problems.
9-11 3 Envy Why do they have what I do not?
12-16 5 Corrupt and Greedy I will take what I will, and have it all.
17-19 3 Bully Power is meant to be used to keep the lesser in line.
20-21 2 As solid as wind, hesitant to engage Will flee for d4 rds at start of battle if fail a DC 20 will save.
22-25 4 Anger It manifests in a thousand ways, but this person cannot let disrespect go
26-29 4 Proud Damaging the ego is worse than torture.
30-31 2 Psychopathy Clowns to the left of me, jokers to the right. Here I am, stuck in the middle with you.
32-33 2 Vengeful Someone harming this person will pay a great price.
34-38 5 Hates a nearby people: determined randomly via consulting the DM.
39-40 2 Warmonger A thorough jobber, extremely eager for battle, blood and dangers.
41-42 2 Agent Provocateur You love to cause crimes and if someone else takes the fall, so much the better.
43-45 3 Liar Ranging from frequent exaggeration to out-right lying and common deception.
46-47 2 Despoiler Will take to rape and pillage with vigour if allowed. May even attack his own people. In effect, a forced chaotic evil alignment.
48-52 5 Superstitious: “I say, a black cat... We are all going to die!” Can damage his ability to accomplish tasks.
53-57 5 Fears a nearby people or demihuman societies: determined randomly.
58-61 4 Drink From like a sailor to like the patron saint of drinking.
62-64 3 Exotic Tastes Rarely to commonly unavailable when needed. Is commonly found in a drug den or haggling for slaves, or off on a mission to procure the latest bauble.
65-66 2 Claustrophobia Fear of tight spaces.
67-68 2 Acrophobia Fear of heights.
69-70 2 Zoophobia Fear of animals (if a commoner roll again).
71-73 3 Hydrophobia Fear of water.
74-75 2 Arcana-phobia Fear of magic.
76-77 2 Xenophobia Fear of Strangers.
78 1 Androphobia Fear of men.
79 1 Gynophobia Fear of women.
80-81 2 Pyrophobia Fear of fire.
82-84 3 Necrophobia Fear of death/dead/undead.
85-86 2 Necrophilia Life arouses nothing, death lust.
87-88 2 Bestiality A sheep anyone?
89 1 Has Expensive Lover Less wealth as he supports him/her, appears poor and disheveled. Spends 10-20% on the lover.
90-91 2 Infertile Like soggy celery; very damaging in masculine societies and rumours just have a way of getting out.
92-93 2 Lewd A man of crude humour, but can be entertaining. Must constantly make diplomacy checks, and the stat cannot be maxed out.
94-98 5 Perverted Frequents brothels and debauched parties. Player chooses perversion.
99 1 Erotic artist Is a blossoming erotic artist (poetry, woodblock printing or painting and drawing).
100 1 Brash Diplomat Forcefulness bordering on arrogance. A failed diplomacy check results in immediate hostility from the target.

This is used once player wealth becomes openly displayed. Combat encounters go up.

Random Robbers Table

Adventurers often attract unwanted attention. Being adorned with magic items, gleaming armour and weapons, jewellery and purses over-flowing with coin does not lessen the attention they receive. Below is a table, to represent the range of characters that are likely to be attracted by a small group of wealthy passers-by. They will approach the party, either clandestinely or openly. Wealth is their first interest, but murder can most certainly be on the cards. They are considered to be unfriendly, and close to hostile. Rolling high can make the encounter very dangerous indeed—worse for the accumulators of wealth, the majority below are desperate and not especially wealthy or rewarding to kill.

D100 Roll Numbers Description
1-20 2d6 Footpads: these are rogues with light weapons; they are a few levels below the party, and quite poor.
2-40 2d8 Bandits: ranger/rogues with favoured enemy corresponding to the party type. They use ranged weapons for the most part; are below the level of the party and have some wealth in weaponry.
40-60 2d8 Hard men: fighters, thugs and barbarians. They have the skills to take what they want by force. Closer to the party in level.
60-80 2d4 Accomplished Murderers: rogue/fighters and rogue/assassins. They kill for money, through poison applied to blades and bolts—they will surely kill passer-bys for loot.
80-90 1-3 or 2d10 Greedy Squires or a Cruel Lord and his Men: when nobles encounter or hear of wealthy adventurers they do not always give them missions and payment. These knights, or a minor lord and his men are challenges that can swiftly overwhelm.
90-95 The party Druman Treasure Hunters: a team of highly skilled men of diverse talent, but all skilled in the re-acquisition of wealth. They are slightly above the party’s level.
96-99 100+ An Instantly Rebellious Village: the outlanders passing by with their great fortunes and greedy eyes, sets the poor folk of the nearest settlement to instant rebellion and frenzied attack with any available implement.
100 ? A powerful foe this way comes. High level paladins, wizards, a dragon or a figure of great power.

By Trevor Wilson


TriOmegaZero wrote:
I was commenting on the 'why are you talking to pathfinder players' question.

That in itself isn't an issue, there's lots of reasons for it. Many people do that, I too often play non-PF games. "Why are you talking to pathfinder players when you don't want to discuss pathfinder but rather another game and the only thing you have to say about pathfinder is how people who play it are having WRONGBADFUN and that the rules mean nothing?" was the question.


3.5 Loyalist wrote:
Well here we go!

As a humble suggestion, the Spoiler tag is your friend, in posts like these.


3.5 Loyalist wrote:


10,500 gp is far too much for this setting. See at the moment especially I am not running loot-quest, the game, it is not about getting 10,000+ gp. If they each had 10,000, how is surviving going to be a challenge? They can go to the finest inns, instead of hunting and braving the harsh Isgerian countryside. Pool their resources, and they could buy a town-house, or a tower, and not sack ruins. I really hope they will establish a base of operations, something big, but I don't want them to just buy it. How is that fun and tough, something to remember? Sometimes wealth can be a curse, and do away with the theme of a game, if it is survival.

How will it not be a challenge? They could, but if your group likes to be heroes this won't be an issue. The other thing is that sometimes you have motivate characters if they are not self starters. Kidnap a family member. Embarrass them in public. Appeal to their pockets, their logic, and their hearts. One of them always get you in.

Quote:


The second mistake you made, is that they are only facing hordes of "Goblins/Skeletons/Orcs/etc". There are a lot of low cr monsters that are interesting and underused. These can be a challenge, and you don't have to go to giant megafauna, dinosaurs, dragons, lamia, liches as quick as possible. I just finished running a game of big monsters, high cr opponents, now I'm going into the lower crs. I can tell you too, that a horde doesn't have to be bland and boring, they can be serious challenges that can require you to outwit them, since to pit a small party against many similar cr opponents can be a massacre without sense and tactics used. If you are all kitted out on items, it can just be boring, but if you aren't that way, then fun can be had.

No stock low CR monster is giving many players trouble at level 5 even without magic gear.


wraithstrike wrote:


No stock low CR monster is giving many players trouble at level 5 even without magic gear.

You've apparently never encountered the Demihuman Heavy Crossbow Ambush of Doom! Remember, 120 ft. range increment does a lot...


Damn straight :)


Here are some initial comments. Not meant to knock your system, merely in hopes of helping with clarification/improvement.

This, of course, assumes that you're open to discussion about your rules. If not, then thank you for your ruleset, and thank you for your time.

Note: I've skipped over things we've already discussed.

Question Regarding Criticals:

91-95 Taken to -1 HP, 2 HP bleed per round. Lethal attack. Skull cracked, throat cut or pierced, disemboweled. Expertly disposed of, and will likely die very quickly.

96-99 Decapitation or heart strike; groin and abdomen opened; spine or head severely damage. A swift instant death.

100 Supreme death move. Cut in half, splattered, perfect thrust or deadly display seen once in a lifetime. Note: two 20s and a hit lead straight to this.

A critical attack has a 10% chance of instantly dropping someone? That seems a little harsh, at first glance.

Favored Class:

Choose your favoured class if human (or leave it open), but you do not yet have a level in said class.

I didn't read PF Beta. Did non-humans have specific favored classes? I know that's the way it was in 3.5, but in non-beta PF, everyone gets to pick their favored class. Having a favored class also does different things than in 3.5.

Equipment:

Starting kit is determined by profession, or what your character has been working towards in recent years. Assigned by the dm after you tell me who your character is trying to become (e.g. a hunter would have a shortbow, arrows, a knife, padded, peasant outfit, some pelts).

So players don't get to choose their starting gear?

Hit Points:

The first level is maximised, the remainder are rolled. 1s are re-rolled, except for d4 hit die classes where they do count.

Why the dislike for d4 HD characters? Why not just increase 1s to 2s for d4 HD? Not much worse, upon leveling up, than to roll a 1 on that hit die... doesn't matter what you're rolling.

You might want to at least include an option for a player to take 1/2 HD (rounded down) instead of rolling the HD.

Diplomacy:
Diplomacy is a highly useful skill, not all encounters have to be violent. A low charisma can create conflict when conflict didn’t have to occur.

Diplomacy, Bluff, Sense Motive, and the like are all INCREDIBLY useful skills, in any of the d20 systems.

Attacks of opportunity:

5 foot step is changed. Yes it can be done as a free, but it doesn’t immediately negate attacks of opportunity. Walk on to a longspear point and you do give away a free attack against you, back away when threatened and a weapon is levelled or ready, and an attack of opportunity does occur. If a 5 is taken as a move it also provokes an attack of opportunity, so this applies also to the 5.

If you're going to do this, just remove the 5' step entirely as an option. The 5' step is basically there to accommodate characters who take full-round actions. Based on your changes to Full-Round Actions, it might be further balancing to say that someone dedicating their round to a full-round action is stuck in place.

Drawing a weapon:
Drawing a weapon when threatened also provokes an attack of opportunity. As does drawing and drinking a potion. Drawing a potion is a move, drinking is a standard.

You might want to add to the Quick-Draw feat, to negate this AoO. It makes sense from a flavor standpoint, and also mechanically.

Charge:
One can 5 foot and make a charge, one can charge and make a five foot, carrying through with the momentum. The last would also provoke an attack of opportunity if the target still lives. One can use a swift action and then charge also, or swift then a full round.

I don't see the point of adding the 5' step to a charge. Just add another 5' to the charge distance if it's that big of a deal. The point of charging at someone is that you're lined up and ready to go full-tilt at your opponent, Jousting/American Football/Rugby style.

Stealth:
All-round vision does not exist in typical humanoids, and stealthing up to a character in clear or bright conditions is possible, as long as a stealth is passed, and it is possible to avoid the targets line of sight. Generally this is done from the left flank, the right flank, or directly approaching the back.

What a character sees and the direction they are facing is determined by the situation or scene, their actions within a situation or scene, and any input the character makes upon the scene, e.g. “I shine my torch upwards and keep looking up into those pipes”.

I have to comment here, because the "Passing a stealth" comment is counter to what I recall of your comments earlier in the thread. Given your previous logic (that a character is looking in a certain direction and doesn't look behind them often enough to count), what would oppose a stealth check? Perception? You might want to check out Paizo's playtest of new stealth rules, which might be more elegant than your system.

Foliage:

Foliage, trees and cover often hinder long-ranged attacks and visibility.

This already exists using cover rules, but is subject to DM adjudication. Since you added no specific rules to this, I don't see the need for it to be here.

Crossbows:
Crossbows retain their long loading times, but with proficiency (and due to their construction) comes a benefit. Attackers add their dexterity modifier to damage. Crossbows are easier to aim, and were often more powerful and with greater penetration than even composite longbows, heavy and siege crossbows (arbalest) especially.

+1 on dex-to-damage for crossbows. I don't know if I agree that a crossbow had better penetration than a longbow, but that's a debate for a different day.

Re-Rolls:

Re-rolls are in use. Players are awarded 1 per gaming session, and can modify their or the dms roll with these re-rolls.

Consider using Pathfinder's Hero Point system, in lieu of this. Again, I come from a mindset of giving more options to characters, and really like how Hero Points add to characters being awesome.

Traits:
The trait system of pathfinder is also in use. Characters can use a trait to buy into a non class skill and gain a miscellaneous +1 bonus. They can also spend both their traits, and their first re-roll to gain a permanent +1 to bab. This character is very martially focused, and their trait reflects this.

Not quite what comes to mind when I think of Traits. I've always viewed PF traits as the descendants of 2ed's "Secondary" skills. Background stuff that's of very minor use.

Favored Class:
Favoured class benefits are +1 hp or +1 skill point per level in the favoured. You choose hp or more skills.

This is core Pathfinder Favored Class bonus. There are, in later books, additional options for characters to spend their FC bonuses on.

Flaws:
A flaw system is also in use. Every character has 1 flaw at least, and each flaw grants an additional feat. Two flaws can be taken at character generation (for two bonus feats).

Flaw List
Each character has a flaw of some sort. It impacts upon the role-playing of their character or it is a penalty to a statistic. Flaws are determined randomly, by rolling a 1-6 and then a 1d100. 1-2 means the first d100, 3-4 the second and 5-6 the third. Flaws of character have three possible levels: considerable (1-5), serious (6-8) or maximum (9-10) determined by rolling a d10. As explained in Unearthed Arcana, a flaw grants a free feat. Two may be chosen at character generation, and more added in the course of a campaign.

First d100

Roll Frequency Flaw Effect
1-2 2 Unlucky A natural 2 is counted as a natural 1
3-4 2 Lacking in excellence A natural 20 skill check does not result in +10, an attack does not automatically hit, +10 is not added to the attack roll, crits are still possible and unaffected.
5-7 3 Random encounter magnet +15% chance of encountering hostiles. Encounters now seem to occur at the worst of times.
8-10 3 Fated to battle Great warriors seek out (and have an uncanny ability to find) the player to test themselves in combat. They are always one to two CRs above the player.
11-12 2 Slow to react, thick and inflexible -2 to Reflex.
13-15 3 Weak of stomach, soft -2 to Fortitude.
16-19 4 Poor morale -2 to Will.
20-22 3 Heart of the rabbit -4 to saves vs. fear and intimidation
23-24 2 Indecisive -4 on Initiative.
25-26 2 Slothful -2 to initiative and perception
27 1 Muscles like water -2 to Strength.
28-29 2 Unhealthy or brittle bones -2 to Constitution.
30-31 2 Glutton or typically sedentary -2 to Dexterity
32-33 2 Naïve and slow -2 to Wisdom.
34-36 3 Lacking in learning -2 to Intelligence.
37-39 3 Stutter or deformity -2 to Charisma
40 1 Worn out -1 to all physical attributes
41 1 Mental faculties fading -1 to all mental abilities
42-43 2 Combatant without promise -1 BAB
44-45 2 Dull -1 to all saves.
46-49 4 Trusting and oblivious -3 to sense motive checks
50-52 3 Proud braggart -4 to one skill chosen randomly. The char is sure he is excellent in said area and must make use of this actual weakness often.
53-55 3 Susceptible to disease -4 to saves vs. disease.
56-58 3 Vulnerable to poisons -3, +1 attribute damage per failed check.
59-61 3 Fragile All attribute damage is increased by 2 per dose
62-65 4 Poor vision -3 to Perception (vision) checks
66-68 3 Near Deaf -3 to Perception (listen) checks
69-72 4 Incompetent -2 to all Profession, Knowledge, Perform and Craft checks
73-75 3 Poor Training -2 to hit with mêlée weapons
76-78 3 Awful archer -2 to hit with ranged weapons
79-80 2 Not vicious -2 to damage with all mêlée weapons/ranged touch
81-83 3 Fools rush in +2 to mêlée damage of opponents
84-85 2 Shoddy footwork -2 to AC
86 1 Wide Open An additional -3 to AC when charging (-5 total)
87-89 3 Low vigour Hp and attribute healing is always halved.
90-91 2 Magically Ignorant -2 to all saves vs. magical effects.
92-93 2 Awkward around women Prone to insensitivity, a short temper and completely baffled by them -2 to interaction checks with women.
94-95 2 Unsettling to men Likely to cause offence, act incorrectly and put lads on edge. -2 to interaction checks with men.
96-98 3 Vulnerable to desired sex -3 to social saves against actions made by beautiful women or men (those with Cha 14+). Easy prey for prostitutes and charismatic thieves or charlatans.
99-100 2 Upper Socialite -3 to interactions with commoners and soldiers

Second d100

1-4 4 Rural background and accent -3 to interactions with nobles or city-folk.
5-8 3 Lack of confidence -2 to diplomacy and intimidate.
9-11 3 Insulter -3 to Diplomacy. Will constantly belittle people, intimidate them, from maids to nobles. Must have intimidate maxed out and will offend many.
12-13 2 Lax Personal Security: a thief's joy. You very quickly spotted by thieves and easily robbed (-4 to roll to perceive being pick-pocketed). Leaves doors open, -3 to perception when on watch after hours. The type of person who talks on watch and thinks of home, while looking up at the stars of course.
14-15 2 Warrior narcissist: “How could such a weakling harm a body like mine!” In combat -1AC for each two points of strength above your opponent. Requirement: strength of 14+.
16-17 2 Technician: “This is meant to be a duel not a brawl” In combat -1AC for each two points his strength is above yours, if it is less than yours then this has no effect. Req: strength below 16.
18-20 3 Wounded Tiger: you gain the power attack feat, not a free feat. Upon being injured you must activate your power attack to the highest level possible and attack the character that injured you. This wild swing only lasts for one round, unless you are injured again.
21-23 3 Flinch: “Not in the face, Not in the face!!” Each time you are attacked, be it with ranged, touch attacks, melee attacks or grapple attempts you take a -1 to your ac for the rest of the round. This effect stacks if attacked from multiple directions.
24-25 2 Chokes: “I… I… Cant make the shot!” You cannot make any action in combat (or in most cases out of combat) that could harm someone non-hostile to the party.
26-27 2 Bad Finisher: Why won’t this guy fall down!? Each time an attack you make would drop an opponent to negative hp, re-roll the attack. The second one counts.
28-30 3 Bad Starter -2 to hit, damage and AC in the first two rounds of any combat. A surprise round counts as one of the two.
31-32 2 The Chokes 1 in 20 chance each round in combat, your character will freeze and stand motionless un able to act. If attacked you are flat-footed but not helpless.
33-34 2 Unkillable “Didn’t anyone tell you, Xavier Pennant cant be killed!!! Muhahahhaha.” If reduced to 0hp the character is rattled and shaken (-2 to all stats) for 1 month.
35-36 2 Showman: “I'll give you one more shot!” Must use Goad before attacking an enemy, even if combat has already begun. Goad is the free feat for the character.
37-40 4 Fearful of numbers Immediately shaken if outnumbered or if the crowd/majority is against you.
41-42 2 Orthodox Training -3 to Combat Manoeuvres that you are not trained in. If you do not have improved grapple, then you are at a -3 to all grapple checks.
43 1 Master of the Slow Draw Drawing a weapon other than ammunition counts as a standard action and quick-draw cannot be taken.
44-46 3 Nauseated by blood and viscera 15, 20 or 25 DC fort save when encountering blood and or gore or be nauseated while in the area of the sight and the smell.
47-48 2 Overly Confidant When provoking an attack of opportunity, the opponent gets +2 to attack and damage for that attack.
49-50 2 Startled When surprised, you do a great impression of a rabbit caught in headlights. When surprised, you take longer than most to get your bearings. You are treated as flat footed for the next 2 rounds after the surprise round regardless of all factors.
51-53 3 Unfit You can only run for half your constitution score in rounds before making checks to keep running. Holding your breath is also difficult and half normal.
54-55 2 Cannot swim -4 to swim checks. The normal time you can hold your breath is halved due to stress.
56-57 2 Mentally Vulnerable You slip into a very deep pit when faced with pressures. Each failed will save results in a -1 to will. It is cumulative. The will returns at 1 per week. Potentially other effects as ruled by the DM.
58-59 2 Cheap Saves and hoards, spending on large items causes real pain or is impossible.
60-61 2 Austere Dresses like a beggar, pilgrim or Spartan. This applies to and restricts enchanted items adorning the hero.
62-65 4 Moody Prone to swift emotional change.
66 1 Theatrical and verbose The world is a stage and I am the main character.
67-69 3 Thieving poltroon Wealth or loot must be seized, and quickly. Disrupts teamwork to loot the dead and dying.
70 1 Mistaken identity Resemble a famous figure that people despise.
71-72 2 Artistic You have an inner flair for creativity. You spend much time and money (10-20%) on your art.
73-75 3 Feck Swears like a sailor. This amuses but also offends.
76-78 3 Hunted Someone wants this man. Just how many people and how powerful they are, is determined by rolling 1-10. 1-5 a largely private matter, 6-8 many are on the look-out, perhaps a powerful dynasty. 9-10 you are a wanted criminal in the fantasy world, bin Laden etc.
79-80 2 Haunted by past actions Will save of 15 each rest-period or be fatigued.
81-83 3 Bad hygiene or uncontrollable flatulence NPC attitudes starts as unfriendly. 84-86 3 Criminal As bad hygiene, but this is due to a mark and notoriety.
87-88 2 Merciful You are merciful against the oldest of foes. You continually advertise your willingness to accept surrender to your enemies. Executing or torturing prisoners is anathema to you.
89 1 Peaceful Would rather not fight, no matter his competency at feat of arms.
90-91 2 Charity A person of great charity, you must spend 10-20% of the wealth you gain in helping others.
92-94 3 Religious Truly a religious soul, you visit most of the temples on a regular basis. You also tithe 10-20% of your wealth.
95-96 2 Zealot Your faith is the only way, woe to those who don't believe.
97 1 Atheist. You can not see how the gods are divine. You oppose priests, gods and their faith.
98-99 2 Heretic A believer that has strange views of his god.
100 1 Touched By The Gods or Narcolepsy Spasms, claims of seeing the divine, a 5% chance of being paralysed in any scene or combat until it ends.

Third d100

1-4 4 Traitor Always on the look-out to sell out those close for the right price, or when fortunes are changing.
5-7 3 Dangerously driven Strong to unstoppable ambition, but also harmful, e.g. a fighter over-trains until he permanently harms himself. A wizard rarely sleeps properly and is often fatigued.
8 1 Gregarious Part luck, part action. The character’s activities worry and undermine the powerful. This attracts attention and problems.
9-11 3 Envy Why do they have what I do not?
12-16 5 Corrupt and Greedy I will take what I will, and have it all.
17-19 3 Bully Power is meant to be used to keep the lesser in line.
20-21 2 As solid as wind, hesitant to engage Will flee for d4 rds at start of battle if fail a DC 20 will save.
22-25 4 Anger It manifests in a thousand ways, but this person cannot let disrespect go
26-29 4 Proud Damaging the ego is worse than torture.
30-31 2 Psychopathy Clowns to the left of me, jokers to the right. Here I am, stuck in the middle with you.
32-33 2 Vengeful Someone harming this person will pay a great price.
34-38 5 Hates a nearby people: determined randomly via consulting the DM.
39-40 2 Warmonger A thorough jobber, extremely eager for battle, blood and dangers.
41-42 2 Agent Provocateur You love to cause crimes and if someone else takes the fall, so much the better.
43-45 3 Liar Ranging from frequent exaggeration to out-right lying and common deception.
46-47 2 Despoiler Will take to rape and pillage with vigour if allowed. May even attack his own people. In effect, a forced chaotic evil alignment.
48-52 5 Superstitious: “I say, a black cat... We are all going to die!” Can damage his ability to accomplish tasks.
53-57 5 Fears a nearby people or demihuman societies: determined randomly.
58-61 4 Drink From like a sailor to like the patron saint of drinking.
62-64 3 Exotic Tastes Rarely to commonly unavailable when needed. Is commonly found in a drug den or haggling for slaves, or off on a mission to procure the latest bauble.
65-66 2 Claustrophobia Fear of tight spaces.
67-68 2 Acrophobia Fear of heights.
69-70 2 Zoophobia Fear of animals (if a commoner roll again).
71-73 3 Hydrophobia Fear of water.
74-75 2 Arcana-phobia Fear of magic.
76-77 2 Xenophobia Fear of Strangers.
78 1 Androphobia Fear of men.
79 1 Gynophobia Fear of women.
80-81 2 Pyrophobia Fear of fire.
82-84 3 Necrophobia Fear of death/dead/undead.
85-86 2 Necrophilia Life arouses nothing, death lust.
87-88 2 Bestiality A sheep anyone?
89 1 Has Expensive Lover Less wealth as he supports him/her, appears poor and disheveled. Spends 10-20% on the lover.
90-91 2 Infertile Like soggy celery; very damaging in masculine societies and rumours just have a way of getting out.
92-93 2 Lewd A man of crude humour, but can be entertaining. Must constantly make diplomacy checks, and the stat cannot be maxed out.
94-98 5 Perverted Frequents brothels and debauched parties. Player chooses perversion.
99 1 Erotic artist Is a blossoming erotic artist (poetry, woodblock printing or painting and drawing).
100 1 Brash Diplomat Forcefulness bordering on arrogance. A failed diplomacy check results in immediate hostility from the target.

This seems overly cumbersome for what it wants to accomplish. That having been said, Flaws are generally considered a powergamer's dream come true, in that it's an easy way to load up on powerful feats. Be careful here.

Random Robbers:
This is used once player wealth becomes openly displayed. Combat encounters go up.

Random Robbers Table

Adventurers often attract unwanted attention. Being adorned with magic items, gleaming armour and weapons, jewellery and purses over-flowing with coin does not lessen the attention they receive. Below is a table, to represent the range of characters that are likely to be attracted by a small group of wealthy passers-by. They will approach the party, either clandestinely or openly. Wealth is their first interest, but murder can most certainly be on the cards. They are considered to be unfriendly, and close to hostile. Rolling high can make the encounter very dangerous indeed—worse for the accumulators of wealth, the majority below are desperate and not especially wealthy or rewarding to kill.

D100 Roll Numbers Description
1-20 2d6 Footpads: these are rogues with light weapons; they are a few levels below the party, and quite poor.
2-40 2d8 Bandits: ranger/rogues with favoured enemy corresponding to the party type. They use ranged weapons for the most part; are below the level of the party and have some wealth in weaponry.
40-60 2d8 Hard men: fighters, thugs and barbarians. They have the skills to take what they want by force. Closer to the party in level.
60-80 2d4 Accomplished Murderers: rogue/fighters and rogue/assassins. They kill for money, through poison applied to blades and bolts—they will surely kill passer-bys for loot.
80-90 1-3 or 2d10 Greedy Squires or a Cruel Lord and his Men: when nobles encounter or hear of wealthy adventurers they do not always give them missions and payment. These knights, or a minor lord and his men are challenges that can swiftly overwhelm.
90-95 The party Druman Treasure Hunters: a team of highly skilled men of diverse talent, but all skilled in the re-acquisition of wealth. They are slightly above the party’s level.
96-99 100+ An Instantly Rebellious Village: the outlanders passing by with their great fortunes and greedy eyes, sets the poor folk of the nearest settlement to instant rebellion and frenzied attack with any available implement.
100 ? A powerful foe this way comes. High level paladins, wizards, a dragon or a figure of great power.

As a matter of taste, Random encounters disagree with me, except in certain cases (camping at night, so that the party has to have a night-watch, etc). Why not have these types of events occur organically? Have the character who throws around their gold draw the attention of the thieves' guild, or a grifter, or the local church looking to extort a tithing....


"So players don't get to choose their starting gear?"

Not in the Isgerian game (normally yes), because players don't start as adventurers, they start as people (commoners) trying to survive the coming winter. The game mount and blade, and the natural way it does starting equipment, got me thinking this way for this context.

"A critical attack has a 10% chance of instantly dropping someone? That seems a little harsh, at first glance."

A natural 20 does. I've heard some players express reservations, but never when they hit an enemy with it. Then they cheer. "In your face blackguard!"

"Diplomacy, Bluff, Sense Motive, and the like are all INCREDIBLY useful skills, in any of the d20 systems."

Agreed.

"I don't see the point of adding the 5' step to a charge. Just add another 5' to the charge distance if it's that big of a deal. The point of charging at someone is that you're lined up and ready to go full-tilt at your opponent, Jousting/American Football/Rugby style."

Humans are not robots (except cylons). I was demonstrating this to another dm who didn't like it. You can do a small sidestep before a charge, or a charge can carry your weight and momentum on to either leg, and move you slightly off the attack line. It happens a lot in the fencing "arrow" technique. Which is a charge.

"This already exists using cover rules, but is subject to DM adjudication. Since you added no specific rules to this, I don't see the need for it to be here."

Because players, judging from these forums, often forget it. There is also an old argument about longbows behind this. The longbow is a battlefield weapon, in a forest/jungle, they can be well hindered in their effective range. This applies to all ranged, stuff can get in the way :)

"+1 on dex-to-damage for crossbows. I don't know if I agree that a crossbow had better penetration than a longbow, but that's a debate for a different day."

Crossbow power interested me at one stage. What I found reflects this. It also differentiates the crossbows from other ranged, and makes them quite serious business. Thrown adds strength but is short range, crossbows add dex, bows get multiple shots, can be composite. A three tier system.

"Consider using Pathfinder's Hero Point system, in lieu of this. Again, I come from a mindset of giving more options to characters, and really like how Hero Points add to characters being awesome."

I've got some familiarity with fudge rolls (to fudge the outcome), but the hero points is a little too complex for an additional mechanic.

On flaws, the players do love their flaws. It can lead to power gaming, more often specialty concentration (allows going into weapon styles earlier, or really starting a feat tree) but also a lot of fun.

Thanks for your feed-back!


The next ideas I have are on called shots, the weapon and armour list. Making it larger, drawing in a lot of sources, and adding a lot of secondary types of damage to weapons, at a weaker level (e.g. you can stab with a standard longsword for 1d6, 19-20/x2 damage, pierce with the other side of a warhammer for 1d6x3). Taking back the penalty for non-lethal to a more encouraging level.


3.5 Loyalist wrote:

"I don't see the point of adding the 5' step to a charge. Just add another 5' to the charge distance if it's that big of a deal. The point of charging at someone is that you're lined up and ready to go full-tilt at your opponent, Jousting/American Football/Rugby style."

Humans are not robots (except cylons). I was demonstrating this to another dm who didn't like it. You can do a small sidestep before a charge, or a charge can carry your weight and momentum on to either leg, and move you slightly off the attack line. It happens a lot in the fencing "arrow" technique. Which is a charge.

There's nothing in the rules stating that you can't perform a slight sidestep as part of a charge, or can't charge on a diagonal, only that you must have a clear path, and you can't have anything hinder your movement.

Is the "Slight Sidestep" that you're referring to a 5' lateral movement? Because that's what changing this rule allows. It also allows people to charge around corners, and other such oddities.

3.5 Loyalist wrote:


"This already exists using cover rules, but is subject to DM adjudication. Since you added no specific rules to this, I don't see the need for it to be here."

Because players, judging from these forums, often forget it. There is also an old argument about longbows behind this. The longbow is a battlefield weapon, in a forest/jungle, they can be well hindered in their effective range. This applies to all ranged, stuff can get in the way :)

Then that something that requires GM education, not a rule listing.

3.5 Loyalist wrote:

"Consider using Pathfinder's Hero Point system, in lieu of this. Again, I come from a mindset of giving more options to characters, and really like how Hero Points add to characters being awesome."

I've got some familiarity with fudge rolls (to fudge the outcome), but the hero points is a little too complex for an additional mechanic.

I hope you'll forgive me if I disagree that, considering your critical hit rules, or flaw tables, Hero Points are "a bridge too far." Hero Points are much simpler than either of those.

3.5 Loyalist wrote:
On flaws, the players do love their flaws. It can lead to power gaming, more often specialty concentration (allows going into weapon styles earlier, or really starting a feat tree) but also a lot of fun.

I'm sure they are a lot of fun, but so many of your previous statements regarded house-ruling in order to correct a perceived imbalance that adding a system as easy to abuse as flaws again struck me as odd.

3.5 Loyalist wrote:
Thanks for your feed-back!

You're quite welcome. I hope you'll see the difference between my constructively aimed comments, and the barbs that you've been throwing regarding aspects of Pathfinder that you disagree with.


BigJohn42 wrote:
3.5 Loyalist wrote:

"I don't see the point of adding the 5' step to a charge. Just add another 5' to the charge distance if it's that big of a deal. The point of charging at someone is that you're lined up and ready to go full-tilt at your opponent, Jousting/American Football/Rugby style."

Humans are not robots (except cylons). I was demonstrating this to another dm who didn't like it. You can do a small sidestep before a charge, or a charge can carry your weight and momentum on to either leg, and move you slightly off the attack line. It happens a lot in the fencing "arrow" technique. Which is a charge.

There's nothing in the rules stating that you can't perform a slight sidestep as part of a charge, or can't charge on a diagonal, only that you must have a clear path, and you can't have anything hinder your movement.

Is the "Slight Sidestep" that you're referring to a 5' lateral movement? Because that's what changing this rule allows. It also allows people to charge around corners, and other such oddities.

That's actually a really insightful houserule which is really helpful to skirmishers. I don't really see why someone shouldn't be able to hop out of cover and charge someone.


Ion Raven wrote:
BigJohn42 wrote:

Is the "Slight Sidestep" that you're referring to a 5' lateral movement? Because that's what changing this rule allows. It also allows people to charge around corners, and other such oddities.

That's actually a really insightful houserule which is really helpful to skirmishers. I don't really see why someone shouldn't be able to hop out of cover and charge someone.

Well, that's more a problem with the rules for movement and corners than anything else.

Movement and Corners wrote:


Diagonals: When measuring distance, the first diagonal counts as 1 square, the second counts as 2 squares, the third counts as 1, the fourth as 2, and so on.

You can't move diagonally past a corner (even by taking a 5-foot step). You can move diagonally past a creature, even an opponent.

You can also move diagonally past other impassable obstacles, such as pits.

I'd be happier with a modification to that rule, allowing someone to charge from the intersection of the 3 squares at a corner, when beginning the turn adjacent to the corner.


"That's actually a really insightful houserule which is really helpful to skirmishers. I don't really see why someone shouldn't be able to hop out of cover and charge someone."

Yep. People sometimes move a bit oddly and all over the place. Treating movement in a too mechanical fashion can just seem way off at times, especially for lightly armoured skirmishers. Cheers!

Hop to it!


I actually like the 4E modification to charge as a standard action for your movement + an attack. That way you can spend your first move action setting up the open straight line if need be.


stringburka wrote:
wraithstrike wrote:


No stock low CR monster is giving many players trouble at level 5 even without magic gear.
You've apparently never encountered the Demihuman Heavy Crossbow Ambush of Doom! Remember, 120 ft. range increment does a lot...

I forgot about incorporeal creature. Ok, other than that my party wont have issues.

edit:I know you were not referencing incorporeal creatures.


BigJohn42 wrote:


A critical attack has a 10% chance of instantly dropping someone? That seems a little harsh, at first glance.

That is never in the PC's favor. The NPC's were most likely going to die anyway.

Big John covered everything else pretty well.

RPG Superstar 2008 Top 32

I removed some posts. Be nice.


"That is never in the PC's favor. The NPC's were most likely going to die anyway."

Not what I've heard and seen. Insta-gibbing a skilled opponent, cutting the arm off an ogre, disemboweling a medusa, ramming a spear through the head of a dinosaur, head-shotting an athach, THAT is cool. It is far better than just taking it to -10. The crit chart of doom adds a lot to our games, I know multiple dms who use it. One who uses it as I use it, and one whom makes it harder to pull off, two who used it before when they ran games. The game is a lot more like Conan, or bloody violent fantasy. You don't just kill the dark lord, you crush his windpipe with a savage well-placed blow.

Swinging and shooting powerful weapons, once in a while there should be a really bloody outcome. In a sense this also balances the spellcaster mutli-spells a round, with the melee or ranged.

Grand Lodge

BigJohn42 wrote:
TriOmegaZero wrote:
I was commenting on the 'why are you talking to pathfinder players' question.
Fair enough. As a 3.5 player also, I still have to question the changes to the system... but I would rather question them from that angle on a 3.5 forum.

Which this board DOES have. the 3.5 and OGL section is a good place for topics like this.


This is already in the right place, this is on house rules and homebrew. We started with a question of interpretation, and have continued on the general topic. Above are some house rules of mine, and as you may see, pathfinder beta is a small part of them (races and classes).

401 to 442 of 442 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | next > last >>
Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / Baffling BAB and spell casting All Messageboards

Want to post a reply? Sign in.
Recent threads in Homebrew and House Rules