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unbutu
2015-01-21, 05:03 AM
I'll be starting a campaign in around a month. I'll be a player. We are going to play in pathfinder, with many homebrewed changes.

I'm trying to understand what those changes imply. Under, you'll see a list of those changes, with my first impressions. I'd like you guys to comment on the impacts those custom rules will have.

1• Slower XP progression, similar to older versions of D&D
Also, we start lvl 0. The lower levels on a caster are pretty hard... Coupled with #8 it makes casters much less interesting. On the other side, crafting (#4) makes them close to essential.

2• Small, mostly wilderness campaign area with only towns and villages
I hear '' ranger will be great, you can spend all your time in your favored terrain, and in wilderness''

3• Low magic and technology level


4• Low wealth per level and low wealth limit for NPC vendors (crafting is advised)
I feel low WLB affects more equipment dependant classes. (Warriors without gear...) The crafting is advised seems to make Wizard very, very usefull, especially with #4b

4a• an herbalism crafting system to produce tonics and poultices
More crafting !

4b• itinerant crafting and spell research system for mobile parties
There you go. Kind of have to craft loot. Wizard again...

5• a new standard race: half-hobgoblin +2 to One Ability Score

Medium: Half-hobgoblins are medium sized creatures.

Normal Speed: Half-hobgoblins have a base speed of 30.

Darkvision: Half-hobgoblins can see in the dark up to 60 feet.

Combat Training: Half-hobgoblins select one extra feat. This must be a

Combat feat.

Military Instruction: Half-hobgoblins receive a +2 racial bonus on

Knowledge (military tactics).

Ambush: Half-hobgoblins receive a +2 racial bonus on Stealth skill checks.

Hobgoblin Blood: Half-hobgoblins count as both human and hobgoblin

for any effect related to race.

Languages: Half-hobgoblins begin play speaking Common and Goblin. A

high Int bonus grants: Dwarf, Infernal, Giant, Gnoll, Gnome, or Orc.
Has the stat bonus and feat of human. Miss the bonus skill point, but has Darkvision ! Seems a pretty good race !

7• new fields of Knowledge to support mass combat
Mass combat ? It's seeing very far ahead for a lvl 0, slow progression campaign.... Is it ?

8• Caster's main stat does not grant additionnal spell slots.
I've noticed Bloodragers would not gain extra spells from high attribute anyway. What other casting class this would not affect ? I feel it's not that much of a big deal (1-2 less spells) except for classes that would not have spells of that lvl otherwise. (Paladins have 4 lvls with a 0 number of spells, so only bonus spells). I say not that important when compared to the importance of having a caster to craft in that setting.

- I'd like to hear on this: Maybe it's the best time to go all out gish: Minimum casting attribute to have spells of each level, the rest in physical abilities. This way I have the caster level to craft, some spells, but it makes the earlier levels easier ? ..... Also, see #9 on min-maxing attributes:

9• Non-increasing cost point-buy system.  All scores start at 8, which is a penalty of -1.

 You have 25 points to spend, with each point raising the score by 1.

 Before racial adjustment, you are limited to one 18 and one 17 OR two 17s.

 Scores may be lowered by up to two points (to a 6) gaining a point for each one lowered.

So from what I understand, this really encourages you to have very high scores compared to the usual point buy. Going down to 6 seems a bit of a rob since you get half the points. Getting from 8 to 10 to offset the penalty is not very tempting if you don't need a stat: You can to much more with those points on your high stats. You CAN take 2 17s if you don't want 18-17, but unless you really have another stat you want, I don't see a reason...

Feint's End
2015-01-21, 05:43 AM
I'm be starting a campaign in around a month. We are going to play in pathfinder, with many homebrewed changes.

I'm trying to understand what those changes imply. Under, you'll see a list of those changes, with my first impressions. I'd like you guys to comment on the impacts those custom rules will have.

1• Slower XP progression, similar to older versions of D&D

2• Small, mostly wilderness campaign area with only towns and villages

3• Low magic and technology level

4• Low wealth per level and low wealth limit for NPC vendors (crafting is advised)

4a• an herbalism crafting system to produce tonics and poultices

4b• itinerant crafting and spell research system for mobile parties

5• a new standard race: half-hobgoblin

6• a pair of new classes utilizing a new magic system

7• new fields of Knowledge to support mass combat

8• Caster's main stat does not grant additionnal spell slots.

9• Non-increasing cost point-buy system.  All scores start at 8, which is a penalty of -1.

 You have 25 points to spend, with each point raising the score by 1.

 Before racial adjustment, you are limited to one 18 and one 17 OR no 18s and two 17s.

 Scores may be lowered by up to two points (to a 6) gaining a point for each one lowered.



Some thoughts:

1• pathfinder already has 3 different experience progressions with only the fastest one being similar to the one used in 3.5. Do you use one of those? Anyways the implication is that they will stay low level for a longer time. Depends on your play style if you enjoy this.

2• seems like normal information to me. Survival and knowledge nature will be important I suppose.

3• well most of this is just fluff. Does this also mean that access to magic items is harder? Because you can just refluff a lot of them to kind of barbaric, wild and still have the low magic feel. If you just mean there are few items then I suppose this is a nerf for the weaker classes. Casters don't care too much about gear.

4• WPL is godawful but alright for guidelines I suppose. since items are likely toned down I don't really see a problem here. Maybe give pcs items they actually need instead of stuff they have to sell first (especially since they won't get much anyways).

4a• this depends on how easy the system is to abuse and how likely your players are to abuse it (the first one isn't really an issue if the second one doesn't apply ... better situation in my book then the other way around since this way you can allow creative freedom without worrying about them breaking the game). In generally I like the idea however and you should definitely implement it.

4b• see 4a

5• I don't see the necessity for this. Care to elaborate?

6• same as 5

7• do you mean knowledge as in the skill? Because technically knowledge (history) covers war. Might still be a good idea if you plan on having a lot.

8• this is a bad idea in my book because it makes casters just boring to play at early levels while high level casters won't care all that much. At early levels they aren't that big of a problem anyways so you just nerf them in the worst way possible (making them boring to play while still not really removing any power). I suggest to reconsider this decision.

9• meh it's alright. The overall bonus will come to +6 with one odd attribute which is pretty low powered. Another nerf for the already weaker classes.
It also makes racial modifiers kind of moot unless you want a stat higher than 18. This is a slight buff for +2 races since you'll likely only want one stat above 18 making humans even better for more concepts than they already are. I don't like the human supremacy so I'm not really a fan of this system but it's not all too borked.

Edit:
Half-hobgoblin is better than human, which are already the most flexible (and I many, many cases most powerful) race. Sure the feat is limited to combat but it's still useful in most cases.

I'd remove the bonus feat and consider thinking up another bonus.

The race is still kind of obsolete though.

unbutu
2015-01-21, 06:03 AM
Compared some of those point buy differences between pathfinder and the homebrewed rules:

Min-Maxed: 18-17-14-8-8-8
Pathfinder cost:29
Homebrewed: 25

Balanced: 16-16-15-10-10-8
PF:25
Home:17

Spread out: 16-14-14-14-10-10
PF:25
Home:30

So, as expected, the dump stat is important to keep in the homebrewed rules. What is surprising to me is how little of a difference there is in even the most min-maxed distribution. The fact your start with all 8s seem to hurt a lot, and the only way to offset this is to specialise.

NightbringerGGZ
2015-01-21, 09:38 AM
The point buy system is weird imo. I put together a few quick stat blocks, it winds up being a little better than PF 15 point buy and a little worse than 20 point buy for the MAD classes.

The only thing that really jumps out as me a bad is that you don't get additional spells per day from your casting attribute. This is a really important mechanic at early levels, otherwise you'll have many classes with only a single spell per day. Considering that XP gain is being slowed down too, your GM might want to rethink that rule.

For crafting you don't have to stick with a spell caster if you go with the Master Craftsman (http://www.d20pfsrd.com/feats/general-feats/master-craftsman---final) feat. Since this is a wilderness campaign you may very well find a use for Craft checks too.

avr
2015-01-21, 10:28 AM
Actually with the no bonus spells for stats a witch might work well. Hexes for when you can't spare a spell, high intelligence will very likely be helpful for crafting, spell research and those mass combat knowledge skills. Probably fits the game theme too.

Divine casters generally don't need spell research at all of course. If the spell research system is hard to use and there's no way of buying scrolls or finding spellbooks a divine caster with a few skill points (druid, inquisitor or hunter, maybe ranger if I was feeling martial) would be my next choice.

unbutu
2015-01-21, 04:10 PM
Actually with the no bonus spells for stats a witch might work well. Hexes for when you can't spare a spell, high intelligence will very likely be helpful for crafting, spell research and those mass combat knowledge skills. Probably fits the game theme too.

Divine casters generally don't need spell research at all of course. If the spell research system is hard to use and there's no way of buying scrolls or finding spellbooks a divine caster with a few skill points (druid, inquisitor or hunter, maybe ranger if I was feeling martial) would be my next choice.

Those are nice, practical suggestions :)

Maybe it's a good time to try Scared Witch (http://www.d20pfsrd.com/races/other-races/featured-races/arg-orc/scarred-witch-doctor-witch-orc) because by raw they don't get bonus spells anyway ! Could go CON-STR-INT

Yeah the divine are appealing for the spells reason as well. I'm planning to discuss with the DM if it's a cheesy way to go around his limitations or not.

NightbringerGGZ
2015-01-21, 05:57 PM
Would you be able to use any of the Occult Adventures playtest materials? The Kineticist is a good option for people who want to play an arcane blaster build. It really only needs Dex & Con as stats too. Dex for AC and attack rolls (you can finesse your melee blasts) and you use Con for basically everything else except skill points. With your point buy you could go with Str: 8, Dex:17 , Con:18 , Int:12 , Wis:10 , Cha: 8 and have a lot of fun with a Kineticist. I could see the ability of Earth users to move 5 foot cubes of rock or earth as a good way to build a settlement, or you could go with Air and fly around as a scout.

unbutu
2015-01-21, 06:32 PM
I'm currently taking a look at it, will come back on it.


Edit: Oh yeah ! It's way more interesting than last time I've read about it. This also reminds me of when I tried to make a class out of final fantasy's Geomancer. I'll definitly play this, but likely in another game. I would be surprised if this DM integrated psionics in what seems to be a very mundane world.