The Fighter will get a +2 to their Poor Save & gain 1 additional Combat Reaction at level 1.
The Bard gets to substitutue his Rank in each Perform skill whith 2 Skills chosen when he takes his 1st rank in that Perform skill.
Ex. Todd has 10 Ranks in Perform: Acting. He can use those Ranks in Bluff & Sense Motive.
He also has 10 Ranks in Perform: Singing. He can also use those Ranks in Intimidate & Listen.
Characters get 6 + 1/2 Level in Action Points & they are a Per Session Resource.
Sunday, July 26, 2009
Monday, July 13, 2009
Action Points for Trailblazer
You gain 8 AP's per Session.
Uses for Action Points:
1 to automatically convert a threat to a Critical Hit
1 to refresh all Single Target Spells
1 to refresh all Multi-Target Spells
1 to refresh a single Major Spell (Polymorph, Wish, more as the GM needs to add them)
1 to regain 1/2 your total Hit Points
1 to reroll any Die Roll & keep the better of the two
1 for +1d8 damage
1 for +1d4 to Spell DC
1 to do something "Cool"
1 to refresh a used Spell Slot while in combat
1 to gain a Feat for 1 until the end of the round, you may gain Feats in chain this way if you have enough action points. The only prerequisite for Feats this way are other Feats & Level.
Generally one Action Point of each type may be used at one time.
Uses for Action Points:
1 to automatically convert a threat to a Critical Hit
1 to refresh all Single Target Spells
1 to refresh all Multi-Target Spells
1 to refresh a single Major Spell (Polymorph, Wish, more as the GM needs to add them)
1 to regain 1/2 your total Hit Points
1 to reroll any Die Roll & keep the better of the two
1 for +1d8 damage
1 for +1d4 to Spell DC
1 to do something "Cool"
1 to refresh a used Spell Slot while in combat
1 to gain a Feat for 1 until the end of the round, you may gain Feats in chain this way if you have enough action points. The only prerequisite for Feats this way are other Feats & Level.
Generally one Action Point of each type may be used at one time.
Chapter 1
The crew are on there way to Greyhawk. The Pathfinders were asked by Arkterus to head there, since he cannot scry it.
While coming within the limits of Saltmarsh, they spot the greasy smoke of several fires. Sparkles investigates, sees the ruins of the city and a Wyvern dining on the remains of some its inhabitants. On his way back, he sees movement from the fields & here's moans. A zombie squad is fast approaching, guided by a Dust Mephit.
They dispatch the zombies & see the Mephit leading the Wyvern to attack.
The Wyvern kills Schaefer but they defeat it, even after it catches fire.
Soon after a black coach comes speeding up, driven by the Tall Man. Sparkles let's loose with a Fireball. The Tall man is unharmed, one of the inhabitants is instantly killed & the Chosen One is eventually slain.
They camp & continue their journey. Sparkles scouts further ahead & sees the remains of the defeat of an Arcanist & the siege on Tristor.
While coming within the limits of Saltmarsh, they spot the greasy smoke of several fires. Sparkles investigates, sees the ruins of the city and a Wyvern dining on the remains of some its inhabitants. On his way back, he sees movement from the fields & here's moans. A zombie squad is fast approaching, guided by a Dust Mephit.
They dispatch the zombies & see the Mephit leading the Wyvern to attack.
The Wyvern kills Schaefer but they defeat it, even after it catches fire.
Soon after a black coach comes speeding up, driven by the Tall Man. Sparkles let's loose with a Fireball. The Tall man is unharmed, one of the inhabitants is instantly killed & the Chosen One is eventually slain.
They camp & continue their journey. Sparkles scouts further ahead & sees the remains of the defeat of an Arcanist & the siege on Tristor.
Friday, June 26, 2009
FASERIP+FATE
I'm thinking of a Supers Game using FASERIP's attributes & Adjectives.
Dice would either be some variation on %, 4dF, or d6-d6.
0-2 levels above DC would be Green
3-5 levels would be Yellow
6+ would be Red
Health would be more like FATE, but that leaves Armor being weird.
Ok so if you use FASERIP straight, then a Yellow result does a minimum of 1/10 damage & Red does 2/10 damage minimum.
Ok...so less changes than I though.
What is your Past?
What is your job?
What do you see in your Future?
Powers?
Dice would either be some variation on %, 4dF, or d6-d6.
0-2 levels above DC would be Green
3-5 levels would be Yellow
6+ would be Red
Health would be more like FATE, but that leaves Armor being weird.
Ok so if you use FASERIP straight, then a Yellow result does a minimum of 1/10 damage & Red does 2/10 damage minimum.
Ok...so less changes than I though.
What is your Past?
What is your job?
What do you see in your Future?
Powers?
HMb: The Battle Mage
Dwarf = 45BP
Elf = 25BP
Halfling = 75BP
Human = 25BP
Level HD (d4) T.S.P. v Spells AB Initiative
1 1 140 0 0 +2
2 R+1 190 +1 0 +2
3 2 260 +1 0 +2
4 R+2 340 +2 0 +2
5 3 430 +2 +1 +1
Combat
Prepared for Battle-Battle Mages are so well trained at casting Missle/Fireball spells they can have materials on hand in 1 second instead of 1d4.
Level 5 Simul-Casting-A Battle Mage cast 2 spells at the same time, but they must be of offensive or defnsive nature.
Combat Clarity-Battle Mages roll D20-4 to defend while casting.
Proficiencies-Weapons are per Mages. Armor is not retricted, but none are granted as a bonus.
Skills
Per Mage.
Elf = 25BP
Halfling = 75BP
Human = 25BP
Level HD (d4) T.S.P. v Spells AB Initiative
1 1 140 0 0 +2
2 R+1 190 +1 0 +2
3 2 260 +1 0 +2
4 R+2 340 +2 0 +2
5 3 430 +2 +1 +1
Combat
Prepared for Battle-Battle Mages are so well trained at casting Missle/Fireball spells they can have materials on hand in 1 second instead of 1d4.
Level 5 Simul-Casting-A Battle Mage cast 2 spells at the same time, but they must be of offensive or defnsive nature.
Combat Clarity-Battle Mages roll D20-4 to defend while casting.
Proficiencies-Weapons are per Mages. Armor is not retricted, but none are granted as a bonus.
Skills
Per Mage.
Thursday, June 25, 2009
HMb: The Monk
Dwarf = 75BP
Elf = 75BP
Halfling = 75BP
Human = 23BP
Level HD (d6) AB Def Speed Initiative
A beginning Monk recieves his first purchase of each of the following core skills for free (no BP cost): Climbing/Rappelling, Hiding, Identify Trap, Listening, Sneaking.
Core Skill Advancement
At 2nd and each subsequent level, a monk recieves (at no BP cost) on roll of the appropriate Mastery die in any two of the 5 core Monk Skills.
Bonus Skills
Monks get their first purchase of the Acrobatics skill for free and may purchase additional rolls at half BP cost.
Open Hand 2d4p 7(5) S 1 foot Crushing
Kick (1d4+1d6)p 10 M 3 feet Crushing
*Ki-A Monk has 5+Level per Day Ki Points. Each point may be spent to increase damage on an Open Hand or Kick that successfully hits.
Elf = 75BP
Halfling = 75BP
Human = 23BP
Level HD (d6) AB Def Speed Initiative
1 2 0 +2 -1 -1
2 R+2 +1 +2 -1 -1
3 3 +1 +3 -1 -1
4 R+3 +1 +3 -2 -2
5 4 +2 +4 -2 -2
Combat
Superior Defense-Per the Thief
Level 1-Intimidating Display - If not surprised or ambushed in combat, a Monk's Initiative Die is 1 size lower.
Level 2 Improvise Weapon-A Monk can turn any ordinary object into a weapon.
Level 3 Pass Without Trace-A Monk may traverse any terrain without leaving a mark, but he can only do so by Walking.
Level 4 Self-Healing-Once per Day a Monk can heal 1d4p+1/2 Level.
Level 5 Really Intimidating Display-Per Intimidating Display, but 2 Initiative Die sizes lower.
Weapon Specializaion-Per Fighter, except Monks cannot specialize in hurled weapons.
Proficiencies-None.
SkillsA beginning Monk recieves his first purchase of each of the following core skills for free (no BP cost): Climbing/Rappelling, Hiding, Identify Trap, Listening, Sneaking.
Core Skill Advancement
At 2nd and each subsequent level, a monk recieves (at no BP cost) on roll of the appropriate Mastery die in any two of the 5 core Monk Skills.
Bonus Skills
Monks get their first purchase of the Acrobatics skill for free and may purchase additional rolls at half BP cost.
Open Hand 2d4p 7(5) S 1 foot Crushing
Kick (1d4+1d6)p 10 M 3 feet Crushing
*Ki-A Monk has 5+Level per Day Ki Points. Each point may be spent to increase damage on an Open Hand or Kick that successfully hits.
Wednesday, June 24, 2009
Framewerk + ORE
Hmmm...
So you roll your dice pool & look for either your highest single die, matches, or straight.
Randomly roll a D10 for Initiative & for Hit Location OR just abandon Hit Location. Or just set a certain die for Initiative.
Skills could either just be a separate pool or just add their value.
Skills in Framewerk are rolled & Attribute added.
Attributes are halved & rolled.
So Hard Dice could add 1 per die. If I have 3D + 4HD. I roll 7D, take the best result & add 4.
Or Hard Dice could be either automaticall 5, 6, 7, or 10. 5 or 6 is my preference.
Or Hard Dice could all be equal to the roll of 1D. So if I roll a 5 & have 3 HD I have 15.
Wobble Dice could be whatever you want or each WD could be worth 2 plus the highest trash die. So 6D+3WD. I roll 9D, take best result & add 6 plus 1d10.
Also Aberrant using the FATE Damage Track AND having SOAK work just like in nWoD.
Also what is the system of Unhallowed Metropolis??
So you roll your dice pool & look for either your highest single die, matches, or straight.
Randomly roll a D10 for Initiative & for Hit Location OR just abandon Hit Location. Or just set a certain die for Initiative.
Skills could either just be a separate pool or just add their value.
Skills in Framewerk are rolled & Attribute added.
Attributes are halved & rolled.
So Hard Dice could add 1 per die. If I have 3D + 4HD. I roll 7D, take the best result & add 4.
Or Hard Dice could be either automaticall 5, 6, 7, or 10. 5 or 6 is my preference.
Or Hard Dice could all be equal to the roll of 1D. So if I roll a 5 & have 3 HD I have 15.
Wobble Dice could be whatever you want or each WD could be worth 2 plus the highest trash die. So 6D+3WD. I roll 9D, take best result & add 6 plus 1d10.
Also Aberrant using the FATE Damage Track AND having SOAK work just like in nWoD.
Also what is the system of Unhallowed Metropolis??
Monday, June 22, 2009
Enter the HackMaster
So Kenzer & Co. being the finest RPG publisher's in the industry, with awards to prove it, got me my copy of HMb the day it was schedule to ship.
I now begin preparing for my game:
I think Talents will be easy to make & easier to import for HM4.
Opposed Skill tests are still a question for me.
I'd like to conscider bringing a Blood Mage, Wild Mage, Cavalier, Ninja, & Charlatan as Pre-Gens
Thinking of a Sorcerer Class that has the set up of a Mage, but can cast ANY spell in the game, cast more often, but knows very few spells.
Wednesday, June 17, 2009
HackMaster
Strangely, I've come full circle to my D&D of choice: HackMaster 4E...basically AD&D 2E. I game I walked away from in disgust. How times change.
However, its HackMaster 5E BASIC that I plan on running. Most likely. If it turns out to be a dud, then HM4 waits in the wings.
Highlights:
-"Fast" Zombies attacking.
-My Orcs are talking Gorillas, my Wargs are Velociraptors.
-Most likely no Dwarves or Elves until the party parleys with either empire.
-The Ziggurat
-Shub-Niggurath
-The Wardens
-The Conflagration
Wednesday, September 05, 2007
CF ideas
I love CF's basic set up for characters:
Poor
Average
Good
Great
Excellent
Exceptional
I've been thinking of using Dice though.
Dice Pool System. Interlock variaton (either Average = 0 or 2, 5, 7, 8, 9, 10) or D6 variation Avarage = 3d6 or Percentile (25, 33, 50, 66, 75, 90)
I've also been thinking of Full Dark
Attributes are Zero effect on average & have 3 values poor, good, very good.
They can provide a base in percentile or a penalty die, an extra die, a extra+bonus die
Not sure what they would do in a GM set Percentile system (GM says you ahve a 60% your skill is +20 so you have an 80%--probably have to currently stick with the stand by of Int is more Skill points, Str is damage bonus, Con is Health bonus, Dex is init bonus, etc.)
I've also been thinking of Fuzion with 0 avg attributes or Interlock + Powers.
Poor
Average
Good
Great
Excellent
Exceptional
I've been thinking of using Dice though.
Dice Pool System. Interlock variaton (either Average = 0 or 2, 5, 7, 8, 9, 10) or D6 variation Avarage = 3d6 or Percentile (25, 33, 50, 66, 75, 90)
I've also been thinking of Full Dark
Attributes are Zero effect on average & have 3 values poor, good, very good.
They can provide a base in percentile or a penalty die, an extra die, a extra+bonus die
Not sure what they would do in a GM set Percentile system (GM says you ahve a 60% your skill is +20 so you have an 80%--probably have to currently stick with the stand by of Int is more Skill points, Str is damage bonus, Con is Health bonus, Dex is init bonus, etc.)
I've also been thinking of Fuzion with 0 avg attributes or Interlock + Powers.
Monday, August 13, 2007
Alternative to Hard Dice
Reading this:
http://www.nemesis-system.com/house-rule-power-dice.html
I came up with an alteration to the system.
Option 1 Roll the Power Dice & just use it as a Self-Contained pool (so if I had 3 PD & rolled a 3, 6, 7, my result would be 3x7).
Option 2 Don't roll PD at all, they are equal to the highest Dice you roll.
So I roll 5 dice & get a 9, 2x7, 4, 1 & I have 3 HD, I would have 4x9 or 2x7 as sets.
Conscider changing Hard Dice to Hyper Dice & Wobble Dice to Wild Dice.
Option 3 roll 1 Die for all HD & it is their value.
http://www.nemesis-system.com/house-rule-power-dice.html
I came up with an alteration to the system.
Option 1 Roll the Power Dice & just use it as a Self-Contained pool (so if I had 3 PD & rolled a 3, 6, 7, my result would be 3x7).
Option 2 Don't roll PD at all, they are equal to the highest Dice you roll.
So I roll 5 dice & get a 9, 2x7, 4, 1 & I have 3 HD, I would have 4x9 or 2x7 as sets.
Conscider changing Hard Dice to Hyper Dice & Wobble Dice to Wild Dice.
Option 3 roll 1 Die for all HD & it is their value.
Thursday, August 09, 2007
Wednesday, August 08, 2007
ORE/Wild Talents Damage House Rule
My two experiences with the ORE have been impacted by a troubling player, but the Base Damage System is Lethal. And you add on top of that that combat doesn't work like the rest of the system, I've been trying to work on a patch.
Damage is now based on the Height of the Roll. Width is purely Speed & doesn't impact Weapons. The Weapon mod can either a)Modify the Height or b)Is equal to X + Modifier (Where X is set by the GM, say 2, based on someone else's damage system idea).
10 has 3 Boxes
1-9 have 1 Box each
When you get hit, you mark off 1 box at that location (& only that location). If that location doesn't have an open box, upgrade the damage until you can check off an open box. If you run out of boxes 1 of 2 things happen: if the Damage is Shock, your KO'd. If the Damge is Killing, your Dead, Dying or KO'd & Wounded depending on the feel of the game.
This damage system is inspired by SotC/Fate.
Option 1:
10 has 6 Boxes
1-9 have 2 Boxes each
Shock fills one box.
Killing fills two boxes.
Once your out of boxes your dead.
Option 1:
Each "Location" becomes Wound boxes.
Getting hit at the location either fills the box equal to the Width of the roll or if the Height is 1-9 1 box, 10 2 boxes+1 if Killing. If that box has been filled, push forward until you run out of boxes, in that case your either KO'd or dead.
Location 1-4 has 4 boxes
5-7 has 4 boxes
8-9 has 6 boxes
10 has 4 boxes
Option 3 uses locations as Wound BOxes but still uses width, but only fills in the box = to the Width (push forward if filled) plus the box underneath it, if empty for Killing Damage.
Damage is now based on the Height of the Roll. Width is purely Speed & doesn't impact Weapons. The Weapon mod can either a)Modify the Height or b)Is equal to X + Modifier (Where X is set by the GM, say 2, based on someone else's damage system idea).
10 has 3 Boxes
1-9 have 1 Box each
When you get hit, you mark off 1 box at that location (& only that location). If that location doesn't have an open box, upgrade the damage until you can check off an open box. If you run out of boxes 1 of 2 things happen: if the Damage is Shock, your KO'd. If the Damge is Killing, your Dead, Dying or KO'd & Wounded depending on the feel of the game.
This damage system is inspired by SotC/Fate.
Option 1:
10 has 6 Boxes
1-9 have 2 Boxes each
Shock fills one box.
Killing fills two boxes.
Once your out of boxes your dead.
Option 1:
Each "Location" becomes Wound boxes.
Getting hit at the location either fills the box equal to the Width of the roll or if the Height is 1-9 1 box, 10 2 boxes+1 if Killing. If that box has been filled, push forward until you run out of boxes, in that case your either KO'd or dead.
Location 1-4 has 4 boxes
5-7 has 4 boxes
8-9 has 6 boxes
10 has 4 boxes
Option 3 uses locations as Wound BOxes but still uses width, but only fills in the box = to the Width (push forward if filled) plus the box underneath it, if empty for Killing Damage.
Sunday, June 10, 2007
Exporting the Cinematic Unisystem Success Chart
So the Success system & GM free rolling option in Cinematic is pretty cool.
What about importing it into SotC?
I'd say have the Scale start at 3 for Average.
How about FASERIP?
Start at 1 & move up.
Hmmm...
What about importing it into SotC?
I'd say have the Scale start at 3 for Average.
How about FASERIP?
Start at 1 & move up.
Hmmm...
40K + Unisystem Cinematic + Fate
So I'm really, really trying to wait for BI's 40K...but I had an interesting idea:
WFRP2E(Assuming 40K's attributes)
Cinematic Unisystem's SKills (If I don't use individual Skill Levels, they'd simply add 3 for Training & an additional +1 for each Mastery)
Aspects from FATE 3
Combined with Cinematic's Success Chart.
WFRP2E(Assuming 40K's attributes)
Cinematic Unisystem's SKills (If I don't use individual Skill Levels, they'd simply add 3 for Training & an additional +1 for each Mastery)
Aspects from FATE 3
Combined with Cinematic's Success Chart.
Tuesday, May 29, 2007
D&D Saga Edition
Updated: 6/10/07
Well Star Wars Saga is better, yes BETTER than I expected.
As it stands, I was somehow expecting something more akin to D20 Modern...and its just not.
Talent Trees can simply represent Classes. And the Force can easily, EASILY be stretched into a Spell System. So at this point I think I'd just rename Soldier to Fighter, Scoundrel to Rogue, Noble would probably stay the same, as would Scout, rename Jedi to Spellcaster. If I wanted to import anything I'd just build a Talent Tree for it & either make it open to all classes or attach it to a specific class. The cool part is that Soldier, Scoundrel, Scout, Noble & Jedi/Spellcaster WORK for Thundarr. The hardest thing I have to decide between is if the character that wants to make a Shaman ala Marshall Bravestarr requires a Talent Tree based off of Wild Shape + Wild Feats or simply using the Beast Class Features as Talent Trees.
I'm not abandoning this project, I'm just basking in the coolness of Saga D20!
************************************************************
I'm not finished with this document just yet, but I should have it wrapped up in the next week or so.
The high points:
-Using the Saga Skill System (X number of Skills + Int Mod). You can select any Skill to be Trained in, but can only gain Skill Focus in Class Skills. Using Saga's Skill List but trading Use the Force with Use Magic
-Using Saga's Defense Saves of +1/Level & have added a +2 at level 1 for a Good Save & +1 at first level for an Average Save.
-Talents vs Class features--I'd been going round & round on this & have finally decided to convert Class Features to Talent Trees. So I'll have Warrior Class(D10HD+Fast BAB) with Fighter, Paladin, Ranger Talent Trees; Rogue Class(D6HD with Medium BAB) with Bard, Thief (rogue), Beguiler Talent Trees. Priest Class(D8HD with medium BAB) with Cleric, Healer, Druid Talent Trees. Magic-User Class(D4HD with Slow BAB) with Warlock, Wizard, Sorcerer Talent Trees. Battle-Hardend Class(D12HD with Fast BAB) with Barbarian & Knight Talent Trees.Basically each Talent in a Tree corresponds to the Class Features you can gain for an entire level. For say a Wizard taking a Spellcasting Talent equals what benefits you would get at say levels 1 & 2 or levels 3 & 4. This is still fairly rough, since my setting doesn't require alot of Talent Trees. Its Thundarr.
-Magic is the area I"m still working out, I basically had thought of stealing the Swordsage's Maneuver Progression, but with the caveat thaty a Spellcaster can use spells more than once per encounter. I also looked at using Recharge Magic from UA or on importing the Spellpoints per Encounter & metamagic feats from Spellbound: Channeller. I'm settling on using a Magic-User Class, with the Warlock Talent Tree for now. Since I'm using the Thundarr setting, I don't have Divine Magic, but it could work out pretty easily.
I'm not planning on using the Triple HD at 1st level, but am using the Damage Track. I haven't decided if I want to add 1/2 Level to Damage.
Hopefully I'll have this finalized by 6/7/07.
Well Star Wars Saga is better, yes BETTER than I expected.
As it stands, I was somehow expecting something more akin to D20 Modern...and its just not.
Talent Trees can simply represent Classes. And the Force can easily, EASILY be stretched into a Spell System. So at this point I think I'd just rename Soldier to Fighter, Scoundrel to Rogue, Noble would probably stay the same, as would Scout, rename Jedi to Spellcaster. If I wanted to import anything I'd just build a Talent Tree for it & either make it open to all classes or attach it to a specific class. The cool part is that Soldier, Scoundrel, Scout, Noble & Jedi/Spellcaster WORK for Thundarr. The hardest thing I have to decide between is if the character that wants to make a Shaman ala Marshall Bravestarr requires a Talent Tree based off of Wild Shape + Wild Feats or simply using the Beast Class Features as Talent Trees.
I'm not abandoning this project, I'm just basking in the coolness of Saga D20!
************************************************************
I'm not finished with this document just yet, but I should have it wrapped up in the next week or so.
The high points:
-Using the Saga Skill System (X number of Skills + Int Mod). You can select any Skill to be Trained in, but can only gain Skill Focus in Class Skills. Using Saga's Skill List but trading Use the Force with Use Magic
-Using Saga's Defense Saves of +1/Level & have added a +2 at level 1 for a Good Save & +1 at first level for an Average Save.
-Talents vs Class features--I'd been going round & round on this & have finally decided to convert Class Features to Talent Trees. So I'll have Warrior Class(D10HD+Fast BAB) with Fighter, Paladin, Ranger Talent Trees; Rogue Class(D6HD with Medium BAB) with Bard, Thief (rogue), Beguiler Talent Trees. Priest Class(D8HD with medium BAB) with Cleric, Healer, Druid Talent Trees. Magic-User Class(D4HD with Slow BAB) with Warlock, Wizard, Sorcerer Talent Trees. Battle-Hardend Class(D12HD with Fast BAB) with Barbarian & Knight Talent Trees.Basically each Talent in a Tree corresponds to the Class Features you can gain for an entire level. For say a Wizard taking a Spellcasting Talent equals what benefits you would get at say levels 1 & 2 or levels 3 & 4. This is still fairly rough, since my setting doesn't require alot of Talent Trees. Its Thundarr.
-Magic is the area I"m still working out, I basically had thought of stealing the Swordsage's Maneuver Progression, but with the caveat thaty a Spellcaster can use spells more than once per encounter. I also looked at using Recharge Magic from UA or on importing the Spellpoints per Encounter & metamagic feats from Spellbound: Channeller. I'm settling on using a Magic-User Class, with the Warlock Talent Tree for now. Since I'm using the Thundarr setting, I don't have Divine Magic, but it could work out pretty easily.
I'm not planning on using the Triple HD at 1st level, but am using the Damage Track. I haven't decided if I want to add 1/2 Level to Damage.
Hopefully I'll have this finalized by 6/7/07.
Monday, May 21, 2007
Spells as Feat Emulation
Basically this dumps the existing spell system for giving Spellcasters a Feat emulation system.
Drop Wizards, Clerics & Druids. Haven't worked out Bards, Paladins or Rangers yet, so bear with me.
Each Spell Level they give up gives them a Bonus Feat that they can use with a Magical Trapping. So, if I Spellcaster & I take Heavy Armor Proficiency---I call it Eldrtich Armor & I summon Armor at will as a power. It will start as the lowest class of Heavy Armor & have all of its stats, but I can "research" it...i.e. buy better Eldritch Armor & improve it, as if I was buying new armor.
Sneak Attack can be done like this as Shadow Rend.
I'd use the basic Cleric Set-up, give them Bonus Feats on any level they would have gained a Spell Casting Level.
More Later...
Drop Wizards, Clerics & Druids. Haven't worked out Bards, Paladins or Rangers yet, so bear with me.
Each Spell Level they give up gives them a Bonus Feat that they can use with a Magical Trapping. So, if I Spellcaster & I take Heavy Armor Proficiency---I call it Eldrtich Armor & I summon Armor at will as a power. It will start as the lowest class of Heavy Armor & have all of its stats, but I can "research" it...i.e. buy better Eldritch Armor & improve it, as if I was buying new armor.
Sneak Attack can be done like this as Shadow Rend.
I'd use the basic Cleric Set-up, give them Bonus Feats on any level they would have gained a Spell Casting Level.
More Later...
Simple Spells per Encounter Add On
I've loved the idea of Spells per Encounter since seeing their inkling in Cooldown Magic from Unearthe Arcana, Maneuvers & Stances from Bo9S & Jedi Mind Tricks from the previews of Star Wars Saga Ed.
This is simple way to add something similar to existing Arcane & Divine Spellcasters.
NOTE: the very best system I've seen for this is in Spellbound: Channeler from Crafty Games for Spycraft 2.0. If you have an interest in this BUY IT.
Basically at the beginning of an encounter, the DM either draws a Playing Card from a Deck or rolls 2D6 for the Mana Class(MC) of the Encounter. If using Playing Cards, Aces are = to 11. If you draw a Face Card, draw an additional card until you get a number card or an Ace. Then add the number of Face Cards to the value of the Number Card.
This is the number of extra Spell Slots any Spellcaster has access to for that Encounter.
For purposes of Spell Slots, 0-Level spells = 1 Spell Slot but allow you 3 additional castings of 0-Level spells.
So if I was an 8th Level Wizard, my max Spell Level is 4. If the MC is 6, I can add an 1-4th level spell, & either 2-1st level spells or 1-2nd level spell or 1-1st level spell & 1-0 level spell (for 3-0 level spells)
This is simple way to add something similar to existing Arcane & Divine Spellcasters.
NOTE: the very best system I've seen for this is in Spellbound: Channeler from Crafty Games for Spycraft 2.0. If you have an interest in this BUY IT.
Basically at the beginning of an encounter, the DM either draws a Playing Card from a Deck or rolls 2D6 for the Mana Class(MC) of the Encounter. If using Playing Cards, Aces are = to 11. If you draw a Face Card, draw an additional card until you get a number card or an Ace. Then add the number of Face Cards to the value of the Number Card.
This is the number of extra Spell Slots any Spellcaster has access to for that Encounter.
For purposes of Spell Slots, 0-Level spells = 1 Spell Slot but allow you 3 additional castings of 0-Level spells.
So if I was an 8th Level Wizard, my max Spell Level is 4. If the MC is 6, I can add an 1-4th level spell, & either 2-1st level spells or 1-2nd level spell or 1-1st level spell & 1-0 level spell (for 3-0 level spells)
Sunday, May 20, 2007
More BRP/MRQ
Ok...so I'm really thinking of moving Thundarr, 40K & maybe MARS over to BRP/MRQ.
First I like MRQ better because of:
Attributes are bases of skills
I like the idea of the Parry/Dodge tables
I like the quick skill contests & don't mind the High Skill Level rule
I like BRP (at this point Stormbringer, but I've playtested DBRP & it will be sweet) because of this:
Armor as a xDx
Attributes having very specific functions:
Int for Skill Points
Dex for Initiative
Size & Con for HP
Size & Str for Damage Bonus
Pow for F/X Points
Ok...App really doesn't do anything...but it could provide a Skill Bonus...
Law/Chaos
Throw in HeroQuest for:
Bumps for High Skills (replace BRP & MRQ)
So if my skill is 103%, I roll a 17, its a fialure, but I have a Bump of 1 so its a success.
If my skill is 247% & I roll a 46, its a success & I have a Bump of 2, so its a Critical +1.
If my oppenent also succeed, but just at a Critical +0 level, then he would be reduced to a Success & I would be reduced to a Critical +0. I would win the Contest.
Augments for Skill/10
Mix some Aspects:
Fate point provides +10%, Invoke/Tag is a +20%
(if not using Profession Bonuses, let it become +30%/+50%
A Pinch of Professions:
a)Add a +30 bonus to Skills under Profession
b)Add a +30 bonus if the GM thinks its applicable
And a sprig of a new Critical System
Any roll where the One's Die is a 0 or 10, is a crit (ex. 10, 70, 100)
If the roll is successful its a Critical Success. Failure its a Crit Failure.
No matter what your skill level is a 100 is ALWAYS a Failure, & if your skill is below 100, its a Critical Failure.
In Skill Contests, the highest Successful roll wins after applying Bumps.
First I like MRQ better because of:
Attributes are bases of skills
I like the idea of the Parry/Dodge tables
I like the quick skill contests & don't mind the High Skill Level rule
I like BRP (at this point Stormbringer, but I've playtested DBRP & it will be sweet) because of this:
Armor as a xDx
Attributes having very specific functions:
Int for Skill Points
Dex for Initiative
Size & Con for HP
Size & Str for Damage Bonus
Pow for F/X Points
Ok...App really doesn't do anything...but it could provide a Skill Bonus...
Law/Chaos
Throw in HeroQuest for:
Bumps for High Skills (replace BRP & MRQ)
So if my skill is 103%, I roll a 17, its a fialure, but I have a Bump of 1 so its a success.
If my skill is 247% & I roll a 46, its a success & I have a Bump of 2, so its a Critical +1.
If my oppenent also succeed, but just at a Critical +0 level, then he would be reduced to a Success & I would be reduced to a Critical +0. I would win the Contest.
Augments for Skill/10
Mix some Aspects:
Fate point provides +10%, Invoke/Tag is a +20%
(if not using Profession Bonuses, let it become +30%/+50%
A Pinch of Professions:
a)Add a +30 bonus to Skills under Profession
b)Add a +30 bonus if the GM thinks its applicable
And a sprig of a new Critical System
Any roll where the One's Die is a 0 or 10, is a crit (ex. 10, 70, 100)
If the roll is successful its a Critical Success. Failure its a Crit Failure.
No matter what your skill level is a 100 is ALWAYS a Failure, & if your skill is below 100, its a Critical Failure.
In Skill Contests, the highest Successful roll wins after applying Bumps.
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