GM Elton
|
Again, we talk about melding the two. :)
The PF label is very successful, so I wanted to try to put the two together again. So far, what I've done is very successful.
Case in point:
CHRISTIE ABERNATHY
Class: Student 1 – 40 point build
Concept: Latent psi
HP: 4
AC: 10
Base Attack Bonus: +0; CMB: 0, CMD: 9
Abilities: Str 10, Dex 9, Con 13, Int 14, Wis 10, Cha 11
Attributes: Divine Relationship +1, Sixth Sense +1, Dynamic Sorcery +1*
Defects: Detectable (sight, ethereal) 1, Recurring Nightmares 1
Skills: (ranks: 8 + int modifier) Computer Use +4, Diplomacy +4, Knowledge: Area (Clarkson Valley) +4, Knowledge: Cultural Arts (Art Appraisal) +4, Knowledge: Domestic Arts (Cooking) +4, Knowledge: Occult +4, Perception +4, Sports (Volleyball) +4
Feats: Judge Opponent
Spells known (Spellcasting +2, Spell Slots: 12, Energy Points: 4): 0 level spells – Acid Splash, Dancing Lights, Detect Magic, Mage Hand, Ray of Frost, Read Magic; 1st Level spells – Alarm, Burning Hands, Cultural Adaptation, Detect Thoughts, Psychic Bolt (Magic Missile), Ray of Sickening
Discretionary Points: 3
DOSSIER
Personality: Withdrawn, insular, quiet.
Appearance: At age 15, Christie dresses predominately in black. Black shirts, black pants, black skirts, and black chokers. If she wears any color, it would be bright neon like colors like neon pink, green, yellow, and blue. She has dyed her light brown hair black, but her piercing blue eyes make her stand out, betraying her innocence beneath a veneer of jade.
Background: Christie grew up in a Christian home. She, however, often had nightmares of the future and sometimes knows what someone is going to say something before she speaks it. She can also move pennies with nary a thought. Due to excessive mistreatment during grade school and junior high, Christie has found solace among the Goth cliques – as the mistreatment by other students has forced her to be apart from the norm. Christie is also a known player on the school Beach Volleyball team.
* See d20 Advanced Magic for rules governing Dynamic Spellcasting.
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I need a team to finely balance the other classes, but for roughly hewn conversions all you need to do is:
Adventurer -- 4 + int skill ranks
Dynamic Sorcerer -- 4 + int skill ranks
Giant Robot -- 2 + int skill ranks
Gun Bunny -- 4 + int skill ranks
Hot Rod -- 4 + int skill ranks
Magical Girl -- 2 + int skill ranks
Martial Artist -- 2 + int skill ranks
Mecha Pilot -- 4 + int skill ranks
Ninja -- 4 + int skill ranks
Pet Monster Trainer (Imagine training a basilisk, gotta look cute!!): 4 + int skill ranks
Samurai -- 4 + int modifier
Sentai team member -- 4 + int modifier
Shapechanger -- 2 + int modifier
Student -- 8 + int modifier
Tech Genius -- 8 + int modifier
BESM d20 is balanced for the above classes. I'm in the process of converting the rest. As for the Core classes, don't think about balancing them to BESM d20. One hard project at a time, please. :)
Oh, to head off psionics and non-psionics users alike for using Dynamic Sorcery instead of the other attributes or psionics unleashed. I did it for these reasons:
1). Most PF fans are in love with the spells as they are now. Using the Magic and Psychic attributes will gain their attention. However, it would be strange to them. By using what they are used to, they will have something to accept.
2).A majority of PF fans aren't in love with Psionics Unleashed. Impossible to fathom, but it's true.
3). It's possible to flavor the spells as psychic abilities. The only spell thats out of place for her focus as an ESPer is Acid Splash.
As for the Core Classes, no, BESM d20 wasn't written for them in mind. In fact, you were encouraged to take the Adventurer class in the book and use that for all the Core Classes in the book (except for Dynamic Sorcerer, Samurai, Ninja, and Shape Changer). Mark MacKinnon did a good job, actually. It's really hard to take two design philosophies and meld them well. As far as the above classes, I think he succeeded.
| Anthony Kane |
I have bESM d20 and bESM 3rd edition.
In my opinion bESM d20 concept was fine. But when mixed with the Attribute system things stopped working so well. Also I really liked the flexibility of the original bESM system, where as the d20 bESM railroads you into taking preset classes for the most part.
I'm actually looking into working in a direction opposite from yours by eliminating the class system in general and going with a strictly Character level driven system where character points are gained at every level to buy everything from BAB, to Hit Dice, to save improvements, ect.
That way you could still get the same D20 feel, but with a system that allows you to completely custom build any character using the Attribute system.
| Alzrius |
I'm actually looking into working in a direction opposite from yours by eliminating the class system in general and going with a strictly Character level driven system where character points are gained at every level to buy everything from BAB, to Hit Dice, to save improvements, ect.
That way you could still get the same D20 feel, but with a system that allows you to completely custom build any character using the Attribute system.
To shamelessly plug my favorite d20 point-buy system, this is exactly what Eclipse: The Codex Persona does.
GM Elton
|
I have bESM d20 and bESM 3rd edition.
In my opinion bESM d20 concept was fine. But when mixed with the Attribute system things stopped working so well. Also I really liked the flexibility of the original bESM system, where as the d20 bESM railroads you into taking preset classes for the most part.
I'm actually looking into working in a direction opposite from yours by eliminating the class system in general and going with a strictly Character level driven system where character points are gained at every level to buy everything from BAB, to Hit Dice, to save improvements, ect.
That way you could still get the same D20 feel, but with a system that allows you to completely custom build any character using the Attribute system.
You want to try ripping out levels with that? :)
GM Elton
|
Changes to some attributes due to the changes in Pathfinder.
Combat Maneuver Defense: Each character and creature has a Combat Maneuver Defense (or CMD) that represents its ability to resist combat maneuvers. A creature's CMD is determined using the following formula:
CMD = 10 + Base attack bonus + Strength modifier + Dexterity modifier + special size modifier
The special size modifier for a creature's Combat Maneuver Defense is as follows: Fine –8, Diminutive –4, Tiny –2, Small –1, Medium +0, Large +1, Huge +2, Gargantuan +4, Colossal +8. Some feats and abilities grant a bonus to your CMD when resisting specific maneuvers. A creature can also add any circumstance, deflection, dodge, insight, luck, morale, profane, and sacred bonuses to AC to its CMD. Any penalties to a creature's AC also apply to its CMD. A flat-footed creature does not add its Dexterity bonus to its CMD.
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DEFENCE COMBAT MASTERY
Cost:
2 Points/Rank
Relevant Ability:
None
Progression:
The character’s Combat Maneuver Defense is increased by 1/Rank (changes from Armor Class)
Defence Combat Mastery denotes either an innate “dangerinstinct,” or the character’s intimate knowledge of a wide range of defensive combat techniques covering all aspects of armed and unarmedencounters (including Special Attacks and ranged weapons). Individual defence combat Skills (page 80) let a character specialise with particularweapons or specific styles, but Defence Combat Mastery allows characterto defend him or herself proficiently at all times.
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Alternatively, the Defense Combat Skills can also represent changes to one's CMD.
MELEE DEFENCE
Relevant Ability:
None (Defensive Combat Skill)
Specialisations:
Axe, Baton/Club, Knife, Improvised Weapons, Polearms(spears, naginata, etc.), Shield, Sword, Whips/Chains
The ability to defend well with a hand-to-hand melee weapon.
RANGED DEFENCE
Relevant Ability:
None (Defensive Combat Skill)
Specialisations:
Personal, Air Vehicle, Ground Vehicle, Water Vehicle, Space Vehicle
The ability to avoid ranged attacks, but this does not enable acharacter to actually dodge bullets. Rather, it is a combination of situational awareness and tactical movement as well as knowing when tokeep moving (to present a more difficult target) and when to drop for cover.
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Which would you think is better?