Poison Apple Games |
Yup. There are a couple things I really like about McWOD. First, the magic system. It's specifically built for casting custom spells, and the mechanics are excellent. It also uses a spell point type system, not spells per day. I love it. The second thing I like is how the vampires, werewolves, and what not increase in power with level.
I have an idea for something like this in Pathfinder. First, completely retool the spellcasting classes so as to use McWOD spellcasting (McWOD is OGC, and what I plan on making is free, so I do not foresee any trouble in using it's magic system.).
Secondly, instead of monster classes (in McWOD the classes are Awakened, Demon, Vampire, Mage, and Werewolf) this would have templates, and each player gets a template and a class (or classes if multiclassing). Templates give you new powers at each level or every other level, just like McWOD monster classes.
Change some of the Pathfinder classes so that this thing is technology level neutral, requiring very little tweaking to go from medieval times to the modern day or something in between.
Change what monsters are available (Awakened and Demons from McWOD would go under Champion, and Mage would be achieved by taking a class with spellcasting, not a template [I want vampire mages and the like to be permissible]):
Vampire
Werewolf
Drake (Draconic people.)
Champion (People who have gotten power from deities. Paladins are one example [meaning that the Paladin class is forbidden, as Paladins are now a monster template], but Champions come in all shapes.)
Lich
Fey
Monster templates have archetypes, just like classes:
Vampire
-Psychic vampire
-Living vampire
Werewolf
-Werecat
-Werebear
Champion
-Outsider (Angels, Demons, Devils, the like)
-Monster Hunter
Lich
-Mummy
-Flesh Golem
-Skeleton
-Ghoul
Fey
-Changeling
Like the idea? It's basically Pathfinder, but everybody has a monster character and the tech level is easily changed.
Does anyone have ideas for more monster templates or archetypes? I'm open to adding some.
Suggestions? Comments?
Poison Apple Games |
My friend, do not chew off more than you can swallow.
I've done much, much worse. You've seen the threads. This is probably one of the more sensible things I've come up with.
This actually shouldn't be very difficult. McWOD is OGC, so a lot of stuff can be borrowed from there, and as for the new monsters, coming up with some new powers for an established monster isn't overly difficult, especially if the lists of powers to choose from aren't too massive. Brining over the magic system will be the hardest thing, and even that won't be to bad, as it's all there in McWOD. It'll be more time consuming than difficult. That's why I'm thinking this should be the first thing we come up with, not Voyager. It's Voyager that bites off way too much.
Freesword |
Like the idea?
Very Much so.
Suggestions?
For the magic system, expand the McWOD spells, do not try to reverse engineer the core spells to fit the McWOD mechanics. McWOD magic works because it doesn't try to recreate D&D/Pathfinder magic.
I like the idea of powerful monster races as templates. It would probably be best to start with the most powerful as a high end reference and then build up the rest so they are balanced, especially if they all span the entire level range.
Alternately, you could have each template top out at different levels where the racial abilities would be level appropriate. This is probably the biggest design choice you would need to make.
Comments?
This is overall a very ambitious project. What specific goals you set and how you go about achieving them will be the difference between this becoming easier than expected or crushingly frustrating.
You missed zombie. Shocking since zombies are currently the popular culture monster of choice.
Change some of the Pathfinder classes so that this thing is technology level neutral, requiring very little tweaking to go from medieval times to the modern day or something in between.
This should just be a matter of adding skills, class skills, and weapon and armor proficiencies.
Since McWOD is a unified single class magic system, what are your thoughts on dealing with the multiple casting classes in Pathfinder? If I were to offer a suggestion, it would be for certain classes to have an affinity for certain types of spells, for example clerics would be better at healing magics and bards at mind affecting magics.
Set |
Does anyone have ideas for more monster templates or archetypes?
Standard fantasy races, just dialed up to eleven.
Elves and Dwarves could be fey-subtype races, more like Sidhe and, uh, whatever Fae were mechanically inclined (Nockers?), Lizardfolk and Serpentfolk could be were-gator and were-viper sub-breeds (less shape-changer-y Mokole/Naga, more animal-man hybrids), Gnolls could be mashed up with Silent Striders, etc.
Poison Apple Games |
@ Freesword
I plan to have the templates end at level 20 for balance reasons. I'm using the McWOD class features as inspiration.
I can add in an intelligent zombie archetype for the Lich (Perhaps attempts to create mindless undead occasionally malfunction and create something intelligent?). The Skeleton archetype is for a skeletal Lich, but a second skeleton archetype that's more like this intelligent zombie could exist.
As you can see, I'm using archetypes for monster templates heavily. It's FAR easier than creating 20 level templates for a whole army of creatures, and it what will make this project not too massive to complete.
I was going to deal with the casting classes by doing what you suggested. The affinity for certain types of spells is measured by each class spending fewer components to cast spells with certain effects. Each class has a list of effects it gets discounts on when creating. I might cut down on the number of spellcasting classes and use archetypes to create the feel of the missing ones. In particular, Sorcerer, Witch, and Wizard really should be merged, with Wizard the main class and Sorcerer and Witch as archetypes. With the McWOD magic system, they aren't different enough to be separate classes. Same with Druid and Cleric. In these cases, archetypes work better. Basically, there'd be a couple spellcasting classes (which fits a system like McWOD that only had one class in mind), and archetypes would create the variety. Bards, Inquisitors, and Maguses are grouped together do to their spell progression with archetypes again differentiating them. Rangers all use the Skirmisher archetype (so no spells) and the Paladin isn't a class (To be a Paladin, get the Champion template and dedicate yourself to good. I like this, because it means Paladins can be of any class, allowing a wide variety of styles. It's also an obvious use of the Champion template, which I created for those who would rather not play a monster.).
Alchemists will be in this document, but Summoners won't. Summoner is the one class I refuse to try and work with.
As you can see, archetypes are a common theme here. They take a massive project and make manageable by allowing me to make a few main classes and templates, then allowing them to be customized, instead of making me make a massive amount of stuff.
Poison Apple Games |
Poison Apple Games wrote:Does anyone have ideas for more monster templates or archetypes?Standard fantasy races, just dialed up to eleven.
Elves and Dwarves could be fey-subtype races, more like Sidhe and, uh, whatever Fae were mechanically inclined (Nockers?), Lizardfolk and Serpentfolk could be were-gator and were-viper sub-breeds (less shape-changer-y Mokole/Naga, more animal-man hybrids), Gnolls could be mashed up with Silent Striders, etc.
I'll work on this. If I get enough monstrous humanoid requests like Lizardfolk, Serpent Folk, and Gnoll I may make another template and set of archetypes for them.
Yes, I know the Bestiary classifies these all as humanoids. I still think of them as monstrous humanoids.
Freesword |
I can add in an intelligent zombie archetype for the Lich (Perhaps attempts to create mindless undead occasionally malfunction and create something intelligent?). The Skeleton archetype is for a skeletal Lich, but a second skeleton archetype that's more like this intelligent zombie could exist.
I think I misunderstood what you were going for on this. I do however like the intelligent zombie lich concept, so my suggestion stands and it shouldn't be much harder to implement than the skeletal variant.
As you can see, I'm using archetypes for monster templates heavily. It's FAR easier than creating 20 level templates for a whole army of creatures, and it what will make this project not too massive to complete.
I'm a big supporter of not re-inventing the wheel.
I think you've got a good idea of how to handle the various casting classes.
Your approach seems pretty solid. I'm looking forward to seeing how the details fill out.
McWOD leveled the field between humans and the monstrous races with the Awakened class. I presume you are planning a template for Human PCs to keep them viable. (Possibly the Champion you mentioned or some variant of it.)
Poison Apple Games |
McWOD leveled the field between humans and the monstrous races with the Awakened class. I presume you are planning a template for Human PCs to keep them viable. (Possibly the Champion you mentioned or some variant of it.)
Yes. That is what the Champion is for. The main version covers Paladins (and Anti-Paladins), and it also comes with a monster hunter archetype for those who don't want divine characters.
Kelsey MacAilbert |
BTW - I don't think MCWOD is Open:
http://okayyourturn.yuku.com/topic/17450/MCWoD-Is-Anyone-Playing-It?page=2
What about ditching MCWOD and doing something similar with The Modern Path? I was thinking an Urban Fantasy supplement and campaign setting for The Modern Path would be awesome. I'll help make it if you wish, but I can't lead the project. I have the Superhero system for The Modern Path to create, plus I'm working on my own Pathfinder campaign setting that takes precedence over everything. Leading two projects is quite enough for me. That said, I'll help as a developer as long as I'm not in charge. In fact, if someone else wants to lead the Superhero supplement and demote me to developer, I won't complain. I'll lead the project if I have to, but I'm beginning to think I'm WAY too inexperienced with this type of thing to be leader.
Kevin Webb GRC Team |
Sure the Modern Path is 100% open and free to anyone use. We are working on a magic book, but our magic dev, is slow going (work, new baby etc).
I think the Monster templates have archetypes is a great idea and would fit great with the Modern Path. If you need any help with making a Hero Lab data or anything else, I'll be happy to help.
Kevin Webb GRC Team |
A few ideas that might help with adding it to the Modern Path:
Monster’s do not normally gain Hero Points, but with monster templates, (seeing they were once human), they can regain them again (along with new Talents or archetype training abilities) based on the template or archetype.
Vampire – regain the Hero Point pool through blood. Something like 1 Hero Point per 1 Con point drained.
Werewolf –Hero Point pool is based on the phase of the moon.
So you can use the McWoD monster class abilities and replace their old pool for Hero Points. You will still have to change the name of the ability and its description.
Supers, there is a lot of good systems out there, but I think they could easily converted over to the Modern Path. Basically, you take a class, (same as above), and make it and archetype and the class abilities become the Training abilities.
Just a few ideas and I hope that helps a bit.
BTW – You can find the Modern Path SRD at: http://grandwiki.wikidot.com/main and again it’s 100% open.