Looking for feed backon a different approach to Spells


Homebrew and House Rules


Mostly this is because I never liked that spells never scaled well and the damage was all over the place. There were spells are a lower level that would do more damage then ones twice their level.

So looking it all over I assigned points to it, and the points you used would determine the level of the spell you were casting. I also set the traits as the bases of the spells to be made.

There is allot of other stuff in here but you do not have to review it if you don't want to spend months to read through it all. I do have to point out that all spells for the most part because of this setup start at level 1, a cantrip, or has a minimum caster level in the description. I left most combat spells out but there is a general notice on how they work. I use a second clock to run combat, but if you were to convert that out it would be a 3 seconds make a 1st action, the next 2 seconds makes the 2nd action and the 3rd action swizzles in at the last second.

The Spells are on the "MSG" and "Ful SP Lst" Tabs.

The MP system can be ignored as it is more for the game we play as it is used in various ways. Even the old Casting system might work it was simply a Spell cost its Level in caster points to cast. The caster points you get were your INT Modifier + your Level at every level up. Recovery of caster points was 1+ your INT modifier Nightly.

Currently this is only in a Excel Format as converting it to PDF will have to wait until I get a bit more time.
Thanks in advance

File .


Well I guess since it is out there, did I not intend to write a version of D&D. This is a compiling of the rules that were modified after playing games sines the 1980s'.
Mostly this is just the notes from all of those, but I guess you could use it in its own system.

So what is different?
First would be Initiative and Combat: Momement Phase than a Action Phase, initiative based.
We still use the standard 1d20 to set Initiative, but we use the second as the base unit instead of the round (6seconds) common to many RPG.
We added SPD or Speed and made its in feet per second as part of the Attributes (this came out of Palladium Games).
Traits like dark vision are bought with the same points you started with to place in attributes to improve them, do I want the +1 to strength or 5% magic resistance?
The classless system is still a WIP, but it means that their are no classes, based on the Skills, feats, and features you select will be what the character can do, not a structured class.
The way you set your character will also determine which EXP table you will use for advancement.

How does it work?
The round is a 6 second box full of moves and attacks for the characters following 1 another in turn, normally.
This system still limits the actions to the round, but uses the second clock as well.
Initiative is rolled and the order placed in a chart like normal
The 1st second Movement Phase:
The lowest Initiative roll moves first, the highers can move at any time to block them. etc. You can move up to your SPD Attribute (Modified for encumbrance). 1/3 would be a walking speed, above 2/3 is a run.
The 1st second Attack Phase
You would now do your attacks, if a target is within range following normal initiative order.
repeat 5 more times, the GM doesn't wait for people to think but keeps it moving along, basically forcing them to act now or wait until the next second.
People leaving gaps in lines or stopping a flanking opponent happens much more often. Also it limits people being in the way for line of sight attacks.
It is playing out the 6 seconds together, rather than what are you doing during these 6 seconds.

Combat:
The ability to use weapons is split to per weapon and anything can be selected, like a long sword or Hand (Fist). The bonuses then only apply to a single weapon and how far you train in the one weapon. The level of training will determine the BAB table benefits, bonuses, etc. Weapons are treated like a skill, you can use any weapon but only those you trained in will allow for a bonus to the roll. The special attacks like, grapple, trip, and the rest are also treated like skills. The same is true for defensive measures as well being trained in a shield or armor is also a skill. Spells are cast over time meaning you might have the chance to run up to the mage and hit them before the spell is complete.

Spells:
1 cast over time
2 Open to what you can do based on traits, and scales to the Spell Level to be released based on the points you spend on the spell (limited by your level)
3 Memorized spells are still there and are used to reduce casting times
4 The type of release is picked by the mage at time of release; did it need to be a burst, a cone, a beam you decide.
5 The more powerful the spell the higher the points needed and the higher the spell slot used

MP system:
This is just a simple why keep track of Ki, Rage points, available spells, etc. You can just use one system MP (Mana, Mind Points) and use it for all of these. The recovery rate is the same as overnight HP so it is low meaning you have to think carefully if you should use them, but can allow you to go all out when necessary.

Armor:
Well that was because you can now customize your armor. You can fit a AC to what your character is actually wearing. Not wearing a helmet so your super hearing can be used, well now it is possible to adjust the AC for it. Wearing leather with a chest and back plate, well now it can generate a AC, weight and modifiers for that.

-GAFY

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