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Date Posted: 07:10:29 02/11/04 Wed
Author: Fyrestryke
Subject: Re: Good discussions
In reply to: Fyrestryke 's message, "Good discussions" on 06:39:50 02/11/04 Wed

>Variant Paladins -- The standard paladin is designated
>as paladin of honor (LG), the new variants are paladin
>of freedom (CG), paladin of slaughter (CE), and
>paladin of tyranny (LE).

What took them so long?

>Players Roll All The Dice -- Each time an enemy
>attacks a PC, the player rolls a defense check
>(1d20+character's AC modifiers) against the opponent's
>attack score (11+enemy's attack bonus). Any time a
>player casts a spell or uses a special attack that
>forces the enemy to make a saving throw, he rolls a
>magic check (1d20+ spell level + ability modifier +
>other modifiers) against the enemy's
>fortidude/reflex/will score (11 + enemy's save
>modifier).


I dunno about this. It sounds interesting to try.

>Spontaneous Divine Casting -- A variant system for
>the cleric and the druid. The character's daily spell
>allotment is the same as a normal cleric's number (not
>including the domain spells), plus one spell per day
>of each spell level he can cast. The caster's
>selection of spells is limited just like a sorcerer's,
>but a cleric may additionally add his domain spells to
>the list of spells known, while a druid may
>additionally add the appropriate summon nature's ally
>spells. The spontaneous divine casters may choose the
>same number of spells as the sorcerer. But the
>spontaneous casting cleric has TWO more spells known
>per spell level, because he automatically adds his
>domain spells to his list of spells know, and the
>spontaneous casting druid has ONE more spell known per
>spell level, because he automatically adds the
>appropriate summon nature's ally spell to his list of
>spells known. Both cleric and druid lose the ability
>to spontaneously cast cure, inflict, or summon
>nature's ally in place of other spells.


I hope they got it right this time. :)

>Thug -- Fighter variant, more skills, only light
>armor.
>Wilderness Rogue -- Some other skills, some other
>class abilities.


I thought they did skill fighter good with Swashbuckler in Complete Warrior. (I still like Bob's better.) A wilderness rogue sounds interesting.

>Bloodlines -- Ancestors available: Celestial, Demon,
>Devil, Doppelganger, Black Dragon, Blue Dragon, Brass
>Dragon, Bronze Dragon, Copper Dragon, Gold Dragon,
>Green Dragon, Red Dragon, Silver Dragon, White Dragon,
>Air Elemental, Earth Elemental, Fire Elemental, Water
>Elemental, Fey, Djinni, Efreeti, Janni, Cloud Giant,
>Fire Giant, Frost Giant, Hill Giant, Stone Giant,
>Storm Giant, Githyanki, Githzerai, Hag, Lycanthrope,
>Minotaur, Ogre, Slaad, Titan, Troll, Vampire, Yuan-ti.
>There are three bloodline strength - minor,
>intermediate, and major, giving 5, 10, or 20 special
>abilities. All of that uses up 13 pages.

This sounds slightly interesting. Dunno about a Vampire bloodline tho. :)

>Gestalt Characters -- Effectively taking two classes
>at once: just use all class features and the better of
>all variable features (for example Base Attack, Base
>Saves, # of skill points...) You don't use standard
>classes anymore when using gestalt. There's even 1
>full page about adjusting CR of monsters and balancing
>gestalt characters. It's a totally different world -
>everyone takes two classes at once. There is a number
>of especially powerful combos recommended.

This sounds convoluted, but right up my alley. ;)

>Injury System -- No hp, just 6 conditions: hit,
>disabled, dying, nonlethal hit, staggered,
>unconscious.


I think this is the same as the system I posted about the other day that no one responded to. ;)

>Armor Damage Conversion -- Each time you're struck,
>convert lethal damage equal to your armor bonus to
>nonlethal damage. You also get Damage reduction
>against nonlethal attacks equal to your armor bonus.
>That means in a tavern brawl fists will not really
>hurt you and against most armored opponents you
>probably will not kill but just put someone
>unconscious.


This seems to make sense.

>Alternative Skill Systems -- Maximum Ranks, Limited
>Choices - you choose a number of skills equal to the
>number of skill points you would get each level.
>You're assumed to have max ranks (multiclassing is
>complicated). Level-based Skills - all your class
>skills: 1d20 + character level + modifiers; all your
>cross-class skills; 1d20 + modifiers. Both of these
>systems simplify skills.


I'd like to see how this mechanic totally works and try it out.

>Craft Points -- A way to craft something when there's
>no campaign downtime. You just spend craft points and
>money (and XP when crafting magic items) and it's all
>done in the next morning. you may combine time and
>craft points. You get new craft points each level and
>with each item creation feat. There are even some
>non-magical masterwork item creation feats.

Jiggawhat? POOF, there's your wand of fireballs. There goes Khrenikath's time room. Just don't need it anymore. ;)

>Sanity -- starts at Wis x5, sometimes you make a
>sanity check - d% equal or less than your current
>sanity - on success you don't lose sanity or only a
>minimal amount, when losing some chunk of your sanity
>you may go temporary insane or indefinite insane, if
>you reach -10 you become permanently insane (0 Sanity
>lets you lose 1 point every round, the Heal skill can
>stabilize you), there's lot of info about when to make
>checks and how much you lose, how to get sanity back,
>and kinds of insanity. All in all it's 16 pages.


Bout dern time.

>Armor Damage Reduction -- Armor gives you damage
>reduction from 1/- upto 4/-, this stacks with the same
>DR from other sources (Bbn for example).


Wow. Stealing from Conan already. ;^)

>Planar Banishment -- Banish Outsider instead of
>Turning Undead.


A demon turner! I like that idea. And it's doesn't take an EPIC feat. ;)

>Spelltouched Feats -- Feats that a simulate a spell
>you were exposed to or give you some protection
>against that spell.

Interesting. Now, in addition to too many PrCs, we have so many steenking feats that we have to play an entire army of fighters to use them all. :)

>Test-Based Prerequisites -- Instead of needing
>standard prerequisites for prestige classes and feats
>you take a test.


Get out your #2 pencils. If you only have #1 pencils, you must use TWO at ONCE. If you have a #3 pencil, it is FORBIDDEN...except on Wednesdays.

>Legendary Weapons -- Special weapons that get
>better if you enter a specific prestige class:
>depending on the weapon - Battle Scion, Faith Scion,
>Spell Scion, and Swift Scion. The level you attain in
>this Scion class determines which abilities of your
>legendary weapon are active - each level gets you
>another special ability.


Halberd Scion, please... :)

>Contacts -- Your character has some unnamed
>contacts, that you may define at any time in the game,
>giving you access to a friendly NPC. Three types of
>contact: Information, Influence and Skill contacts.
>Characters get contacts by class (e.g. Bard every 2nd
>level); when you get a contact from your class you
>must select the type of contact, but you don't need to
>define it further until it's needed. They are an
>optional rule that everyone gets. They're not overly
>powerful. They are assumed to come from your
>characters backstory. This variant doesn't do anything
>for NPCs you meet in roleplay, they are in addition to
>contacts.


I know someone who would like this. :)

>Domain Wizards -- The domains are: Abjuration,
>Antimagic, Battle, Cold, Conjuration, Divination,
>Enchantment, Evocation, Fire, Illusion, Necromancy,
>Storm, and Transmutation.


This sounds interesting.

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Replies:

  • Players roll -- Bob, 09:41:41 02/11/04 Wed
  • Re: Players roll -- Adilbrand, 10:21:16 02/11/04 Wed
  • Re: Players roll -- EnderTheElder, 14:00:10 02/11/04 Wed

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