Florian
2015-12-30, 01:07 PM
Hi Guys!
I´m just working on a very lightweight setting for a sandbox campaign that I´ve managed to convince some of my coworkers to participate in next year. Doing this, I was thinking about "trimming" down PF a bit to make it more handle-able for people I know will never buy any of the books or show any interest in reading more of the actual rules than is necessary.
Before I waste to much time with reaching dead ends and unsolvable problems, I wanted to have your feedback on my general thoughts on this.
Please note that the setting is keyed to a "Four Elements" theme and a lot of stuff is based on the elemental connection.
Attributes:
The old attributes (Str, Dex, Con...) will be replaced with these:
- Luck, your stat for rerolls and saves.
- Magic, the only "Caster Stat" for all kinds of magic.
- Might, the only stat for all kinds of combat.
- Skill, the relevant stat for gaining more skill points.
- Spirit, the relevant stat for all x/day abilities.
- Vitality, your hit points.
Races:
Only four races (Dwarf, Elf, Human, Orc), each following a template similar to the Tiefling.
- One floating +2 to one stat at CharGen, two +1 on other stats (not stackable)
- +1 CL for racial element spells.
- Scaling Resistance for racial element.
- One Skill Focus as a bonus feat.
Note: Racial archetype are a thing here.
Classes:
Only three base classes, but each having a racial archetype for it. No Companions, Familiars or other form of "pet".
- 1/1 BAB, 1-4 Spells, 1 feat/2 levels
- 3/4 BAB, 1-6 Spells, 1 feat/4 levels
- 1/2 BAB, 1-9 Spells, 1 feat/5 levels
(I´m still thinking about how to include stuff like Smite, Lay on Hands, Wild Shape, Judgements and so on)
Every class gets on race-specific archetype, that highlights some of the usual tropes and cliches. For example, all three Elf archetypes can gish, all three orc archetypes can rage, and so on.
Items:
WBL will be cut to around 1/3 of the usual gp values. PF Automatic Bonus Progression will be in place and also hardwired into the class progression. The only thing to be found and handled are "named" items and consumables.
Magic:
This will be the hardest nut to crack.
There´s only be seven flavors of magic: The four elemental ones (Air, Earth, Fire, Water) the two divine ones (Dark, Light), and universal for all purpose spells.
All casters will work like the PF Arcanist: Spell book for what you learned, spells prepared for what they can do each day. "Bonus spells prepared" come from race.
The distinction between arcane and divine drops, as it makes no sense in this context.
(I´ve had a question regarding more grim´n gritty rules, insanity and stuff like that. If my work here is going well, this will be the basis of the darker version of it)
So, guys and gals, what do you think? Too simplistic? Doable?
I´m just working on a very lightweight setting for a sandbox campaign that I´ve managed to convince some of my coworkers to participate in next year. Doing this, I was thinking about "trimming" down PF a bit to make it more handle-able for people I know will never buy any of the books or show any interest in reading more of the actual rules than is necessary.
Before I waste to much time with reaching dead ends and unsolvable problems, I wanted to have your feedback on my general thoughts on this.
Please note that the setting is keyed to a "Four Elements" theme and a lot of stuff is based on the elemental connection.
Attributes:
The old attributes (Str, Dex, Con...) will be replaced with these:
- Luck, your stat for rerolls and saves.
- Magic, the only "Caster Stat" for all kinds of magic.
- Might, the only stat for all kinds of combat.
- Skill, the relevant stat for gaining more skill points.
- Spirit, the relevant stat for all x/day abilities.
- Vitality, your hit points.
Races:
Only four races (Dwarf, Elf, Human, Orc), each following a template similar to the Tiefling.
- One floating +2 to one stat at CharGen, two +1 on other stats (not stackable)
- +1 CL for racial element spells.
- Scaling Resistance for racial element.
- One Skill Focus as a bonus feat.
Note: Racial archetype are a thing here.
Classes:
Only three base classes, but each having a racial archetype for it. No Companions, Familiars or other form of "pet".
- 1/1 BAB, 1-4 Spells, 1 feat/2 levels
- 3/4 BAB, 1-6 Spells, 1 feat/4 levels
- 1/2 BAB, 1-9 Spells, 1 feat/5 levels
(I´m still thinking about how to include stuff like Smite, Lay on Hands, Wild Shape, Judgements and so on)
Every class gets on race-specific archetype, that highlights some of the usual tropes and cliches. For example, all three Elf archetypes can gish, all three orc archetypes can rage, and so on.
Items:
WBL will be cut to around 1/3 of the usual gp values. PF Automatic Bonus Progression will be in place and also hardwired into the class progression. The only thing to be found and handled are "named" items and consumables.
Magic:
This will be the hardest nut to crack.
There´s only be seven flavors of magic: The four elemental ones (Air, Earth, Fire, Water) the two divine ones (Dark, Light), and universal for all purpose spells.
All casters will work like the PF Arcanist: Spell book for what you learned, spells prepared for what they can do each day. "Bonus spells prepared" come from race.
The distinction between arcane and divine drops, as it makes no sense in this context.
(I´ve had a question regarding more grim´n gritty rules, insanity and stuff like that. If my work here is going well, this will be the basis of the darker version of it)
So, guys and gals, what do you think? Too simplistic? Doable?