
Grak-krul |
Hey everyone! This is my first post on the site and I just wanted to share some changes torules I was going to use in a Dark Souls-esque campaign me and my friends were going to run.
A quick run down if you don't know what Dark Souls is. Dark souls is a fantasy RPG video game set in an oppressive world where everything is lethal and death is nothing more then a minor set back. Modern currency means next to nothing and people use souls as a means of bartering but can also use these souls to improve their own power.
I created some rules in order to facilitate the games setting and capture that feeling of "the world is trying to kill me" but still giving the players a palatable degree of strength. I wanted to post these rules to this board and have other players give a perusal of some of my amendments and give some feed back. Do you think it would be too lethal? Not lethal enough? are some things down right broken? Suggestions would be lovely :)
Darksign:A symbol most likely placed upon an individual by one of the Descendants of the Dark.
"Those branded are exiled into a pilgrimage in hopes of embracing death,
yet sparse do hopes and reality align."
Players with this quality may only progress two of their saves and only half of their Con modifier is added to their health per level.All player characters this quality.
Undead: Players receive this quality upon death. It remains until they have sacrificed enough souls to repair their own.(Current soul level cost/10)players only receive 25% (rounded down) of their Con modifier to health per level (treat as temporary) when undead.
"If in this world death is no longer the ultimate price to pay, then what becomes the value of life?"
Soul crystal: Allows for the Rrsurrection or soul redistribution of a single individual. The former requires an hour, the latter, a day.
"The Lord of Cinder's duke may have lost everything in his insatiable pursuit of immortality but was rewarded a fitting end."
Massive Damage: Players hit by damage which exceeds their CON score and a quarter of their life points Roll for a DC 15 (DC30 if half Life points) fortitude save.If
this save is failed player will instantly die
Soul Levels: Alongside their regular level up (which relys on exp) players may choose to buy side levels (up to level 10) of another class. These levels are bought with
"Soul" currency.Players are allowed to buy soul levels in as many classes as they please (So 8 barbarian, 4 bard) as they please but price is determined by total soul
level not a single classes soul level (so 8 barbarian, 4 bard to upgrade would pay cost level 13). Soul levels do not provide BAB,Skill points, HP nor do they give favored class levels,proficients,spell slots or perks unless given as part of the class feat (such as the monks unarmed strike or a warrior) , they also do not give feats on odd levels . You may NOT take
a Soul Level in your Main class(s). Soul levels may be redistributed after a day long ritual requiring a soul crystal
(Note: souls theoretically accumulate at the same rate a PC would gain gold)
Prices: First:Free! Second:750 souls
Third:800 Fourth:1400
Fifth:2500 Sixth:4000
Seventh:5500 Eigth:7500
Ninth:9500 Tenth:12,000
11th:14,500 12th:17,500
13th:21,000 14th:25,000
15th:30,000
(more beyond 15...will not flesh out for sake of simplicity)
Lethal combat: All weapons are treated as one damage category larger (but remain the same size)
Play style bonuses-
To help give players a chance at surviving players may select one option from the following.
(Every level Bonus Hp Player permanently gains their full con mod for that single level,this means the undead curse will not interact with this portion of health)
or progress all saves for that level
AND
(Every odd level)
+1 AC or +1 to BAB progression
Addendum,These level bonuses are only gained from main levels, soul levels do not grant these benefits.
Nitos Grasp : All disease have an onset of one hour turns unless the diseases onset is shorter. Take the shortest onset.
Frailty : All classes are moved down a health die. (12>10>8>6>4) (I may add a free +1 health every level just because this could get really silly)

AndIMustMask |

some comments on yours: you may wanna consider giving the players some undead-like traits from the pathfinder system's monster manual; elemental resistances (otherwise frigid mountaintops or volcanic caverns would be nigh-impossible to actually play in--extreme temperatures are no joke, seriously), bonuses against poison/disease/mental effects, bonuses to running for distances/holding their breath/etc.
they're the Chosen Undead, they should have at least a FEW advantages over the normal mortals, especially when they come with the high cost of creeping and unavoidable insanity. it also lets you play a bit rougher with them than a normal PC.
also, i'm liking your paid gestalt-like setup with souls, but the class stuff from those AND the playstyle bonuses would make for some darn powerful PCs, which might make your difficulty increases seem less dire.
.
to posit some ideas of my own:
NOTE THAT THIS SORTA DEVOLVED INTO ME MUSING ON STUFF, SO NOT EVERYTHING NEED BE PAYED ATTENTION TO.
actually have players keep track of their gear's HP, and have things that affect them meaningfully (to promote taking greater care of their belongings, or using things more sparingly). they should be wary of wading into a boiling lake in full gear and wearing their pack, even if they aren't taking any HP damage--this isnt a silly argument either, i've had PCs ruin important mcguffins because they were dumb/careless, even after warnings.
for your players' sakes though, do away with the destroyed condition--the broken status should raise enough red flags to put them on the defensive, but you're not trying to actively punish them for having cool stuff that they likely died for (several times).
the above said, keep things tough but fair. have the death traps and environmental hazards, but give the players clues as to them being there, or ways to stand a chance against the huge killboss 4000 if they happen to do X in preparation of the fight (like sieth's crystal). if the players die in the attempt, consider leaving their progress there--maybe the boss is still hurt from the previous fight with them, maybe the levers/switches didnt reset, and so on. this is to give them a feeling of progress despite the setback.
there's systems for things like sanity in pathfinder as well--you could use them as a set for guidelines for hollowing (because hollowing isnt an all-or-nothing thing in the series, it's a gradual process beginning with memory). as the players die more often, maybe throw a complex their way, or a phobia of whatever killed them, or an unquenchable lust for rust monsters, i dunno. sudden lasting issues from dying like this could make them think more carefully about abusing their immortality.

LoneKnave |
Dark Souls gameplay has a lot of analogues to D&D, but I don't think you are picking the right edition for it.
The most important part is the limited amount of healing between rests (something PF doesn't handle well), since it forces you to git gud master the game through repetition. Which you need because of the somewhat sadistic, puzzle like encounter design (another thing PF doesn't handle that well).

Grak-krul |
...elemental resistances (otherwise frigid mountaintops or volcanic caverns would be nigh-impossible to actually play in--extreme temperatures are no joke, seriously), bonuses against poison/disease/mental effects, bonuses to running for distances/holding their breath/etc.
also, i'm liking your paid gestalt-like setup with souls, but the class stuff from those AND the playstyle bonuses would make for some darn powerful PCs, which might make your difficulty increases seem less dire.
...
I'm liking a lot of your suggestions! I think what I'll do is keep the gestalt but do away with the playstyle bonuses. I added in the Gestalt for sake of versatility but also added in the bonuses as a means to encouraging roles (tank,striker,etc...) but those roles arise naturally and to have both would just make the whole thing silly.
if you wanna go out of your way to make it harder for the players, some optional rules to look up might be 'AC as DR', "locational damage/called shots", and use the crit and fumble decks .
I really like the idea of AC as DR actually. It would work well with the Lower threshold for Instant Death I am trying to incorporate. The fumble deck I like but I think I'll count the crit deck out. I'll also make sure to prepare a handbook for their item HP mostly because I need to account for the fact that equipment degrades. It will also call about the need for someone who will finally take weapon smiting as a craft!

Grak-krul |
Dark Souls gameplay has a lot of analogues to D&D, but I don't think you are picking the right edition for it.
The most important part is the limited amount of healing between rests (something PF doesn't handle well), since it forces you to
git gudmaster the game through repetition. Which you need because of the somewhat sadistic, puzzle like encounter design (another thing PF doesn't handle that well).
What version would you recommend? I haven't done much D&D beyond 3.5 and 4.0. I read a little bit of 1.0 which made me cringe a bit...