That's funny, this is basically how I ran the only in person game I've ever GMd. Except mine was Diablo 1 instead of Doom since the group I was with hadn't played any of the games. I 100% want to play!
In my very first campaign ever we got completely refill HP and counted as a full night's rest every time we levelled. The DM did levelling by experience and we had a few times where we levelled in the middle of combat. Our characters never slept lol
That's the one. Half wealth, and it means we don't need to always be picking out new gear or shelling out for another +1 on armor/weapons. But the real benefit of this is that it knocks out needing to pick up the +Stat items since (especially for a Slay Them All game) they'd become basically required. And since they no longer exist with these rules, we can pick up items that are more flavorful for the characters.
Yep. I have to say it removes versatility (you can't choose where you want to invest), but certainly removes all the hustle. And you can adjust the wealth desired at your table by adding or substracting effective levels (e.g. if you set effective level at +2, when the players are level 10 they receive the 12th level bonuses).
Also, I've seen lots of GMs swapping certain bonuses (specifically the Physical and Mental attribute bonuses depending on what class is the player), so you can experiment.
I seem to recall some old modules that went with the action hero approach and had PCs be able to wipe out mooks by the score(such as 1 hit, 2 hit and boss enemies)
Or maybe Mork Borg!
I like the 13th age version. You have a set of mooks that are all one group called a mob. The mob has a hit point total and that is divided by the number. So a 10 person mob might have 100 hp and each mook has 10 hp. Damage transfers among the mob. So if you hit a mook for 37 points of damage, then you kill three mooks. The next mook that gets hit only has three points left. Even if it's on the other side of the mob. If they get hit with a fireball, then the mob saves once and you kill however many based on the damage.
You'd probably have to give a little extra movement because Pathfinder cares more about position than 13th age. Or you can just handwave it.
In some cases a mob gets split up and you kill a person outside of normal movement. We always let the player describe how it happens.
* you grab the last guys' weapon and hurl it across the room.
* you but off the finger of one the guys you killed and it arcs up and down the other guy's throat, where he chokes.
* the mook across the room cries out, "No, I can't live without you my love" and commits suicide.
* your magic missile goes through one target and then seeks out his buddy.
* two mooks were mystical twins and die at the same moment.
* The mook doesn't actually die, but he suddenly reconsiders his life choices and slinks off.
* the enemy gods are angry at their poor performance and smite the weak minion.
since im thinking about this, im gonna put this down onto here. there will be no coherency, per se, just out loud thinking/typing.
Crit ranges: all weapons with a base 20 crit range will now be 19-20. so a pickaxe, has a x4 crit multiplier, is now considered a 19-20 crit range.
Improved Critical (Combat):
Attacks made with your chosen weapon are quite deadly.
Prerequisite: Proficient with weapon, base attack bonus +8.
Benefit: When using the weapon you selected, your threat range is doubled.
Special: You can gain Improved Critical multiple times. The effects do stack upon itself.
This effect does stack with any other effect that expands the threat range of a weapon.
i suppose i could just make up more feats like "more improved upon critical" and "greater critical" and "more greater critical" and "greatest critical", but you get the idea.
madness Youre going into hell/the abyss. the negative energies will begin to twist and warp your psyche. depending on how long you encounter such things, you pick up madness, and have the possibility of going mad. If such a thing happens, you become possessed.
heartstone: allows you to siphon energy from demonic entities upon their death to replenish health and/or magical energies.
Runes: some runes will be required to access/pass through portals/doorways/thresholds. some will provide early powerups (extra feats, bonus hit points, higher spells, etc).
a DOOM inspired campaign that's iffy on guns? heresy
truth be told, i am debating if i will do guns in this game. Assault rifles, double barrel shotguns, plasma rifles, rail guns, rocket launchers, BFG.... im pondering ammunition supply. was thinking that the guns would be powered by demonic essence, and upon a kill of a demon, ammunition would be reloaded/resupplied. Or have them be powered by wands, scrolls, and potions. Like assault rifles would have a slot for the wand to slip into. the gun converts magical charges into rounds. So a wand of fireball with a full charge (30), could be used to power 30 rounds for the assault rifle. the guns convert charges into hyper-kinetic slugs that inflict damage. The BFG is powered by a captured orb of annihilation. Plasma rifles are powered by orbs of dragonkind. and so on. a desperate magic user could slave himself to his weapon and power the weapon through his magical ability/essence.
So I wouldn't normally bring a fae foundling tiefling paladin vmc order of the starts cavalier to the table (at level 7 lay on hands is healing for 5d6 +17, 8 times per day), but if we're going to be Knee-Deep in the Dead, descending through The Shores of Hell to Inferno where Thy Flesh will be consumed then it seems like game on!
I'm curious how you will adjudicate combat since that will be the primary focus of this PbP game. Most PbPs seem to slow down a bit once combat becomes involved since instead of being able to free-post for RP flavor, people are waiting on whomever is up.
If this game is mostly combat, what's your plan to keep the momentum going? A more simplified combat could be the answer, or even allowing the players to adjudicate the results of their rounds in their same post including the enemy's though an independent dice roller may be needed for fairness. Another method I've seen to keep a game going swiftly was a strict botting rule requiring posts by a specific time of day, once or twice a day, or else the character was botted. I won't claim this was super successful, but it worked up until the point that it didn't.
I dont bother with iniative.
It always bogs down combat when you have to wait for people to post, so i just removed iniative and ibstead simply say
posting order is combat order. Dm always goes last