| ElderScrolls_GM |
Have you ever wanted to expand on Oblivion? Oh yes I know Skyrim is the newest one, but let us recall the series of bacta fodder that was certain parts of the game that made your heart drop-
1) No payment for the campaign???
2) Campaign can be beat at level 2???
3) Seriously Umbra?
4) NOOOO LUCIEN
5) NO control over thieves in thieves guild or fighters in fighter's guild or assassinations that are real and immersive in the Dark Brotherhood? WHAT?
But what if this one told you.... That the Hourglass of Time has come to Pathfinder? That somewhere, not in the immediate future, a Homebrew Pathfinder PbP of Elder Scrolls: Oblivion was coming?
The thing is though, I've never GM'd before, but the SECOND this idea hit me, I knew to go to Painlord and see what they said. And they said the one point that of course I ignored in the freakin' guide I read 10x before I sent him a message-
Ask for help ;)
SO-
The map will be difficult, but it can be done. Almost everything that isn't the mechanics is laid out for me-
What I'm having a hard time deciding is should I force Pathfinder Mechanics INTO Oblivion and say screw it, or make my own races/classes/skills for Oblivion Pathfinder and put in the extra work?
I don't mind it either way, but I'd like some advice from other PbP'ers
PLEASE TAKE NOTE: This is NOT a recruitment thread ;) There will be plenty of slots when it is done, but this is going to take a *while* to create. I'm a new GM, so I'm paranoid. This is a HUGE fusion between these two RP styles, so I'm going to take my time. I'm probably going to redo skills, races, classes, inventory-
This is not coming to you "soon" as in within the next week <3
All help and tips and ideas and hey, if you think you can do it faster and better, creations are welcome!!!
| Rynjin |
Somebody did a race conversion here.
If you want to make Elder Scrolls style classes, you have your work cut out for you, since it's basically just a collection of skills.
Your best bet for having it work at all like one of the games (Skyrim, specifically) is implementing a freeform class system.
I've dabbled in making one such system myself. It's very much a WIP and has been for a while.
That, or just using Pathfinder classes and maybe changing how level-up works (assigning Major skills to each existing class and only giving Experience for challenges and encounters utilizing those skills).
This would WAAAY slow down leveling for any classes you don't assign Blade/Blunt/Unarmed or Light/Heavy Armor to, and would be pretty clunky though.
So I would suggest just using the pathfinder classes as they are, plus some good Third Party ones that fit the game well.
Psionics classes in particular are recommended to either take the place of all spellcasting classes, or for all spellcasting classes to use the progression of Psionics classes (I.E. just take the Powers Known and Power Points tables for say the Psion and apply it to the Wizard and Sorcerer, or the Cryptic Powers Known/Points tables to the Bard, Magus, etc.) with the exception of the Alchemist.
They're the closest you can really get to implementing Magicka in Pathfinder without it completely breaking. Dreamscarred Press' Path of War classes as well fit, especially Warder and Warlord. The per encounter nature fits well with rapidly regenerating Magicka, and they're well balanced, powerful, and versatile classes.
| Ange de la Nuit |
To best simulate the Elder Scrolls games, it would be prudent to do the campaign as gestalt. This way, people could have the kind of builds that most people seem to enjoy in Elder Scrolls while still keeping things within the normal bounds of Pathfinder that people are comfortable and familiar with.
I would suggest building custom races for PC use, however, using the race builder from the Advanced Race Guide. The conversion of racial abilities are relatively simple and I think EVERY option is included in the race builder that you would need.
I can help you with the above if you would like, both creating the races and in helping you figure out gestalt.
| ElderScrolls_GM |
1) I was planning level up or 2 to be based on completion of parts of the main quest. I.e. you start at level one, and then by the time you are the "Heroes of Kvatch" you should be level 3, etc. *Obviously I would need to scale this out a little more, but I'm not really concerned with level maxes/ mins.*
2) For Magicka I was just going to have a limited number of spells they could cast, and make the spells per level based on the whole "apprentice, journeyman, advanced, master, expert" schematic in the game
3) "using the race builder from the Advanced Race Guide" is that something I need to buy, or is that on Pathfinder as well?
I welcome help- I'm definitely going to take my time with this, make it right, and see just how much freedom I can give the party members before herding them back around the main campaign story.
Hell, I might even let them side with Oblivion instead of Cyrodil ;)
| Ange de la Nuit |
Here is the race building rules on the SRD.
THE DUNMER RULE ALL! DOWN WITH THE ALDMERI DOMINION!
Can one of the PCs be part of the Dark Brotherhood? I would totally create a character if so! I absolutely love the Dark Brotherhood! I hope we can change the situation with that traitor and not have to, you know, murder the rest of the Sanctuary, assuming you allow the Dark Brotherhood anyway!
| ElderScrolls_GM |
Yesssssssssssssss that is part of my inspiration. Here is what I'm thinking, storyline wise-
Main Quest-Side Quest-Main Quest- Side Quest
I want people to be able to use their command of the Mages' Guild, Fighters, Arena, Dark Brotherhood, or Thieves Guild etc. in the final battle against or for Mehrunes Dagon.
This also means possibly using Daedric Quests as a "I joined the Mythic Dawn" Questline as well.
There should be created an ability to save Lucien Lachance and/or still become Listener!
I see many people dropped this project for its size- I will not be doing so :) I have these last 2 months of summer to create it and after that it should be fun fun fun hahaha
| ElderScrolls_GM |
I'm thinking this for classes-
1) Keep to the core classes
2) The skills = what each class can do
3) Make Elder Scrolls specific archetypes of the core classes
4) Remake Races
5) Remake Inventory
This will make things like combat, armor, etc. EASIER to manage for me.
Things like crafting would just be limited to alchemy, smithing, and enchanting, etc. :)
| ElderScrolls_GM |
This writing part of the game I think will be pretty a'ok for me.
Where I may struggle is the maps and combat. I still haven't read in the CRB / APG how CMD and DR etc. work, so I'm not entirely sure how I'd have that play in the game, either.
Thank you for the help so far, by tomorrow I should have a stronger idea for where I stand on the races/ classes :)
| ElderScrolls_GM |
Alright, now, these are the skills I have so far.
Blade STR
Blunt STR
Hand to Hand STR
Armorer STR
Block CON
Heavy Armor CON
Athletics DEX
Acrobatics DEX
Light Armor DEX
Security DEX
Sneak DEX
Marksman STR
Mercantile CHA
Speechcraft CHA
Illusion CHA
Conjuration INT
Mysticism INT
Alteration WIL
Destruction WIL
Restoration WIL
Knowledge (Planes) INT
Knowledge (Religion) INT
Knowledge (Dungeoneering) INT
Craft (Smithing) STR
Craft (Enchantment) WIL
Craft (Alchemy) INT
No Professions, Performances for Bards?
Now a lot of these absorb a bunch of Pathfinder Pure skills- i.e. your method of magic absorbs spellcraft, along with enchantment as a craft.
Speechcraft absorbs Bluff, Diplomacy, Intimidation, etc.
Now I just need to find the holes in the skills and how to correct them- should I allow professions? Does it matter that much? I'm only allowing 3 crafts as honestly for this purpose it makes things a hell of a lot easier. Not too mention I'm changing the money system so I will probably need to overhaul some of the pricing mechanic/ give inventory lists anyways.
I think, regardless, so no one pulls a "glitch" like you can do in Skyrim *and* Oblivion, I'm only going to allow 1 specific type of crafting per class, so that way one person isn't making a 1d4 poison potion for a 2d4+STR Steel Sword with a 1d12 Fire Enchantment on it, LOL*
| ElderScrolls_GM |
Class Layout
Thief Classes (7 Skills, 3 Dex, 1 CHA, 1 Craft, 2 Free)
Rogue
Bard
Ranger
Warrior Classes (7 Skills, 2 STR, 1 CON, 1 DEX, 1 Craft, 2 Free)
Barbarian
Fighter
Paladin
Monk
Mage Classes (7 Skills, 2 INT, 2 WIL, 1 Craft, 2 Free)
Sorcerer
Wizard
Druid
Cleric
So I think for classes we will have the Thief, the Mage, and the Warrior as the "Classes" but the Pathfinder ones as the Sub-Classes.
Each sub-class has to follow the initial layout above until a certain level in the story line when they can finally put perks into other skills.
This *looks* like it will keep things balanced, fine, and working for combat and for the story line.
Of course this does indeed mean that a Wizard cannot wield a sword if they do not put a skill in it. Etc.
There is still the inventory to overhaul, in which potions are going to be a little b*&@#, class features to work out and make sure they translate, and the races and deities.
The Races and Deities and Story are going to be the fun part to re-design, though, which is why I'm saving them for last. Oooooh and the monsters during travel :P
| ElderScrolls_GM |
Hahahahahaha I thought there would be some interest going on. This is one of the few things I thought of that I wanted to be the game master instead of the character.
If this is successful I'll be planning a Game of Thrones spin off as well, but, we'll see how this goes first :P
So then Daynen tell me what you think of the Barbarian Spin-Off so far, as probably a prospective future player :P I'm thinking 3 Class Features (and only these features, racial features, and deity features I create) like this for every sub class I have. Go ahead and give it a review- I haven't written the choice features for Rage yet but I'm working on it <3
Warrior Sub-Class/ Barbarian Class
Class Features
Rage
For ten consecutive rounds the Barbarian awakens its ancient inheritance bloodline in a surge of brute power, force, and strength. At level 1 the Barbarian can use Rage for 10 rounds, and must rest 30 rounds before it is able to use it again. This decreases by 10 rounds at every 5th level, so that hypothetically a level 20 Barbarian can use Rage, and it’s features, over and over again.
Becoming Enraged counts as a standard action and initially leaves the Barbarian wide open to attack- anything that hits the Barbarian this round is considered a critical if it succeeds.
Rage Features
Level 1:
Level 5:
Level 10:
Level 15:
Level 20:
From the list of features below you may choose any feature you want for each level as if it were a spell list. These features only operate when Rage is enacted.
| ElderScrolls_GM |
Alright, three prototypes emerge, now these are made off the top of my head, and, remember-
I'm going to make beasts / enemies in this PbP pretty hard. Not too long, I don't want a week long battle, but they are almost all going to be heavy hitters, have individual immunity powers, etc. (For example one Daedra may be immune to Fire only, where as the Priest is immune to anything but Daedric weapons.)
We shall see, but, in the meantime, let's figure out the holes!
Warrior Sub-Class/ Barbarian Class
Class Feature
Rage
For ten consecutive rounds the Barbarian awakens its ancient inheritance bloodline in a surge of brute power, force, and strength. At level 1 the Barbarian can use Rage for 10 rounds, and must rest 30 rounds before it is able to use it again. This decreases by 10 rounds at every 5th level, so that hypothetically a level 20 Barbarian can use Rage, and it’s features, over and over again.
Becoming Enraged counts as a standard action and initially leaves the Barbarian wide open to attack- anything that hits the Barbarian this round is considered a critical if it succeeds.
Rage Features
Level 1:
Level 5:
Level 10:
Level 15:
Level 20:
From the list of features below you may choose any feature you want for each level as if it were a spell list. These features only operate when Rage is enacted.
Fearless Barbarian
The Barbarian is immune to all Illusion/Alteration/Mysticism skills based on their level. The Barbarian must choose which of the three types they are immune to at the beginning of their rage. If they have unlocked Endless Rage they must stop the rage, start again, and then declare their immunity.
Level 1: Novice Spells
Level 5: Up to Apprentice Spells
Level 10: Up to Journeyman Spells
Level 15: Up to Expert Spells
Level 20: Up to Master Spells
Guarded Stance
The Barbarian adds DR according to its level. If Endless Rage is achieved the Barbarian is allowed to fully negate all physical damage with 1 specific enemy and capped at 5/- DR with the rest.
Extreme Accuracy
Every hit the Barbarian lands counts as a critical hit. On every tenth round the critical hit adds another x1 to its damage, capped permanently at x5 Crit Damage.
Continuum
For every round the amount of attacks the Barbarian is allowed is increased by one, with a cap at 5 attacks in one turn. If the Barbarian has the Extreme Accuracy Feat in addition to Continuum, only the first strike is counted as a Crit Damaged Strike.
Experienced Warrior
The Barbarian has no need for accuracy rolls as they are proficient enough in their perked skills that any weapon, within the weapon’s range, can hit any target within range of the Barbarian. Unless partnered with Extreme Accuracy, this ability disables any crit chances as a sacrifice.
Mighty Blow
The Barbarian gains +1 per round of Rage to any skilled weapon’s damage. If coupled with Extreme Accuracy the addition damage is added AFTER and not before crit damage is calculated. If level 20 and Endless Rage is achieved, the bonus damage is capped at +10.
Mighty Roar
The Barbarian emits a vengeful scream at their enemies, weakening all the enemy attack rolls by -1 per round, capped at -10. The amount of enemies affected depends on the Barbarians level
1: 1 enemy, -1 is the cap
5: 2 enemies, -2 is the cap
10: 3 enemies, -4 is the cap
15: 4 enemies, -6 is the cap
20: All enemies within 30ft., -10 is the cap
Mighty Tank
Upon entering Rage the Barbarian’s health is increased according to the Barbarian’s level.
1: 1.1 HP
5: 1.25 HP
10: 1.5 HP
15: 1.75 HP
20: 2.00 HP
Note: Barbarians are NOT allowed to duel wield.
Warrior Sub-Class/ Fighter Class
Class Feature
Soldier of Fortune
The Fighter is a master of dodging and riposte, while maintaining health throughout combat. Where the Barbarian is master of Damage, the Fighter is a better armor class and leader into battle. They are allowed dual weapons, and, as a feat, can even dual wield Great Weapons.
At full capacity a Fighter is allowed Five Feats, as the Barbarian is. This is a feat at levels 1, 5, 10, 15, and 20 from the list below.
Dive, Dip, Duck, Dodge, and Dive
The Fighter is allowed to add his level to all three types of saves (Fort., Will, Blah) with a cap on +20 to his saves. (These do not count for DR, Flat Footed, Armor, CMD, or the like)
Alpha and Omega
By sacrificing the chance to crit, the Fighter opens and closes every round of battle. The Fighter is allowed to attack once at the beginning of the battle and then a second time after everyone else has gone or decided their turn is over. This ability also ensures the Fighter always goes first in a fight.
En Garde
If an enemy successfully hits the Fighter, the Fighter is allowed to instantly respond with 1 weapon that is counted for an automatic critical attack. The Fighter is allowed to do this twice against the enemy who attacked them if coupled with Alpha and Omega feat.
Saving Grace
The Fighter is allowed to give a friend a +20 on 1 save during battle at the cost of their own. This save is not limited to anything, but should an attack land on the fighter in this round it will count as a critical hit that the Fighter is not allowed to apply DR too.
DR King
The Fighter is allowed to declare himself above all else on the battlefield and, through taunts, claim that no one can hit him. The first person to successfully strike the Fighter can no longer do damage to him, be it sword or spell, however, this calls all enemies within a 30ft. radius to focus on the Fighter for 2 rounds, ignoring all else.
Leap of Faith
Roll Acrobatics. If the roll is greater than 15, the Fighter is allowed to jump at any enemy within 60ft. and then attack them all in the same turn. Though there are no attacks of opportunity opened by this, the feats “Alpha and Omega” and “En Garde” are not allowed to be applied in unison with this ability. All attacks aimed at the Fighter in this turn cause the enemies to miss and do the damage to themselves instead.
Warrior Sub-Class/ Monk
Class Feature
Teachings of the Greybeards
A monk cannot wear armor, and, instead, is capable of dodging almost any attack made my someone at/ below his level. Any attack that does land is halved in damage, as a second blessing of the Monk Code. Furthermore, any attack from someone at or below the monk’s level is now only making a check to see if the Monk stopped their attack via counter or not. If the Monk gets a counter, it is their full 4d4 attack, plus x2 for critical, and only consumes one of their appendages in that round.
Four-Fold Path
The Monk is capable of striking 1 opponent with all four appendages at once, or 4 different enemies with one appendage each as long as they are within 10ft. The Monks’ damage is increased based on their level shown below;
1: 4d4
5: 4d8
10; 4d12
15: 4d20
20: 4d50
Eight-Fold Path
At level five the Monk is capable of dodging all spells according to their level, however, they are not capable of using their counter ability against the spells.
1: Novice Spells
5: Apprentice Spells
10: Journeyman Spells
20: Expert Spells
Sixteen-Fold Path
At level 15 the Monk is capable of adding a permanent element of its choice to its attackings, making the entire attack that element and damage, while also increasing the damage done.
15: 5d20
20: 5d50
Nirvana
Not even people at the Monk’s level can hit him, and every attack upon the Monk opens up a counter-attack against them. For spells, any ranged attacks that do radius damage are not dodged by the Monk, however non-radius damaging spells are dodged. The Monk is not capable of dodging sneak attacks that are not caught by perception checks, however the attacks are still halved from their total damage done.
| ElderScrolls_GM |
Hmmmm, interesting.
So then we come to THIS question-
Do you think I could just say f#+~ it, and just have Pathfinder invade the Elder Scrolls world instead? I *like* the Pathfinder styles, but-
Where I become confused is how to incorporate things like destruction and illusion magic. Do I just add a few spells to the spell lists for wizards and the like?
Tbh, the way I'm doing it is as a noob lol. Especially with a homebrew being my first GM *mostly cause its the only one I care enough to be interested in hosting :P* I want to make sure I do it right, and am just drawing randomly on a chalkboard until something awesome hits me.
If you think I could get away with using Pathfinder mechanics just "invading" Elder Scrolls, I'm totally cool with that, too. Hell I could probably even just have the players be the ones who make their race etc.
| ElderScrolls_GM |
Ah, I've got it.
Since the only issue is spells- I *could* just make that a reward, instead of having to remake all the inventory etc.
For example if you do the "first quest" in the Mages' guild you could say get a bonus spell to your spell counter to summon a beast of your choosing that "levels" with you, so from Scant to Daedric Warrior.
Destruction could be the same way, they just choose their type of spell and then it levels with them, hahaha.
Equipment could probably be looted the same way it was in game- kill Lucien and you get a permanent Invisibility, Greater cloak, etc.
Yessss this is what I'm talking about! And the gears keep on turning, LOL.
Then all I have to do is add crafting(Enchantment) *which pretty much already exists with Spellcraft* and then I'm all set. Well, at least on the combat and talking to characters mechanics.
And, as always for the sake of the story, I can blame Sheogorath for these foreign beings lol.
| ElderScrolls_GM |
Alright so I have a vast majority of the mapping down-
Dungeons are easy enough to decide.
I also need to create the gods, both the Aedra and Daedra.
All that remains is monsters, and mapping out the main quest line and a few of the starting side quest missions.
I have decided it *will* be a full on invasion of Pathfinder characters and races to keep things simple, though if the players want to create the work load of a Dark Elf or High Elf then so be it :)