| Scott Sharplin |
Hello! Over at The Ages of Allu,, we've been cranking out new content to reward our Kickstarter campaign backers, and we'd love to get some feedback from the Pathfinder community on some of our Quick Play Rules templates.
These are conceived to be simple mechanics which can be placed over top of existing PFRPG rules without unbalancing the game too badly. They are designed with the Allu campaign setting in mind -- especially our five-element magic system -- but they could be adapted to another setting fairly easily.
Most of all, they're designed to encourage strategy and teamwork in combat and role-playing alike. Let us know what you think!
Links to PDFs:
| mkenner |
These are some very interesting and fun rules you've created. I particularly love some of the ideas you have in the Time Travel options. Very creative, however there is a mechanical problem that I can see.
The amount of change you make is represented by the number of active d20 rolls you make (a genius idea by the way). However many spellcasters don't roll any d20s to cast their spells. From what I've seen of your spellcasting system as long as someone is happy accepting the Flux dice they wouldn't need to roll a d20 either. A chronomancer could travel back into the past and Magic Missile key historical figures to death without it counting against their tally.
I'd suggest making casting spells an even more significant alteration to history, as such you count casting a spell as a number of active d20 rolls equal to the spell level. Alternatively casting a spell could count as a single d20 use.
| Scott Sharplin |
These are some very interesting and fun rules you've created. I particularly love some of the ideas you have in the Time Travel options. Very creative, however there is a mechanical problem that I can see.
The amount of change you make is represented by the number of active d20 rolls you make (a genius idea by the way). However many spellcasters don't roll any d20s to cast their spells. From what I've seen of your spellcasting system as long as someone is happy accepting the Flux dice they wouldn't need to roll a d20 either. A chronomancer could travel back into the past and Magic Missile key historical figures to death without it counting against their tally.
I'd suggest making casting spells an even more significant alteration to history, as such you count casting a spell as a number of active d20 rolls equal to the spell level. Alternatively casting a spell could count as a single d20 use.
That's an excellent point, mkenner. We'll definitely consider making spellcasting count towards active d20 rolls. A simple 1:1 ratio (any spell counts as a single d20 roll) might not accurately reflect the difference between, say, knock and wish, but it would keep things simple, which is a big part of our goal.
Also, don't forget that spellcasters who use spellbooks (or scrolls) have a built-in disadvantage when using spirit shifting, or the "Terminator" version of age shifting.