Kirthfinder - World of Warriorcraft Houserules


Homebrew and House Rules

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JonathonWilder wrote:
Wouldn't the Path of War possibly be a better choice to look for maneuvers, or do you have a different view of ToB then many people?

I don't own Path of War. Chapter 5 (in particular) of KF should make it clear that I was rather a fan of ToB, given how many of those strikes and stances got ported over as [strike] and [stance] feats!


Yep we have even taken the time to work several of the PoW strikes over in the same was as your Kirth. Iron Tortoise's shield throwing ones for sure. If you want to look over it the PFSRD has most of the base book up here.


I'll take a look -- thanks!


I had a question about magic items in general. Is it intended that all items be created via the item creation guidelines?

Also as a specific example a ring of sustenance, much a staple of adventuring due to it's general amazingness an be crafted using the Kirthfinder item rules (albeit at a significantly increased price):

Ring of Sustenance:

using psudo endurance ranks(12 = 2 hours of sleep): (12^2)x200 = 28,000 Nu

Dream Feast 1/Day (Command word) 900x1x1 / 5 = 180 Nu

Total 28,180 Nu for an item that lets you never eat and only need 2 hours of rest

In your opinion should the general rule of thumb be when including an item from another source be to try and replicate and or price via the KF rules(either using skills / spells or both)?

In the case of things like a ring of sustenance or mule-back cords (effective +8 to endurance for carry capacity) I'm inclined to think yes. As including those items for their extremely cheap pathfinder prices devalues the skill(s) they emulate (endurance in these cases). Which is counter to the "Spells that supersede skills" philosophy.

tldr: is it recommended to use magic item creation rules for all items whenever possible?


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Firewarrior44 wrote:

Is it intended that all items be created via the item creation guidelines?

In your opinion should the general rule of thumb be when including an item from another source be to try and replicate and or price via the KF rules(either using skills / spells or both)?
is it recommended to use magic item creation rules for all items whenever possible?

Yes, yes, and yes.

Remember, the general guidelines are to revert to the Core rules ONLY for things that aren't already spelled out in KF. And the number of such cases is constantly shrinking as I incorporate more stuff. Ultimately I hope to end up with a rule set that requires no reference to PF except a general idea of how the game is played, and/or as a source of APs to modify.


Awesome! I will keep that in mind going forward.

Also Thank you for putting so much effort into Kirthfinder and, for sharing it =) . It really is fantastic.


Kirth Gersen wrote:
Firewarrior44 wrote:

Is it intended that all items be created via the item creation guidelines?

In your opinion should the general rule of thumb be when including an item from another source be to try and replicate and or price via the KF rules(either using skills / spells or both)?
is it recommended to use magic item creation rules for all items whenever possible?

Yes, yes, and yes.

Remember, the general guidelines are to revert to the Core rules ONLY for things that aren't already spelled out in KF. And the number of such cases is constantly shrinking as I incorporate more stuff. Ultimately I hope to end up with a rule set that requires no reference to PF except a general idea of how the game is played, and/or as a source of APs to modify.

Just to ask Kirth if the powerball were to get back in the billions and if I were to be the sole winner what price range would we be needing to look at for you to quit work and do Kirthfinder full time?


Talonhawke wrote:
Just to ask Kirth if the powerball were to get back in the billions and if I were to be the sole winner what price range would we be needing to look at for you to quit work and do Kirthfinder full time?

Guaranteed annual income of $100K for life. At a 1% rate of returns, that's a mere $10M after taxes.


I dunno about you, but I'd be quite happy with just half that, assuming you converted it into pounds sterling first. :)


Arakhor wrote:
I dunno about you, but I'd be quite happy with just half that, assuming you converted it into pounds sterling first. :)

That's $71,500US/year, and in the U.S. you'd constantly be getting hit with the penalty for having no health insurance, so deduct that and all health care costs... no thanks.


Ah well, yes. I constantly forget what a crazy non-system of healthcare you have across the pond.


Our salaries are also listed as pre-tax, which really confuses Austrians, among others. If your salary is $70000US, you really make something closer to $56600, less whatever the state and local taxes come to.


Question: When a monk flurries with a 2 Handed weapon do they take a -4 for the offhand weapon not being light?

Reading of the feat seems to indicate yes

relevent bits:
Synergy: A monk can use the Two-Weapon Fighting feat to perform a so-called “flurry of blows” in conjunction with any combination of weapons, unarmed attacks, and/or combat maneuvers (assuming the weapon(s) are in hand and the monk has at least Simple proficiency with them). For example, a 1st level monk can attack with two unarmed attacks, or with each of a pair of sickles, or twice with a single sickle, or with a sickle and an unarmed attack, etc., as long as the total number of attacks matches that gained with the Two-Weapon Fighting feat. Flurrying with a two-handed weapon limits your damage bonus from Strength and Power Attack to that of a one-handed weapon, however. You can flurry with ranged weapons, subject to the normal reload times (for projectiles) and Sleight of Hand requirements (for thrown weapons).

Normal: If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a –6 penalty with your regular attack or attacks with your primary hand and a –10 penalty to the attack with your off hand. If your offhand weapon is light, the penalties are reduced by 2 each (an unarmed strike is always considered light). Activating a wand is a standard action.


Mostly yes.

There is a problem with the TWF rules themselves, insofar as using a quarterstaff or 3-section staff as a double weapon would technically call for the larger penalty, but isn't intended to. Saying something like "if you get TWF through an Exotic weapon proficiency, you also get Oversized TWF" is really clumsy, and also prevents a person with Simple staff proficiency from effectively using it as a double weapon when they pick up TWF for something else. I'm certainly open for suggestions there; it's one of the things I'd say has to get cleared up before a new edition can be issued.


In my case it's a monk flurrying with a longbow. Other cases i can think of are using a falcion or great-sword.

Is there a problem? Under the current rule set double weapons are treated as light for the purposes of what is in your offhand. A 3 section staff/quarterstaff fall under that category so they get a reduced penalty.

Double Weapon::
Double Weapon: You can use a double weapon to fight as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon.


Firewarrior44 wrote:
** spoiler omitted **

That's exactly the quote I needed -- I had just forgotten it was in there. Thanks!


Follow up on the twf Bit the fighter's flurry is worded differently

relevent bit:
For example, an 11th level fighter with this talent and the Improved Two-Weapon Fighting feat, armed with a longsword and a shield, could attack with the longsword at +11/+11/+11 and gain the shield bonus to AC, or could instead make a flurry of six attacks with the longsword at +9 each (but lose the shield bonus to AC in the meantime, as a flurry of blows is treated as two-weapon fighting).

In this case the fighter is using a 1 handed (non light) weapon but is only taking a -2 to the roll (instead of the expected -4). Is this a result of legacy text? Or is always taking a -2 specific to the fighters Flurry of blows?


It's intentional. An advanced talent > a feat.


Weapon types and damage modifiers.

Under Mithral in Chapter 5 Equipment it references that light weapons add only 0.5x Str and Power attack to damage rolls.

Equiptment: Mithral wrote:
In the case of mithral weapons, the lighter weight gives the weapon the Finesse special property (even if it did not already possess it). However, the light weight means that, for purposes of adding your Strength modifier to damage, two-handed mithral weapons are treated as one-handed (1x Str modifier), and one-handed mithral weapons are treated as light weapons (0.5 x Str modifier).

So is this the general rule for all weapon types (Light, 1 Handed, 2 Handed)?

I ask because this is the only place I can really find it referenced/spelled out.

Also i'm curious if it's intended to extend to Dexterity damage from Weapon finesse. As RAW you run into a strange situation where wielding a dagger in a single hand does 0.5 Dex damage.


Firewarrior44 wrote:
So is this the general rule for all weapon types (Light, 1 Handed, 2 Handed)?

Sorry -- I don't understand the question. The text is referring specifically to mithral weapons, and how they differ from regular ones, and 2-handed and 1-handed differences are spelled out. These are all specific rules. What "general rule" are you referring to?

Firewarrior44 wrote:
Also i'm curious if it's intended to extend to Dexterity damage from Weapon finesse. As RAW you run into a strange situation where wielding a dagger in a single hand does 0.5 Dex damage.

If that were intended, it would say so -- e.g., "for purposes of adding your Strength and/or Dexterity modifier to damage..." But Str modifier and Power Attack are the only things mentioned as changing, so they're the things that are affected.


Quote:
and one-handed mithral weapons are treated as light weapons (0.5 x Str modifier).

Do all light weapons deal 0.5x Str modifier damage and 50% power attack or is that specific to only Mithral weapons?

Parts of the two weapon fighting feat allude to reduced power attack damage with light weapons but power attack itself does not actualy indicate that it is reduced (only mentioning off-hand and secondary natural attacks)

Two-Weapon Fighting wrote:
A single polearm held in both hands (taking the off-hand attacks with the haft; treat as a staff). Secondary attacks gain ½ your Strength modifier for damage, as normal for two-weapon fighting, and gain damage bonuses from Power Attack as if using a light weapon.
Power attack wrote:
...This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.


Firewarrior44 wrote:
Do all light weapons deal 0.5x Str modifier damage and 50% power attack or is that specific to only Mithral weapons?

Ah! OK, I see now. Apologies -- Chapter 6 neglects to spell out how light/one-handed/two-handed weapons work, which is something that I need to remedy, rather than pointlessly sending people to the core rules.

For Str modifier, they get 1x Str max; never 1.5x Str in two hands.

Firewarrior44 wrote:
Parts of the two weapon fighting feat allude to reduced power attack damage with light weapons but power attack itself does not actually indicate that it is reduced (only mentioning off-hand and secondary natural attacks)

Now I see the problem! Thanks, that is a glaring omission on my part.

The original intent was for light weapons to be treated as off-hand/secondary weapons, for purposes of the Power Attack feat: i.e., the damage bonus would be equal to the attack penalty, not 2x or 3x. However, for critters with primary claw attacks (light natural weapons), that would contradict the "primary natural weapon" clause. So Power Attack should probably read as follows:

"This bonus to damage is halved (–50%) if you are making an attack with a light manufactured weapon, an off-hand weapon, or a secondary natural weapon."

That said, eventually I'd like to have natural weapons and manufactured weapons to follow the same rules, not drastically diverging ones -- I just haven't worked out all the details yet.


Awesome, thanks! I figured it was probably something to do with combat being in a transitional stage at the moment.


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Firewarrior44 wrote:
Awesome, thanks! I figured it was probably something to do with combat being in a transitional stage at the moment.

Sadly, that's exactly the case. Every time I sit down to work on it, Baby Gersen toddles in and demands that I read her dinosaur book to her.


Kirth Gersen wrote:
Firewarrior44 wrote:
Awesome, thanks! I figured it was probably something to do with combat being in a transitional stage at the moment.
Sadly, that's exactly the case. Every time I sit down to work on it, Baby Gersen toddles in and demands that I read her dinosaur book to her.

Well maybe the dinosaur book will give you some great ideas come bestiary time. ; )


I'm done with animals (including dinosaurs)! And plants and vermin! And (mostly) constructs, magical beasts, and monstrous humanoids.

It's the oozes and dragons and (especially) fey that are giving me headaches.


I have two ideas that have been floating around for a while:

1. On the Summoning Table, the maximum CR of a summoned creature is 14, and maximum HD is 15. Do you intend to review this?

2. Calling creatures. So far, Planar Binding/Planar Ally are spells of moderate-high level that interact weirdly in-universe with summoning spells.
What do you think about altering summoning rules to double as calling spells when specific measures are taken, and integrate both spell mechanics into one?


Arrius,

Good points, and, yes, I'm trying to make sense of them. Planar binding might have to work more like a cohort, in terms of max CR, so it would tie more snugly into the Thaumaturgist feat. Overall, I'd like to make spells more skill-dependent.


@Spells Skill-Dependent:
A fundamental change (but one fitting with your vision) is to make spellcasting an actual skill (whose ranks can be added by levels in casting classes; on a 50% per HD for paladins/rangers, and a 100% per HD for wizards and clerics).

Kirth wrote:
Overall, I'd like to make spells more skill-dependent.

Spells relying on skill checks to become more effective, or spells improving and not replacing skills?

@Calling Rules:
But overall, altering Summon Spells (which already have to summon specific monsters when prepared/learned) to double as calling spells must have altered mechanics--

Rules:
1. A summoned creature can be called by passing a skill check (10 + HD?) and paying GP or freezing Numen (temporarily counting against numen that ceases when the creature is uncalled) worth relative to HD or CR (whichever is higher);
2. A called creature is controlled by the referee unless the calling caster can add them under the Thaumaturgist feat;
3. A called creature must usually be negotiated with or (failing that) imprisoned and compelled to obey the caller. If wishing to imprison the creature, the caster must call the targeted outsider in an area that is within a prepared Magic Circle spell (against alignment). Calling allows the target a saving throw against the spell (no spell resistance applies). On a failed saving throw, the outsider is Called into the magic circle. An outsider is not necessarily aware if a magic circle is in the location of its calling. The magic circle does not bar teleportation or plane-shifting powers, requiring that the caller be able to cast these spells to make a deal;
4. Deals and contracts: A deal between a called outsider and the caller is mutually enforceable. If the deal gives freedom to the outsider for a specific duration or after a specific task, the spell sends the creature back after the duration ends. An outsider gains a +4 insight bonus to all checks to reveal all terms (and hidden conditions) in a contract, as does the caller. A deal may include stipulations regarding the nature of the task (protecting/harming a character, completing an errand, or performing a feat of strength) as well as the requirements that set it free. A called creature cannot remain called for more than seven years, regardless of the task;
5. A called creature is vulnerable against Banishment and Plane Shift spells that lead it back to its origin plane, taking -4 to saving throws against them and not applying spell resistance.

Note: This necessitates that Banishment also be introduced at lower levels (I recommend 4th level), and Dismissal (2nd level), as well as lowering Dimensional Anchor to 2nd level and Dimensional Lock to 6th level, but said spells are usually out of reach anyway, and introducing them earlier is a Good Thing.


woooaaahhh i loved what you did with the races and skills. Still reading, but if you maintain that quality, i gladly would change all my books from paizo for this edition at all :3

Congratulations


Thank you, Juda! We're very glad you like it -- happy gaming!


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By the way, someone posted a somewhat more up-to-date version HERE. These are a lot further along than the Beta playtest rules that TOZ has up.


Are those from the July 2013 PDF?


No idea - found them by accident.


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Kirth Gersen wrote:
By the way, someone posted a somewhat more up-to-date version HERE. These are a lot further along than the Beta playtest rules that TOZ has up.

Whoa, I might be wrong, but I believe that is a link to my folder in Google Drive. Kinda crazy to stumble upon!

Anyways, got the files from Scavion's Profile while one of my good friends and I boiled down the feat list into an easier to reference doc (He did most, I only filled in the Strike and Domain feats and some editing. I'll need to get around to finishing the Metamagic ones.) I had placed them together to make it easier for my group see the rules.

Not sure how it ended up to you, but I am glad it did!


Carson6412 wrote:
Kirth Gersen wrote:
By the way, someone posted a somewhat more up-to-date version HERE. These are a lot further along than the Beta playtest rules that TOZ has up.

Whoa, I might be wrong, but I believe that is a link to my folder in Google Drive. Kinda crazy to stumble upon!

Anyways, got the files from Scavion's Profile while one of my good friends and I boiled down the feat list into an easier to reference doc (He did most, I only filled in the Strike and Domain feats and some editing. I'll need to get around to finishing the Metamagic ones.) I had placed them together to make it easier for my group see the rules.

Not sure how it ended up to you, but I am glad it did!

*Pokes* If you reformatted the feats, I would love to see it since I was rather unsatisfied with how the end of the feats pdf came out.


There are two feat sections in the link. One is the one you have and the second is a table with different tabs for each section (kinda like the ones that PFSRD uses). It gives an easier overview to see what the feats do, but it isn't fully finished. If you have any suggestions to it, please let me know!


One thing I noticed about those links is that the Numen table is missing the 'Maximum' column.


Firewarrior44 wrote:
One thing I noticed about those links is that the Numen table is missing the 'Maximum' column.

Hm! You are right! The friend I had been talking about created a character sheet (Added into the Folder) which has some auto-calculations involved. Because of that, at each level the minimum, par, and maximum numen are automatically changed for us. I didn't even notice that the 'Maximum' column had been removed!


I have a general design question that might be applicable to Kirthfinder (via feat or otherwise general mechanic).

Cold damage rarely freezes. And by freeze, I mean a cast of frost or ice around the creature to act as an immobilizing effect.
How would you rule cold damage to freeze as a secondary or primary effect of cold damage?


Kirthfinder has a metamagic feat called Numbing Cold Evocation. Is that close to what you're looking for?


I was thinking more on the lines of a peripheral effect--such as sacrificing damage points to impose an effect. In a sense, the freezing will be a trait of cold damage, not a trait of the spell.

For example--if the spell deals more than 25% hit points of the target in one hit, they are grappled by the ice, and need to make a Str check (DC = half damage taken) as a move action to break out.


Arrius wrote:
For example--if the spell deals more than 25% hit points of the target in one hit, they are grappled by the ice, and need to make a Str check (DC = half damage taken) as a move action to break out.

There's a metamagic feat to impose the entangled condition (or grappled, for a higher cost). No reason you couldn't to apply it to a [cold] spell and claim the condition is a result of the cold. What I do NOT want to do, though, is start adding all kinds of automatic effects to spells that don't have a metamagic cost and don't increase spell level.

Arrius wrote:
sacrificing damage points to impose an effect

That's what the Reduce Spell feat, and reduced metamagic costs when stacking, are already doing.


As you working on the bestiary anything you could share to help along with personal work? Mostly what I am wondering is

1. What saves (mostly wondering about Intuition) should different creature types get.

2. What free skills per HD should the different types get.

3. And any advice for working abilities that can't be copied by the existing spell system such as Swallow Whole?


Talonhawke, for your first question, there should be a 'Saving Throws by Creature Type' table under Ch.1-Intro -> Character Creation -> Saving Throws


Talonhawke,

Remind me your email addy and I'll send you more files than you ever wanted to see...


I'd love to see whatever you've been cooking up in the last couple of years, Kirth.

Email:
arakhor@gmail.com


Did someone say free stuff? :3

email:
cairney.ryan@gmail.com


Thanks

E-mail:
Xarter@yahoo.com

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