PDA

View Full Version : Building a Death-World Challenge Campaign.



Promethean
2022-11-05, 02:24 PM
Building a challenge world with variant rules for an "Anything goes, Min/Max to your heart's content" campaign. All 3.PF 1st, 3rd, setting specific, or whatever content is allowed as long as it isn't homebrew. If anyone has any suggestions for more things to add, Please let me know

Rules so far:



One Hit die: This is the big one and actually the reason we're doing this in the first place(so it's non-negotiable). All characters(and any humanoid NPC) will have the hit dice they start with at level 1, and levels won't increase it. ECL is now calculated as the Higher of either class levels or HD(they don't add) and is what determines Feats. BaB is the highest given by class or HD(like in gestalt). HD advancement is what gives you increased saves, stat points, and a racial skill point bonus and Class Levels grant class features and their class skill point bonus. HD are not advanced by XP, only by templates, race changes, alchemy, and special magical items or potions. Examples for clarification:
Fighters and other bonus feat class features still get a bonus feat every designated level.
Skill points are determined by a combinations of class and race. A humanoid player gains 2 skill points every time they advance HD, a Fighter gains 2 skill points every time they advance the class, and the humanoid fighter would gain their INT bonus in skill points every time their HD or Class advancement increased their ECL.
Monks are an exception to the above rule. I'll be giving them a class feature that lets them advance in Dragon-Type-equivalent HD(D12, Full BaB, All Good Saves, +6 racial HD bonus) every Monk Level(the monk's Type is not changed, this is not a template) and items that add to monk level(such as Monk's Belt) give bonus HD.


LA and Energy Drain are Revamped: LA is now replace by negative levels. Any template that Adds LA adds that number of negative levels to a player or creatures Class Levels(but not hit dice). The previous rule applies the same to Negative levels gained from Magic Items(such as from Intelligent items with conflicting alignment). Energy drain from undead or spells no Longer drain Class Levels, but it Does drain HD.

Armor Improved: Item Hardness stat for armor is now acts as DR for the wearer based on a number of factors:
Light/Medium/Heavy: Light and Medium armor now gives Hardness/blunt or piercing or magic unenhanced, Hardness/blunt or piercing enhanced and adds half it's effective Item HP to the player as a separate health bar that weapons and magic need to chew through before they can damage the user. Heavy armor acts as medium/light armor, but it's Hardness isn't overcome by piercing and it adds it's full item Hit Points rather than half.
Magic: Armor Armor enhanced to at least +1 has it's hardness factored VS Magic and stacks with normal energy resists. A fighter in +1 steel plate armor(Armor DR Hardness/blunt) with fire resistance 10 subtracts -22 from any fire damage attacks against him. DR other than variants of DR/Magic is now changed to resist spells as Well.
Resistance: Armor Hardness and normal DR stack(Armor "Hardness" abbreviated to "HR" in play), so a Barbarian with DR 5/- and +1 steel plate(HR 12/blunt) subtracts -5 from blunt attacks, -17 from everything else.
Restrictions: Armor no longer has a dex penalty, it has a penalty to Con(which applied to skills, fortitude, forced marches, etc.). This is for keeping with realism, Actual Medieval armor not only didn't restrict movement(the sliding plates or plate armor could bend far more than the person inside them), but it isn't as heavy as what real life soldiers carry into modern battles(and unlike ceramic plates and modern battle gear, plate armor was evenly distributed and only exerted 5 pounds of extra weight on any given area. It just not as effective against bullets as modern stuff). Plate armor however did restrict breathing(metal corset+plate in front of mouth/nose=not fun) and made the wearer susceptible to over-heating(like a really heavy duty sweater). This is just a personal change.
Damage: Any time a Player or NPC is hit by a crit or takes more damage to their Armor hp in one attack than their CON bonus, they Take 1 Point of damage to their True hit Points.


Weapon Stats: Bows now have a Minimum strength requirement(draw difficulty), Are given a bonus to attack and damage based on strength(Hitting something with a bow is far more about keeping your hands from shaking with exhaustion and your technique than it is about dexterity. Better drawback means more force on release as well{IRL it's more complicated, but otherwise bows wouldn't get a damage bonus]). One handed Melee weapons base their attack and damage on Dex(hitting your enemy in a good place matters far more with a one handed weapon than your personal strength[Weapon finesse doubles this bonus now]). Two handed weapons use Dex for Hit bonus and Strength for damage bonus(large weapons and pole arms are all about exerting as much force as possible, but you actually need to hit them).


Shields: Shield user may add their BaB to their Armor Class with an additional bonus(if proficient) based on Shield type(STR if using heavy shield or DEX if using light shield). If a Shield user is attacked, they choose to Roll their Armor class rather than "Take 10" and if their roll exceeds the opponent's attack roll, the opponent takes the difference in damage. If the roll is a crit, the opponent takes the different And must roll to do damage to Themselves. A shield user may only do this as a free action once per round, but may roll against additional attacks by spending from their AoO. Animated shields use their enhancement rating instead of the user's BaB and can only "Take 10" unless they are an intelligent magic item. Intelligent animated sheilds may add their WIS or INT bonus in addition to their enhancement bonus to their AC.


Multi-weapon Fighting: Multi-weapon users no longer roll for additional attacks and instead may take a penalty to their attack rolls to take more than one action per attack, using the result for All actions taken for that attack. This penalty defaults to -5, but is affected normally by all multi-weapon related feats.


Class Advancement: Martial class feature advancement(rogue Sneak attack, barbarian rage, Fighter bonus feats, spell slots, etc/this is not the full list) are now on character level(since taking that class) rather than class level, the Caveat being you need at least 5 levels in the class and you don't get any new class features for the level if you're not that class. Example: a 20th level character that started with 5 levels of barbarian rages like a level 20 barbarian[+8 str and con 5/day], but doesn't gain "indomitable will" or "tireless rage". If said character started taking barbarian levels at level 5, they'd rage like a level 15 barbarian at level 20.


Advanced Monsters: Sometimes, Players will encounter advanced versions of Intelligent monsters that have class levels equal to their default HD added on top of their other monster abilities.


Non-Spells and other Abilities: #/day Spell-like, Psi-like, Supernatural, and Magic Item abilities now function like maneuvers(but without the ability to refresh in combat like maneuvers), Players and NPCs are able to use them #/times per combat encounter rather than #/times per day and as much as they like when not in combat. #/times per week/month/year/etc abilities are unchanged, and #/rounds between uses are unchanged.


Spells: All healing type spells(including the entire sub-schools of "conjuration(healing)") are changed to the necromancy school of magic. Resurrection spells now function of a 2d10 roll with a target range of the spell's CL + the Target's Con Score. If the roll roll doesn't hit this range, the spell fails and further resurrection attempts with the same spell are impossible. Every successful resurrection(but not reincarnation) reduces a target's CON score by 1, Permanently(this may only be healed by wish or miracle, at a rate on 1 point per spell). Wish, Miracle, and all variants are removed from all spell, power, etc. lists. They can now only be found in rare magic item(Ring of 3 wishes) or magic creatures(genies, solars). The strongest dragons of each respective dragon family(gold for metallics, red for chromatics, etc) retain the ability to use wish or miracle as a spell. Any magic item with a wish/miracle/etc. ability counts as an Artifact and is not a valid target for creation by wish/miracle/etc.


Spell/Power Resistance: Overcoming spell resistance is no longer a CL for spells subject to SR. In order to overcome SR, the sum of the spells CL and Spell Level must be Higher than the target's SR. If's it's equal or lower, then the spell fails automatically. Spells not subject to SR now must make a caster level check as if they were a spell try to overcome SR by the old rules. Powers function the same way against power resistance(we're not playing with innate transparency though, so Spells ignore PR and Powers ignore SR). If a creature ahs any for of DR that isn't a variant or DR/Magic, they may add that DR as a bonus to saves against spells.


Alignment: Alignment is now based on the arbitrary whims of higher comic forces rather than character traits. A person being "lawful" doesn't mean they compulsively clean their room every morning, instead it means some entity of "law" favors them for their own inscrutable reasons. Alignment based spells, class abilities, or planar traits work based on the favor or dis-favor a character has earned from said higher powers. This also means a character can work to temporarily appease or gain favor of entities of the opposed alignment to avoid harmful planar forces or become temporarily shielded from alignment based spells. This also means character classes are also no longer based on a character's alignment, instead classes gain some free alignment "Favor" of a certain type. The only exceptions to this are "Devout" classes(clerics, paladins, etc.) and Planar entities(like devils, demons, angels, etc) who always count as a specific alignment do to the fact a Patron that controls said alignment who owns their souls(regardless of their own thoughts on the matter). To keep the setting in line with these changes, mindless creatures are no longer "Neutral" by default, they'll be given an alignment appropriate to their behavior.
To Clarify: Each alignment is given a set of actions they "like" and doing those actions earns you (alignment type) "Points", your character's favor being tied to how many points they have. Point types are Corruption, Redemption, Obeisance, and Dissonance, all representing Evil, Good, Law, and Chaos Respectively. For easier book-keeping, doing an action that earns you one kind of points when you have a supply of the opposing side's points just looses you your original points(Example: A Lawful good cleric with 5 redemption points gets drunk one night and gets into a bar brawl. He takes it a bit too far and seriously injures a commoner. As he'd normally gain 3 corruption points at 0, but he looses 3 from his redemption point total and ends up at 2 redemption points).


Clerics Specifically: Cleric Class abilities are no longer alignment based, they're based on their chosen domain.

Clerics may choose 1 and only 1 domain. This domain may be changed when a character levels up, but not at any other time. If a cleric changes domain, they loose All domain related spells and must learn them the normal way.
Clerics no longer spontaneously cast heal or harm based on alignment. Clerics may now Spontaneously cast their chosen Domain spells.
Clerics no longer turn or rebuke undead based on alignment. Clerics may now Rebuke creatures fundamentally aligned with their chosen Domain and Turn creatures fundamentally opposed to it. What creatures this applies to is at the DM's discretion, but as a guideline this won't be too broad. A cleric of the good domain would be able to turn evil outsiders, but not undead as that would require the life domain. A nature domain cleric may be able to command animals, but shouldn't be able to command magical beasts.

Alchemy: Augment alchemy is no longer a feat and instead is just a function of the craft(alchemy) skill like all epic skill tests. Doubling damage, duration, or area is now up to the crafter's choice. All alchemical items with a variable numeric effect can be deployed in groups to multiply the effect up to x10 the base. Basically, throw 1 Alchemists flask to do 1D6 acid damage, throw 2 to do 2d6, etc. up to 10d6, the same as full immersion in acid. This works with all alchemical items with a rolled damage or healing effect, like alchemist fire or healing salve. For Alchemical items with a DC, the same is true of doses, but increasing the DC up to the base plus 10. So one thunderstone is DC 15, 3 would be DC 17, etc. up to DC 25.


Poison and Disease: Poison now has some changes. After the initial roll of an injected or inhaled poison, the victims that fail the initial check must make a save vs the secondary effect DC Every Round until the poison burns out or is purged. the Poison lasts a number of rounds equal to it's check DC minus 10. Damaged from each failed check is cumulative. Poison works as alchemy above, so the DC of initial and secondary poison checks may be increased with larger doses. Ingested Poisons and Diseases work as above, but checks must be made every hour and they last a number of Days equal to their check DC minus 10.


Epic Feats: All epic feats have their "21 level" requirements removed. Epic magic/psionics has additional rules: 20th level Minimum, casting an epic spell have maximum participants(max 2 unless user has circle magic or metaconcert, then max is changed to circle or metaconcert max), all casters can only donate 1 spell for DC lowering and lose a number of constitution points equal to the spells level(these cannot be regained as long as the spell remains in effect, even with wish), upon casting(whether or not successful): casters lose a class level And HD, upon a successful casting: spells/power-points spent to fuel the spell/power may not be regained as long as the spell is in effect, all casters are targeted by the spell/power in addition to it's intended target, casters have their souls bound to haunt the ritual site on death for as long as the spell remains in effect, spells that effect gods or the divine require the sponsorship of an existing god, and the spell/power takes a number of days to cast equal to it's DC without reducers.


Apocalypse Now:The events of Age of Worms, Savage Tide, and the combined Threats in the Elder Evils supplement(minus Kyuss, because age of worms), will be awakening simultaneously during the campaign. To add on top of this, If the players aren't fast enough, then any or all of Pandorym, Atropus, Ragnorra, and The Leviathan will be "Awakened in Full"(I.E. they'll awaken at full power rather than the PCs getting an easy win by fighting an avatar). To represent this I'll be taking the stats of their Strongest statted avatar creature, adding 10 pathfinder mythic tiers, and a number of class levels equal to their Hit-Dice optimized as far as PO will go. Ragorra will gain the unique ability to spawn 1d4 Drakainia at will. Atropus will be given the ability to attack from any location in the environment as if they were a Genus Loci. Panorym will be able to make 18 tentacle natural attacks as a sphere of annihilation. The leviathan will be able to, as a free action, force any target to roll on the wild magic table any time they employ any spell, power, SP/SU ability, or other non-natural/extraordinary special attack or quality.


In addition to the above It's taken as a given that the techniques used for optimization often discussed in this board and other communities have been discovered in the setting this campaign takes place in, much the same way science is discovered and advanced IRL. The assumed, while nobody have woken up and suddenly knows they operate on the rules of a TTRPG, default is that Low PO is common knowledge. This means High-Level or Wealthy enemy humanoids and advanced monsters will likely be just as optimized as the players.

Elenian
2022-11-05, 07:40 PM
Genuinely don't understand. Humanoids generally can't advance by HD, right? Are you introducing some rule to allow that or is everyone except monks 1hd forever? If so... well, that will make the world very deadly indeed (except this doesn't matter because see below).

Anyway, I think ultimately none of the houserules really matter because 'anything goes' and 'npcs optimize' together mean the world is immediately destroyed by competing pun-puns, wish loops (house rules don't prevent wishing for a LE candle of invocation, which still suffices for a loop) infinite free-action divinations, breath weapons with NI stacked metabreath feats, infinite caster level body outside body, and the like. Reality unravels, time flows sideways, and the DM rapidly suffers a deadly aneurysm trying to figure out what happens.

Promethean
2022-11-05, 07:48 PM
Genuinely don't understand. Humanoids generally can't advance by HD, right? Are you introducing some rule to allow that or is everyone except monks 1hd forever? If so... well, that will make the world very deadly indeed (except this doesn't matter because see below).

Anyway, I think ultimately none of the houserules really matter because 'anything goes' and 'npcs optimize' together mean the world is immediately destroyed by competing pun-puns, wish loops, infinite free-action divinations, breath weapons with NI stacked metabreath feats, infinite caster level body outside body, and the like. Reality unravels, time flows sideways, and the DM rapidly suffers a deadly aneurysm trying to figure out what happens.

PO not TO man.

There is no pun-puns or any other infinite/nigh-infinite builds like omnificer. Only High level pains like Locate city nukes and other angry wizard BS that can be defended against by creative uses of architecture and cleric spells. There is War yes, but not That level.