Does anyone want to play The Book of Experimental Might with some Pathfinder mixed in?


Recruitment


It'd be 5th level, with the rules in Monte Cook's Book of Experimental Might taking precedence over other 3.5 rules.

The following books would be allowed:

3.5 Core Rulebooks
Monte Cook's Book of Experimental Might (1 and 2)

The following books would be allowed by GM approval of individual things:

Arms and Equipment Guide
Heroes of Battle
Seafarer's Handbook
Seas of Blood
Sorcery and Steam (No firearms)
Dragonmech
Ariel Adventure Guide
Book of Exalted Deeds
Book of Vile Darkness
Libris Mortis
Draconimicon
Libris Mortis
Unearthed Arcana
Pathfinder Core Rulebook
Advanced Player's Guide
Ultimate Magic
Ultimate Combat

The following house rules would be in effect:

Spoiler:
All races use Pathfinder human race features. (This house rule will change eventually, but it will be a long time.). A list of available races will be provided along with setting details when those are typed up.

The Alchemist, Inquisitor, Sorcerer, and Witch classes from Pathfinder are allowed. Witches and Sorcerers cast spells as Wizards and are considered alternate versions of the Wizard. Witches use spellbooks to store spells, not familiars (though they still summon familiars).

Divine spellcasters posses spellbooks as a Wizard.

All characters possess the Vital Strike feat from Pathfinder for free if they have the requisite BAB.

Two Weapon Fighting and Vital Strike scale with level. This means you gain the improved version for free as soon as you meet the prerequisites.

Polearms with the trip feature or ability to grapple may be used to, with a trip or grapple attempt at a -2 penalty, pull rider from her mount, causing her to fall prone in a space next to her mount.

Scimitars, Quarterstaffs, Bo Staffs, and Longswords are finessable weapons.

A Spear (not a Longspear or Shortspear) may be used as a double weapon if desired, with the blunt end treated as a Quarterstaff.

You can shield bash with a buckler. It is treated as a light shield with a -1 damage penalty.

Fighters add the following skills to their list of class skills: Acrobatics, Bluff, Diplomacy, Fly, Heal, Knowledge (Any), Linguistics, Perception, Perform, Sense Motive, Spellcraft, Stealth, Use Magic Device

The atonement spell does not exist. Things that would require it are handled via RP.

A crossbow can be sized for a strength bonus. It gains this bonus to damage, just like a composite bow, and sizing it for a strength bonus costs the same as sizing a composite bow for a strength bonus. Using a crossbow sized for a strength bonus you do not possess does not give you a penalty to attack rolls. However, it does make it difficult to reload, as you must put a lot more effort into it. Add a full round action to the reload time for each point of strength bonus the crossbow is sized for that you do not possess. If the crossbow has no strength bonus and you have a strength penalty, reload time is not increased. You may not purchase a crossbow with a strength bonus more than 2 points higher than your modifier.

Divine spellcasters may be polytheistic.

Each paladin has a personalized code of conduct put together by the GM and player during character creation. The Core Rulebook code of conduct does not apply, this personalized code does. If it is violated, the paladin begins to fall from grace. Paladins may be any good alignment. An NG or CG Paladin will have some class features exchanged.

A paladin's fall from grace takes a long time, with the character losing paladin abilities for antipaladin abilities one by one as she descends further and further into unacceptable actions, until finally there is nothing left of her paladin abilities whatsoever. The GM decides when a paladin begins to fall, and the GM will not have a paladin begin falling without warning her about her actions so that she may avoid falling, unless she does something extremely evil, like genocide. Redemption works the opposite way, with antipaladin abilities being traded out for paladin abilities one by one as the paladin steadily ascends towards the path of good.

There is no level or stat loss when being raised from the dead. However, it does cause mental stress. Roll a will save (DC 10 + character level + days dead). If you fail, you gain an insanity (3.5 Unearthed Arcana insanity, not Gamemastery Guide insanity). Insanities are not determined randomly. Instead, the GM talks with the player to see which insanity the player is most comfortable roleplaying, and gives the character that insanity. Characters who are raised from the dead have no memory of what happened to them after they died. The fate of the dead is unknown to mortals.

All medium armor uses the stats for either hide or breastplate, and all heavy armor uses full plate stats. Armors can still be made out of unusual materials (such as adamantine or mithril). The reason for this house rule is that there is no reason to wear medium armor that isn't a breastplate (unless you are a druid or first level character) or heavy armor that isn't full plate once you have the gold for it, and I dislike that, so I prefer for medium and heavy armor to have the same stats, with the differences being aesthetic. That way, you can wear chainmail instead of a breastplate or heavy lamellar instead of full plate without being less effective for it.

Ability scores are 25 point buy (Pathfinder point buy values).

No communing with deities. Aside from the occasional cryptic sign or message, the deities don't talk to mortals very much.

Divine spellcasters can't lose their powers for becoming corrupt. Divine law forbids this. One's divine power can, however, be warped by one's emotions, meaning that, say, a Paladin could become an Anti-Paladin.

Ammunition, food, and water is not tracked unless scarcity is important to the adventure. Spell components are only tracked if they have a specific cost or scarcity is important to the adventure. If the GM decides to track resources, she will inform the players ahead of time so that they may prepare for this.

All characters are literate regardless of class except for those with the true primitive archetype.

All spells with the healing subtype belong to the necromancy school.

There is no such thing as positive and negative energy. Undead are animated by necromantic energy.

Undead are healed by healing energies and harmed by harming energies. Turn and rebuke undead still work as normal.

No evil PCs, please. I won't say no to neutral, but I would prefer an all good party very much.

I can have setting details up late tonight or tomorrow afternoon. This would explain basic history, basic culture of the region, religions, and race roles. I plan for a campaign set in a fantasy analogue of Louisiana. A dialect of "French" (heavily influenced by "Spanish", "African", and Native tongues) is the common tongue. I am taking this approach to voodoo, which is a common religion. Evil necromantic, curse heavy cults exist within voodoo, but they are a minority. The setting is magitech like Eberron, but reliant on steam engines fuelled by alchemical compounds for power. There are no firearms.

The story hook is that the PCs are members of a small (as in, consists of just the PCs) militant order (a militant order is like a mercenary organization, but works for a cause and only charges enough money for services to cover expenses) contracted to investigate strange deaths at the waterfront district of the city of Roelins (think medieval magitech New Orleans, and you won't be too far off) that are suspected to involve dark magic.

Is anybody interested?


For Witches and Alchemists, use the Witch and Alchemist spell/formula lists. If a spell exists in both 3.5 and Pathfinder, use the 3.5 version. If it only exists in Pathfinder, use the PF version, and if it's a Witch spell I'll assign it a 1-20 level for you.


Pathfinder feats, domains, inquisitions, and spells are allowed on a one on one basis. Pathfinder archetypes are allowed depending on what they are, but I will have to tweak them to make them fit BOEM.


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You need to go through your list of threads, and count all of the pbp's that you have started and then walked away from after people made characters, and waited around for a week or three to realize that.....no actual pbp was forthcoming.

THEN, every week or so when you go through the motions of recruiting for a new pbp,
you need to let people know just exactly what this number is in your recruiting thread. That way, they can be more educated about just what they can expect. The people that are pretty much regulars here will have it figured out, but new kids might not, and it's really kind of a big buzzkill to go through all that work and expectation, in all probability for nothing.

Once or twice is understandable.
I think you know full well that it has been far more than once or twice.


Spanky the Leprechaun wrote:

You need to go through your list of threads, and count all of the pbp's that you have started and then walked away from after people made characters, and waited around for a week or three to realize that.....no actual pbp was forthcoming.

THEN, every week or so when you go through the motions of recruiting for a new pbp,
you need to let people know just exactly what this number is in your recruiting thread. That way, they can be more educated about just what they can expect. The people that are pretty much regulars here will have it figured out, but new kids might not, and it's really kind of a big buzzkill to go through all that work and expectation, in all probability for nothing.

Once or twice is understandable.
I think you know full well that it has been far more than once or twice.

I realize this. I have a LOT of trouble actually building adventures. I can come up with an idea just fine, and I do so, but when I gets time to work with it I tend to freeze up. That's not going to get better without effort, though, and I need to keep trying to run games.


You need to tell people up front just how many defunct pbp's that didn't go anywhere you have started.
It's only right.


Fine. I can do that from now on.


I still don't see a number posted.


I don't have an exact number for you. I have over 4500 posts spread out among 58 different aliases, and I tend to use aliases for PBPs. Picking the recruiting threads out of all of that is a big task, which pretty much proves your point.

I'm pretty sure it's been at least ten, with no successful games, and my face to face record is about as good. S!#@. It's pretty much my favorite thing, and I suck at it.


If you go to your main account, there's a button that says "threads." It will show every thread you've ever started.

You can page through them and count them.


An exact count is:

13 no start

5 dead after start

My face to face RP record is about as good.


Okay.

Now.

If you are going to succeed, something has to change. What are you doing that is not working? I know what it is, but I want you to see if you know.


I'm not preparing enough prior to an RP. I go in thinking I can wing it successfully, but because I didn't prepare I end up not really knowing what's going on myself until I post it. The problem with that is that the improvisation lacks passion because I came up with it at the last second in response to the players wanting to start playing. Improvisation also takes time, slowing the RP. A combo of dispassionate improvisation and slow posting kills the RP, if it starts at all.


You need to simplify.

No "book of experimental might blended with pf."
No "5th level" pcs.
No "I'm going to reinvent every race, class, alignment, and deity, and I'm going to reinvent guns, and I need a gazillion steampunk thingymaboppers to make my world snazzy."

You need to simplify.

4 characters, 1st level, pathfinder rules.
a village.
a tavern.
some goblins/kobolds/orcs/whatever menacing the village for some reason.

If anything, you're over preparing and freaking yourself out.

5th level is a b&!~* if you don't know what you're doing.

Simplify.


Spanky the Leprechaun wrote:


You need to simplify.

No "book of experimental might blended with pf."
No "5th level" pcs.
No "I'm going to reinvent every race, class, alignment, and deity, and I'm going to reinvent guns, and I need a gazillion steampunk thingymaboppers to make my world snazzy."

You need to simplify.

4 characters, 1st level, pathfinder rules.
a village.
a tavern.
some goblins/kobolds/orcs/whatever menacing the village for some reason.

If anything, you're over preparing and freaking yourself out.

5th level is a b*#@% if you don't know what you're doing.

Simplify.

If you mean lay off on the house rules for awhile and begin at level 1, I can do that.


And, also, 18x4=72 people here who have been once bitten and twice shy here at Paizo.

If you are actually going to keep doing this, I'd say you'd have better luck at another site.

Silver Crusade

Spanky gave you good advice. Keep it simple, while I can understand most of your houserules something like this will scare of potential players.

Some with the unusual setting and the masses of books you allow.

If you really have such a hard time creating adventures (even if you don't strike me as the uncreative type - from reading a lot of your posts) run a premade adventure. Maybe an AP is right for you.

From what I gleamed from your others threats you sometimes have a problem, to stand up to your players and defend your ideas - if you run an AP you won't have this problem quite as often.

Player: Why .... this is stupid.... we want to change it .....
You: Sorry, it's in the AP, they have a really good reason for it, and if you want to play this AP everybody says is wonderfull..... shut up and accept it.

If course this is easier if you are a little bit older, over 6ft. and bring more than 200 pounds to the table.

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