
Elondor |

So I'm looking at two possible campaigns in a universe of my own creation, and I wanted to throw my rule ideas out there to see if it is worth writing.
Basic homebrew rules:
-no alignment except as needed for classes and abilities. You earn your alignment. This applies to creatures as well, as there may be entire cities of traditionally 'evil' creatures.
-I have no qualms about haveing a 'alignment' diverse group so long as people aren't stupid and role play their reasons for being in the party should they be lonely in their choice.
-contemplating a mana system to differentiate sorcerers from wizards further.
(more to come)
Modidifed e6 thoughts:
-Level 6 will be the soft level cap for all standard species. Ony by accomplishing great feats, hard training in battle, and aquiring artifacts of immense power can you level further.
-Contemplating using the mythic rules as far as advancement past 6. Instead of a new mythic tier, you gain either a mythic tier or another class level. This still needs to be thought out.
I welcome thoughts and opinions, and this thread will be evolving over time as I work on this campaign.

Elondor |

Good questions!
-Attributes will be point buy to avoid griping among players.
-I will allow all paizo content and I'll approve 3rd party case by case.
-All races will be allowed, with exotic races encouraged. I'll even allow custom races with a point buy tbd.
I will encourage role play and creative combat more than just hack and slash, and due to the open world element of these campaigns they will primarily be written as we go, other than specific events and things. This style will hopefully encourage creativity in both me and the party.

Elondor |

For those interested, ask questions! As a DM, my goal is to have fun, and I do that by my players having fun. I may be somewhat inexperienced in this position, but I've been a player enough to know how to craft a fun game.
Point buy will most likely be 25 as the adventure will require it I'm sure.
ALSO not currently accepting characters as of yet, but I expect to begin the recruitment in a week or two.

Elondor |

@PWO,
My intention is to have a mana pool that refreshes daily. At certain percentages of your total mana, you gain a condition. In any sort of fiction involving spellcasters, they grow more and more tired as they go on, eventually not being able to function well. The amount of mana a spell will cost will depend on it's spell level and the class attempting to cast it. To compensate for this seeming nerf I'll be adding certain benefits to counteract and flavor this system.
@Black Thom,
I would allow this depending on the 'alignment goals' of the party. If you choose to be overall good, certain creatures will be off limits until later in the campaign, at which point I will allow remakes and template additions, further compensating for the lack of level progression past 6 (save through potential methods described above) Should you choose evil, most creatures and templates will be allowed.
@Michael New,
I haven't yet played e6, but I discovered it after coming up with my own idea for a sort of e8 game and doing research. If you google it you can look over the established rules people have, keeping in mind that this campaign will be most likely high magic with an increase in player power level.
Keep the questions coming! They are helping me figure some things out that I'd not yet thought of.

Nylissa |

I like the E6 concept, a lot. I definitely like the idea of a mana system. Or some way of tracking spell use.
As I typed that first sentence, I thought about a Will save with every spell. DC=10+spell level, failure = 1d3xspell level nonlethal damage. It lets luck be a factor, but eventually, if you keep throwing spells, you're really going to hurt yourself. This is probably too harsh, and should be ignored. Especially since I'm thinking of playing a wizard.

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My current (vague, hand wavy, quarter-baked) idea for a level-less and classless system also includes magic as a skill, with higher DCs foe added power, complexity, and options. And failure means damage (how much you failed by), possibly lethal or nonlethal or some combination.
Magic is a tough business!

Elondor |

@greg,
Why not try playing? Jump in head first and see what it's like?
@jigs,
Thanks! This will be my own homebrew version of e6 so whoever plays will be glorified test monkeys! No matter what I'll be sure everyone has fun.
@Nylissa,
That seems potentially harsh! My general idea is to have high level spells and casting of lots of minor things feel like they really take a toll on your body if you do too much too quickly, while not being a hamper if you are careful.
@Michael,
That sounds interesting! Not quite what I'm going for but it did give me an idea for my own system...
Personally I've never been fond of wizards 'forgetting' spells after casting them as well as the whole needing to prep them thing. It seems antiquated to me. I'm contemplating having wizards be spontaneous casters (using the mana system to balance this out) while having sorcerers use the words of power system (also balanced using mana) to really separate them in terms of flavor and capabilities. Thoughts on this?

Greg Wasson |

I like the E6 concept, a lot. I definitely like the idea of a mana system. Or some way of tracking spell use.
As I typed that first sentence, I thought about a Will save with every spell. DC=10+spell level, failure = 1d3xspell level nonlethal damage. It lets luck be a factor, but eventually, if you keep throwing spells, you're really going to hurt yourself. This is probably too harsh, and should be ignored. Especially since I'm thinking of playing a wizard.
How about this. Instead of WILL, make it a concentration check. Success spend mana normally. Failure, take nonlethal damage OR spend mana at that time on a point for point basis to remove damage. Not to exceed amount from this particular failure and cannot be done at a later time.
@greg,Why not try playing? Jump in head first and see what it's like?
Personally I've never been fond of wizards 'forgetting' spells after casting them as well as the whole needing to prep them thing. It seems antiquated to me. I'm contemplating having wizards be spontaneous casters (using the mana system to balance this out) while having sorcerers use the words of power system (also balanced using mana) to really separate them in terms of flavor and capabilities. Thoughts on this?
My thoughts. Give psionics a look. I think you will be very pleasantly surprised and will avoid reinventing the wheel. Basics. Casters are given points and list of powers known. Certain powers cost a base amount of points. If one wishes to boost the power, more points are expended. One could blow all their points on using one very powerful enhanced power, or nickel and dime it with several lesser powers as needed.
And if I do apply, it will be a Grippli Musket master :P
Greg
EDIT fixed some crazy post format weirdness.

Elondor |

Due to life, and the fact that this campaign will require more set-up then I thought an improvised campaign would take, I'll have to postpone recruitment till early-mid January. During this waiting period I'll be updating this thread with information, as I'll be writing off and on until the game starts. If anything this will give some people a chance to get acquainted with their Christmas Pathfinder books =D