Need advice on my first world building


Advice


I have decided to start planning my first world using the Pathfinder rules. I want this world to be more magic based and with that thinking I wanted to change some of the way magic works. But im wondering if this is taking on too much at first. I can do this in one of two ways:

1. I can make the changes, get a group together and hope it works.
2. I can make the world with the normal rules and after the group completes it I can then make the changes. It would kind of make it a beta version.

Here is a few of the changes I was thinking of:
Magic in this world is created by using energy. A single person has enough personal energy to caste all 0 lvl spells. Anything higher is too much of strain to maintain. Earth, Air, Fire, Water, Nature and divine are the energy types used to fuel spells. Sorcerers and Wizards have access to earth, air, fire, and water. Druids and Rangers will have nature, and clerics and paladins obviously have divine. In order to caste higher level spells the caster bonds with an elemental creature. I have a few ideas for the elementals as well:
Earth: Earth Elemental
Air: ?
Fire: Red Dragon
Water: ?
Nature: Some type of Fey Creature
Divine: Obviously the gods will take care of this.

Also when they choose an element. It can give them certain abilities such as some natural armor with earth, not sure yet with the others.
Please let me know what you think. Thanks for the help/


Nature: i feel Leprechauns could fit --> If divine provide something else, heal here is right; of divine is healing, nature could be power of storms or plant growth...life growing.
Air: Ghosts --> Invisibility, Gaseous Form, Storms...
Water: Sirens --> Versatility; bridges, platforms, chairs, stairs made of water


First Brian, it sounds like an interesting idea. I am all in favour of GMs being creative and its a pity I can't play in it.

Now, advice. I first GMed in 1979, beore a lot of people on sites like this were born, so I should know what I am talking about.

I suggest taking the more conservative option and making a minimum of rule changes at first.

The reason is their is more work in coming up with a world than you probably imagine. Not by a little bit but by a whole lot. This alone is likely enough to think about for the moment.

The same is true of changing the rules of the game, but the details are different. Say you change the rules to fit the way magic in your world works. Then some clever powergaming player comes up with a way of making himself obscenely powerful exploiting the rule changes. You find out why the rules are the way they are, essentially.

After the world is up and working well you can look at changing rules. That is the way I would do it.


Awesome thanks for all the advice

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