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  1. - Top - End - #1
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    Draz74's Avatar

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    Default Here We Go Again

    I'm considering jumping into The Design-Your-Own-System pool again. Compared to my previous work, my design goals are a little different this time around:

    Spoiler: Design Goals
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    • I want aggressive (but controlled) scaling by level, where one high-level character can decimate armies. My previous system work focused on having Bounded Accuracy of a sort, i.e. your main stats never get THAT much higher, so that a high-level character is still in danger from 20 goblin archers. Now I'm trying to do more of what the 3.5e CR model was supposed to do: characters increase in overall power by about 1.4x each time they level up.
    • Simpler overall, so that a dedicated website or spreadsheet is less crucial for character building.
      • I'm willing to abstract more of the game's reality away, making for less verisimilitude. More gamist. More in keeping with a zany campaign setting instead of a serious one.
      • I'm probably going to have Classes or at least Tracks of abilities, rather than build-your-own-character-as-you-go long menus of Kits/Feats/Talents.


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    Last edited by Draz74; 2023-02-06 at 09:54 AM.
    You can call me Draz.
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    I have a number of ongoing projects that I manically jump between to spend my free time ... so don't be surprised when I post a lot about something for a few days, then burn out and abandon it.
    ... yes, I need to be tested for ADHD.

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    Default Re: Here We Go Again

    Dice System

    The first thing I should probably decide on is a Dice System. I'm considering two:

    • 3d12 take the median, add your modifier, compare to a Target Number
    • a dice pool where you roll NdX, where N is your skill, and you need one die to reach the TN to succeed. Probably with exploding dice, so that TNs greater than X are possible.

    Please discuss advantages and disadvantages between these options. I have a lot of thoughts about both, but I'll wait until at least after lunch to expound.
    Last edited by Draz74; 2023-02-02 at 03:27 PM.
    You can call me Draz.
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    Also of note:

    I have a number of ongoing projects that I manically jump between to spend my free time ... so don't be surprised when I post a lot about something for a few days, then burn out and abandon it.
    ... yes, I need to be tested for ADHD.

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    OrcBarbarianGuy

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    Default Re: Here We Go Again

    The first thing I should probably decide on is a Dice System. I'm considering two:

    3d12 take the median, add your modifier, compare to a Target Number
    a dice pool where you roll NdX, where N is your skill, and you need one die to reach the TN to succeed. Probably with exploding dice, so that TNs greater than X are possible.
    I rather like the first one- it's got an interestingly round distribution, with single +1's being worth quite a bit in the middle. It also lets you encode extra information into rolls- you could have effects that simultaneously care about the Max, Mid, and Min of a single roll, letting you also do thresholds of success.

    Dice pools are an interesting option. Difficulty will increase very rapidly with TN- it may be difficult to have a clear level relationship (i.e. one level higher/lower having a consistent meaning). On the other hand, it's fun to throw buckets of dice.
    My one piece of homebrew: The Shaman. A Druid replacement with more powerlevel control.
    The bargain bin- malfunctioning, missing, and broken magic items.
    Spirit Barbarian: The Barbarian, with heavy elements from the Shaman. Complete up to level 17.
    The Priest: A cleric reword which ran out of steam. Still a fun prestige class suitable for E6.
    The Coward: Not every hero can fight.

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    Default Re: Here We Go Again

    Quote Originally Posted by aimlessPolymath View Post
    I rather like the first one- it's got an interestingly round distribution, with single +1's being worth quite a bit in the middle. It also lets you encode extra information into rolls- you could have effects that simultaneously care about the Max, Mid, and Min of a single roll, letting you also do thresholds of success.

    Dice pools are an interesting option. Difficulty will increase very rapidly with TN- it may be difficult to have a clear level relationship (i.e. one level higher/lower having a consistent meaning). On the other hand, it's fun to throw buckets of dice.
    Yeah the first option is definitely easier to grok for the designer playing with probabilities, and it's familiar to me as it's what I mainly use in my other system. I hadn't thought about using the max and min dice for thresholds of success, and in fact I'm not quite sure what you mean by that. Could you give an example?

    The Dice Pool idea is definitely wonkier, and as I've been playing with it I've realized specific oddities like X+1 having the same effective difficulty to hit as X. The benefit to going with a Dice Pool system would be getting experience with Dice Pool systems, which ... isn't a high priority if what I'm mainly looking for is getting a system actually playable.
    You can call me Draz.
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    Also of note:

    I have a number of ongoing projects that I manically jump between to spend my free time ... so don't be surprised when I post a lot about something for a few days, then burn out and abandon it.
    ... yes, I need to be tested for ADHD.

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    Default Re: Here We Go Again

    Ability Scores - Or Not?

    I'm very picky about Ability Score arrays, so much that in my other system I finally scrapped their very existence in favor using just Skills with no attached Ability Modifiers. So I may do the same here. My list of Skills in that system is:
    Spoiler: Skills List
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    • Athletics
    • Brawn
    • Charisma
    • Dexterity
    • Gadgetry
    • Glibness
    • Insight
    • Knowledge
    • Nature
    • Perception
    • Stealth



    But for this system I'm still considering whether I can simplify down to having 4-5 Ability Scores that can combine in interesting ways to represent various Skills and types of Saving Throws.

    Something like Brawn, Coordination, Heart, Intuition, and Wit.

    Then for doing various tasks that involve more than one of these, you'd generally roll the worst applicable ability -- with Talents available that let you roll the better, in many cases.

    For resisting a typical poison, you'd use the worse of Brawn and Heart.

    For resisting a mind control spell, you'd use the worse of Heart and Intuiton ... unless you have a Slippery Mind talent that lets you use Wit.

    For climbing a wall, you'd use the worse of Brawn and Coordination, unless you have a Trained Climber talent that requires a bit of Brawn as a prereq, but then lets you just use Coordination.

    For fast-talking your way through a con, you'd use the worse of Heart and Wit.

    For getting a wild animal to calm down, you'd just use a generic "not very good" stat unless you have a Talent that lets you use Intuition instead.

    How is this sounding?
    Last edited by Draz74; 2023-02-03 at 09:48 AM.

  6. - Top - End - #6
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    OrcBarbarianGuy

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    Default Re: Here We Go Again

    Quote Originally Posted by Draz74 View Post
    Yeah the first option is definitely easier to grok for the designer playing with probabilities, and it's familiar to me as it's what I mainly use in my other system. I hadn't thought about using the max and min dice for thresholds of success, and in fact I'm not quite sure what you mean by that. Could you give an example?

    The Dice Pool idea is definitely wonkier, and as I've been playing with it I've realized specific oddities like X+1 having the same effective difficulty to hit as X. The benefit to going with a Dice Pool system would be getting experience with Dice Pool systems, which ... isn't a high priority if what I'm mainly looking for is getting a system actually playable.
    Max and min:
    Take a TN of 10, and a modifier of +6. You rolled 3 d12s, and got 4, 6, and 9.

    The Min die here is 4, the Mid die is 6, and the Max die is 9.
    Applying your modifier to each die, you have 10, 12, and 15. If all three dice succeed, you might have a critical success- two (i.e. the med die is the lowest that succeeds) would be a regular success, and if only the Max die succeeds, you have a failure, possibly a mitigated one. If none succeed, it's a critical failure.

    Exploding dice can be kinda silly, yeah.



    Then for doing various tasks that involve more than one of these, you'd generally roll the worst applicable ability -- with Talents available that let you roll the better, in many cases.

    How is this sounding?
    This is a very very interesting.

    There's an interesting disparity between 'having a talent' and 'not having a talent' as characters advance. Assuming there's a model of character advancement where both talents and stats can be gained, take the hypothetical situation where you have two tasks: Cow-Wrestling (talented) and Egg-juggling (not talented), both of which use the two stats Animal (currently a 2) and Circusability (currently a 4).

    If you wanted to get better at Cow-Wrestling, you would increase your Circusability, since that's your higher stat. However, if you wanted to increase your Egg-juggling, you'd need to improve your Animal stat, since it's lower. The more talents you have that are associated with a stat, the more you want to increase that stat and gain talents associated with it- a specialist in that stat would end up having a variety of tasks related to it that they're skilled with, but might have major holes where they don't have a talent.

    Without a talent, it's also notably difficult to bring up capabilities you have two low stats in, since you need to bump up two stats to get an effective +1.

    I wonder if it's better to avoid dumping a stat, spreading out your non-focus advancement broadly, or ignore a stat and let your talents cover it?

    It'd be interesting to model 'naive' character advancement using a computer model- take 5-6 stats, 10-30 skills, one or two based on each possible combinations of various stats, and 'advance' stats and talents progressively using whatever choice results in the largest immediate bonus to Total Bonuses.
    My one piece of homebrew: The Shaman. A Druid replacement with more powerlevel control.
    The bargain bin- malfunctioning, missing, and broken magic items.
    Spirit Barbarian: The Barbarian, with heavy elements from the Shaman. Complete up to level 17.
    The Priest: A cleric reword which ran out of steam. Still a fun prestige class suitable for E6.
    The Coward: Not every hero can fight.

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    Default Re: Here We Go Again

    Quote Originally Posted by aimlessPolymath View Post
    Max and min:
    Take a TN of 10, and a modifier of +6. You rolled 3 d12s, and got 4, 6, and 9.

    The Min die here is 4, the Mid die is 6, and the Max die is 9.
    Applying your modifier to each die, you have 10, 12, and 15. If all three dice succeed, you might have a critical success- two (i.e. the med die is the lowest that succeeds) would be a regular success, and if only the Max die succeeds, you have a failure, possibly a mitigated one. If none succeed, it's a critical failure.
    Interesting. I might use this mechanic sparingly, but in most cases I like leaving it up to the GM how successful a success is, or what are the consequences for a failure.

    More often I might represent circumstance modifiers by having you look at the lowest or highest die.

    This is a very very interesting.

    There's an interesting disparity between 'having a talent' and 'not having a talent' as characters advance. Assuming there's a model of character advancement where both talents and stats can be gained, take the hypothetical situation where you have two tasks: Cow-Wrestling (talented) and Egg-juggling (not talented), both of which use the two stats Animal (currently a 2) and Circusability (currently a 4).

    If you wanted to get better at Cow-Wrestling, you would increase your Circusability, since that's your higher stat. However, if you wanted to increase your Egg-juggling, you'd need to improve your Animal stat, since it's lower. The more talents you have that are associated with a stat, the more you want to increase that stat and gain talents associated with it- a specialist in that stat would end up having a variety of tasks related to it that they're skilled with, but might have major holes where they don't have a talent.

    Without a talent, it's also notably difficult to bring up capabilities you have two low stats in, since you need to bump up two stats to get an effective +1.

    I wonder if it's better to avoid dumping a stat, spreading out your non-focus advancement broadly, or ignore a stat and let your talents cover it?

    It'd be interesting to model 'naive' character advancement using a computer model- take 5-6 stats, 10-30 skills, one or two based on each possible combinations of various stats, and 'advance' stats and talents progressively using whatever choice results in the largest immediate bonus to Total Bonuses.
    All of this sounds in line with what I had in mind. Thanks for providing a second opinion

    I was thinking of having the five Ability Scores add up to about 13 at Level 1, with a range from -1 to 4. Then, at each level, your ability score maximum goes up by 1, and you gain 3 points to distribute to your ability scores. No diminishing returns for specializing in a high ability score.
    Last edited by Draz74; 2023-02-05 at 10:08 AM.

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    Default Re: Here We Go Again

    Character Stats

    Whenever you roll the dice, you add one of eight stats: your five Ability scores (abbreviated <B>, <C>, <H>, <I>, <W>), which range from -1 to (level +3), or one of the following "generic stats":

    <L>imited, which equals half your level (rounded down);
    <P>roficient, which equals your level +1 and is used relatively sparingly;
    <S>superior, which equals your level +5.

    If you have a TN as part of your stats (which you do: the Accuracy of your attacks and your Armor Value threshold), it equals 7 + one of the preceding 8 stats.

    Then, you have four Pools of points:

    Vitality Points <VP>, which act as a buffer for your Wound Points but also can be spent to do taxing things.
    Wound Points <WP>, which act as a buffer between taking damage and getting Dropped in combat.
    Stamina Points <SP>, which count how many times you can recover with a Short Rest before you need an Extended Rest.
    Karma Points <KP>, which let you use limited abilities or affect the narrative in limited ways. Only PCs have <KP>. You gain a <KP> when the GM invokes one of your character's Liabilities to give you a hard time, or when an NPC uses an ability that would normally require spending a <KP>.

    <VP> Max = (Level * number of VP provided by Class) + <H>.
    <WP> Max = 6 + <B> + <H>.
    <SP> Max = 4.
    <KP> Max = 2.
    Last edited by Draz74; 2023-02-04 at 09:17 PM.
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    I have a number of ongoing projects that I manically jump between to spend my free time ... so don't be surprised when I post a lot about something for a few days, then burn out and abandon it.
    ... yes, I need to be tested for ADHD.

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    PC Classes

    I'm leaning towards a PF2e-like model, where there's no true Multiclassing. You're stuck forever with the class you choose at first level, barring a major narrative event or a long session of downtime that sees you rebuild your character completely.

    (This does mean I need to come up with progressions for each PC Class up to the maximum level I expect PCs to play at, maybe 16, instead of forcing PCs to Multiclass after I run out of ideas for Class features.)

    Classes will grant you Kits at points during their progression. Kits can help you specialize into a subclass, or cherry-pick features from another class in a form of Multiclassing, or fill the role of Prestige Classes.

    There will be a large number of Base Classes in the system, since I intend to have monsters built according to the same rules as PCs. But for traditional Classes that regular old Humanoids can take, the list will look pretty familiar:

    Artificer
    Bard
    Druid
    Fighter
    Monk
    Oracle
    Pactbinder
    Rogue
    Sorcerer
    Wizard
    Last edited by Draz74; 2023-02-04 at 11:18 AM.

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    Quote Originally Posted by Draz74 View Post
    All of this sounds in line with what I had in mind. Thanks for providing a second opinion :)

    I was thinking of having the five Ability Scores add up to about 13 at Level 1, with a range from -1 to 4. Then, at each level, your ability score maximum goes up by 1, and you gain 3 points to distribute to your ability scores. No diminishing returns for specializing in a high ability score.
    A quick update- I rigged up a simple python script to model this. Rather than applying an overall stat cap (which is in the works), I fixed the level-up to distribute one point to each of three stats.

    Using a starting array of 4, 3, 3, 2, 1 and three random talents, and assuming that someone takes a skill-affecting talent every two levels, a sample final array was [14., 5., 10., 9., 5.] Talents were primarily invested in the four skills that corresponded to the various [14, 5]/[5, 14] skills.

    A second round produced [ 8., 13., 13., 4., 5.] Similarly, talent choices were concentrated in bridging skills that involve high stats and low stats.

    I was somewhat surprised to see the model increasing low stats- I'm guessing that's because I was giving out relatively few talents.

    Going to fiddle around with the model further- this is an interesting optimization problem.
    My one piece of homebrew: The Shaman. A Druid replacement with more powerlevel control.
    The bargain bin- malfunctioning, missing, and broken magic items.
    Spirit Barbarian: The Barbarian, with heavy elements from the Shaman. Complete up to level 17.
    The Priest: A cleric reword which ran out of steam. Still a fun prestige class suitable for E6.
    The Coward: Not every hero can fight.

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    Default Re: Here We Go Again

    My first sample Character Sheet. Telkinn the Level 2 Wizard.

    A lot of ideas that I haven't written up on this Thread yet that are hinted at in the Character Sheet's formatting.
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    I have a number of ongoing projects that I manically jump between to spend my free time ... so don't be surprised when I post a lot about something for a few days, then burn out and abandon it.
    ... yes, I need to be tested for ADHD.

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    Each player (including the GM) will have a Deck of 10 Cards, which represent combat options that are too good to be available constantly.

    Each player will have a number (4 through 7) that represents how many of those cards will be available to them at once. Spending a <KP> allows drawing a new menu of Cards from your Deck. If you don't have enough Cards left in your Deck to draw a full new set, shuffle the Cards you've already gone through back into your Deck before drawing the new set.

    Here are a few examples of Cards that are available to any player regardless of their character.
    Last edited by Draz74; 2023-02-04 at 11:44 AM.
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    I have a number of ongoing projects that I manically jump between to spend my free time ... so don't be surprised when I post a lot about something for a few days, then burn out and abandon it.
    ... yes, I need to be tested for ADHD.

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    Pieces of Telkinn's Build:
    Class: Wizard
    <VP> per Level: 6
    Level Spells Known Features
    1 2 Ancestry; Heritage; Background; Wizard Spellcasting; Scholarly Spellcraft; Wizard Will; Deep Arcana; Ritualist
    2 3 Kit with the [Subclass] tag
    3 4 (2nd-Tier Spells)
    4 5 Kit
    5 6 (3rd-Tier Spells)
    6 7 Attunement Echelon: 1
    7 8 (4th-Tier Spells)
    8 9 Kit
    9 10 (5th-Tier Spells)
    10 11 Attunement Echelon: 2
    11 12 (6th-Tier Spells)
    12 13 Kit
    13 14 (7th-Tier Spells)
    14 15 Attunement Echelon: 3
    15 16 (8th-Tier Spells)
    16 17 Kit
    17 18 (9th-Tier Spells)
    18 19 Attunement Echelon: 4
    19 20 Kit
    20 21 Supreme Arcana

    Feature: Wizard Spellcasting
    The Wizard can Cast Spells, with a Degree Limit equal to her Level. She can learn spells with the [Wizard] Tag; her number of spells known is equal to her Level + 1, and her highest-Tier Spells available to learn are equal to half her Level (rounded up, max 9). She can use <P> for Spellcraft Checks. Her Accuracy with Spell Attacks is 7+<P>.

    Card: Scholarly Spellcraft
    Deck Limit: 2
    Effect: Use <W> for a Spellcraft Check, or 7+<W> for the Accuracy of a Spell Attack.

    Talent: Wizard Will
    The Wizard can use <P> for Willpower Checks.

    Feature: Deep Arcana
    The Wizard can “Coast” Knowledge Checks dealing with the workings of magic.

    Feature: Ritualist
    The Wizard can keep a Tome of Rituals with the [Arcane] Tag and perform them.

    Feature: Supreme Arcana
    I haven't got a clue yet what this capstone ability, reserved for godlike beings, will do.
    Last edited by Draz74; 2023-02-05 at 09:46 AM.
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    I have a number of ongoing projects that I manically jump between to spend my free time ... so don't be surprised when I post a lot about something for a few days, then burn out and abandon it.
    ... yes, I need to be tested for ADHD.

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    Non-Monstrous Ancestry: Human
    {Average} Size
    Languages: Common, your choice of 1 other.

    Feature: Human Drive
    You gain 1 <KP> at the end of each Extended Rest.

    Human-Specific Heritage: Versatile-Human
    Gain a Talent with the [General] Tag.
    Last edited by Draz74; 2023-02-04 at 09:15 PM.

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    Background: Scholar
    Gain the "Lore - Academia" Talent, the "Junk - Scholarly" Talent, and another "Lore" Talent of your choice; you can "Coast" Knowledge Checks dealing with this "Lore" Talent of your choice.

    Talent: Junk - Scholarly
    You can use <W> to retroactively have items like paper, ink, a quill, sealing wax, etc.

    Talent: Lore - Academic
    You can use <W> to know things about academia.

    Talent: Lore - Magic
    Tags: General.
    You can use <W> to know things about magic.
    Last edited by Draz74; 2023-02-05 at 09:50 AM.
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    I have a number of ongoing projects that I manically jump between to spend my free time ... so don't be surprised when I post a lot about something for a few days, then burn out and abandon it.
    ... yes, I need to be tested for ADHD.

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    Spell Lists

    Spoiler: Abjurer
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    • 1st: Shield

    Spoiler: Bard
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    • 1st: Feather Fall, Sleep, True Strike

    Spoiler: Fey Patron
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    • 1st: Sleep

    Spoiler: Wizard
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    • 1st: Arcane Bolts, Feather Fall, Mage Armor, Ray of Frost, Scorching Ray, Sleep, True Strike, Zap
    Last edited by Draz74; 2023-02-05 at 10:50 AM.
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    I have a number of ongoing projects that I manically jump between to spend my free time ... so don't be surprised when I post a lot about something for a few days, then burn out and abandon it.
    ... yes, I need to be tested for ADHD.

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    Spell: Shield (Tier 1, Degree 1)
    Tags: Abjurer.
    Base Effect: Spend <↪R> to gain {Resistance} to {Force} Damage until the start of your next turn and use your Spellcraft Check or (with a "Counter") <S> in place of one Defense Check.
    Augment:
    • (Degree +1, cumulative) Add one to the number of Defense Checks before the start of your next turn that you can replace with Spellcraft (or <S>).
    Last edited by Draz74; 2023-02-05 at 09:33 AM.
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    I have a number of ongoing projects that I manically jump between to spend my free time ... so don't be surprised when I post a lot about something for a few days, then burn out and abandon it.
    ... yes, I need to be tested for ADHD.

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    Spell: Sleep (Tier 1, Degree 1)
    Tags: Bard, Fey Patron, Wizard.
    Base Effect: Spend <2A> to target a 3-m-radius Burst within 10 m. Make a Spell Attack vs. Willpower Checks: Impact <P> vs. Fate Threshold; no actual Damage (except Attrition), but a Rider of inflicting {Unconscious} on up to 3 Levels total of targets. Roll targets’ Saves starting from the lowest-Level targets to the highest-Level targets. Creatures {Unconscious} to this effect can be awakened by taking any damage or by an adjacent creature spending <1A> as [Interact].
    Augment:
    • (Degree +1, cumulative) An additional total Level of targets can be inflicted {Unconscious}.
    Last edited by Draz74; 2023-02-05 at 09:33 AM.
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    I have a number of ongoing projects that I manically jump between to spend my free time ... so don't be surprised when I post a lot about something for a few days, then burn out and abandon it.
    ... yes, I need to be tested for ADHD.

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    Spell: Zap (Tier 1, Degree 1)
    Tags: Electric, Wizard.
    Base Effect: Spend <2A> to target one creature: Reach 1 (do not provoke an Opportunity Attack), or Thrown 5/20 m. Make a Spell Attack vs. a Defense Check: Impact <L> {Lightning} Damage vs. Armor Threshold.
    Augment:
    • (Degree +1, cumulative) Extend the ranged targeting limit by 5/20 m.
    • (Degree +4) Improve Impact to <P>.
    • (Degree +8) Improve Impact to <S>.
    Last edited by Draz74; 2023-02-05 at 09:33 AM.
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    I have a number of ongoing projects that I manically jump between to spend my free time ... so don't be surprised when I post a lot about something for a few days, then burn out and abandon it.
    ... yes, I need to be tested for ADHD.

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    Equipment: Tome of Rituals
    Bulk: 1
    Price: 11
    Description: A well-bound, compact, efficient, travel-friendly book that can contain up to 50 Pages of Ritual instructions inscribed in it.
    You can call me Draz.
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    Also of note:

    I have a number of ongoing projects that I manically jump between to spend my free time ... so don't be surprised when I post a lot about something for a few days, then burn out and abandon it.
    ... yes, I need to be tested for ADHD.

  21. - Top - End - #21
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    Equipment: Torches
    Bulk: 1
    Price: 5
    Description: When lit, sheds Illumination. Can also be used as a weapon.
    Illumination: Bright 4 m; Dim 8 m.
    Grade Heft Category Ranges Impact Special
    Improvised Light Misc. Reach 2 <L> {Heat}
    Last edited by Draz74; 2023-02-04 at 06:23 PM.
    You can call me Draz.
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    I have a number of ongoing projects that I manically jump between to spend my free time ... so don't be surprised when I post a lot about something for a few days, then burn out and abandon it.
    ... yes, I need to be tested for ADHD.

  22. - Top - End - #22
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    Equipment: Crossbow
    Bulk: 2
    Price: 12
    Description: Weapon.
    Grade Heft Category Ranges Impact Special
    Simple 2-H Crossbows Projectile 10/40 m <P> {Piercing} Load <1A>.

    Equipment: Daggers
    Bulk: 1
    Price: 7
    Description: Weapon (and survival tool).
    Grade Heft Category Ranges Impact Special
    Simple Light Blades Reach 1 or Thrown 3/12 m <L> {Piercing} or {Slashing} Rider: Bleed 1 <HP>.
    Last edited by Draz74; 2023-02-05 at 10:19 AM.
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    I have a number of ongoing projects that I manically jump between to spend my free time ... so don't be surprised when I post a lot about something for a few days, then burn out and abandon it.
    ... yes, I need to be tested for ADHD.

  23. - Top - End - #23
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    Kit: Abjurer
    Tags: Arcane Specialist, Subclass, Wizard.
    Prereqs: (Wizard Class or Wizard Dedication Kit); no other [Arcane Specialist] Kits.
    Benefit: When you learn new Spells, you can choose from [Abjurer] Spells.

    Kit: Conjurer
    Tags: Arcane Specialist, Subclass, Wizard.
    Prereqs: (Wizard Class or Wizard Dedication Kit); no other [Arcane Specialist] Kits.
    Benefit: When you learn new Spells, you can choose from [Conjurer] Spells.

    Kit: Diviner
    Tags: Arcane Specialist, Subclass, Wizard.
    Prereqs: (Wizard Class or Wizard Dedication Kit); no other [Arcane Specialist] Kits.
    Benefit: When you learn new Spells, you can choose from [Diviner] Spells.

    Kit: Enchanter
    Tags: Arcane Specialist, Subclass, Wizard.
    Prereqs: (Wizard Class or Wizard Dedication Kit); no other [Arcane Specialist] Kits.
    Benefit: When you learn new Spells, you can choose from [Enchanter] Spells.

    Kit: Evoker
    Tags: Arcane Specialist, Subclass, Wizard.
    Prereqs: (Wizard Class or Wizard Dedication Kit); no other [Arcane Specialist] Kits.
    Benefit: When you learn new Spells, you can choose from [Evoker] Spells.

    Kit: Illusionist
    Tags: Arcane Specialist, Subclass, Wizard.
    Prereqs: (Wizard Class or Wizard Dedication Kit); no other [Arcane Specialist] Kits.
    Benefit: When you learn new Spells, you can choose from [Illusionist] Spells.

    Kit: Necromancer
    Tags: Arcane Specialist, Subclass, Wizard.
    Prereqs: (Wizard Class or Wizard Dedication Kit); no other [Arcane Specialist] Kits.
    Benefit: When you learn new Spells, you can choose from [Necromancer] Spells.

    Kit: Transmuter
    Tags: Arcane Specialist, Subclass, Wizard.
    Prereqs: (Wizard Class or Wizard Dedication Kit); no other [Arcane Specialist] Kits.
    Benefit: When you learn new Spells, you can choose from [Transmuter] Spells.
    You can call me Draz.
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    Also of note:

    I have a number of ongoing projects that I manically jump between to spend my free time ... so don't be surprised when I post a lot about something for a few days, then burn out and abandon it.
    ... yes, I need to be tested for ADHD.

  24. - Top - End - #24
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    Talent: Hearty Health
    Tags: General.
    Prereqs: (none).
    Benefit: You can use <H> for Fortitude Checks.
    You can call me Draz.
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    Also of note:

    I have a number of ongoing projects that I manically jump between to spend my free time ... so don't be surprised when I post a lot about something for a few days, then burn out and abandon it.
    ... yes, I need to be tested for ADHD.

  25. - Top - End - #25
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    Ritual: Alarm
    Tags: Arcane, Divination, Primal.
    Casting Time 10 minutes; Pages: 1
    Components: Bulk 0, Price 8.
    Effect: Target a 6-m-radius Burst Area, initially centered around yourself, until the end of your next Extended Rest. You can use <S> for Perception Checks to detect creatures entering the area, even if you are asleep.

    Ritual: Comprehension
    Tags: Arcane, Divination, Spiritual, Truespeak.
    Casting Time 1 minute; Pages: 1
    Components: Bulk 0, Price 8.
    Effect: For 1 hour, you can touch a creature or a text and understand any mundane language that creature speaks in or that text is written in.
    You can call me Draz.
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    Also of note:

    I have a number of ongoing projects that I manically jump between to spend my free time ... so don't be surprised when I post a lot about something for a few days, then burn out and abandon it.
    ... yes, I need to be tested for ADHD.

  26. - Top - End - #26
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    Non-Monstrous Ancestry: Elf
    {Average} Size
    Languages: Elvish, Common.
    <C> ceiling +1.
    <B> ceiling -1.
    <KP> maximum +1 if you have a "Training" Talent to use a Martial-Grade Blade or Bow weapon.
    Gain the "Keen Senses" Talent.

    Feature: Magical Knack
    Spend 1 <KP> to use <P> for a Spellcraft Check.

    Elf-Specific Heritage: Forest-Elf
    You can "Coast" Athletics Checks to climb forest terrain such as trees and vines. You can Take Cover in forest foliage that would be insufficiently dense to provide Cover normally.

    Talent: Keen Senses
    Use <P> for Perception Checks.
    Last edited by Draz74; 2023-02-05 at 10:06 AM.
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    I have a number of ongoing projects that I manically jump between to spend my free time ... so don't be surprised when I post a lot about something for a few days, then burn out and abandon it.
    ... yes, I need to be tested for ADHD.

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    Background: Scout
    Gain the "Conscious Stealth" Talent, the "Junk - Wilderness Survival" Talent, the "Nature Knack" Talent, and a "Lore" Talent relating to one type of terrain (e.g. Forests, Arctic, Underground).

    Talent: Conscious Stealth
    You can use <C> for Stealth Checks.

    Talent: Junk - Wilderness Survival
    You can use <I> to retroactively have items used for wilderness survival like rope, daggers (but not other hunting weapons), a tinderbox, etc.

    Talent: Lore - Forest
    You can use <W> to know things about forests.

    Talent: Nature Knack
    You can use <I> for Nature Checks.
    You can call me Draz.
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    I have a number of ongoing projects that I manically jump between to spend my free time ... so don't be surprised when I post a lot about something for a few days, then burn out and abandon it.
    ... yes, I need to be tested for ADHD.

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    Kit: Guardian
    Tags: Fighter, Subclass.
    Prereqs: (Fighter Class or Fighter Dedication Kit).
    Benefits:
    • Ignore the Drawbacks of wearing Heavy Armor.
    • When you roll Impact for an Opportunity Attack (provoked by a foe's movement within your threatened area), with a "Counter," use <S> for that Impact.

    Equipment: Heavy Armor
    Bulk: 2 (worn); 4 (carried)
    Price: 15
    Description: Armor.
    Benefit: Use 7+<B> for Armor Threshold.
    Drawbacks: Your Speed Checks are "Dragged." Take 2 {Attrition} Damage when you use an Athletics, Speed, or Stealth Check (without "Coasting"), or make an Attack.
    Last edited by Draz74; 2023-02-05 at 10:18 AM.
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    Also of note:

    I have a number of ongoing projects that I manically jump between to spend my free time ... so don't be surprised when I post a lot about something for a few days, then burn out and abandon it.
    ... yes, I need to be tested for ADHD.

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    Equipment: Full Shield
    Bulk: 2
    Price: 8
    Description: Shield, wielded in one hand.
    Benefit: Use <P> for Defense Checks.
    Drawback: Your Athletics, Dexterity, Spellcraft, and Stealth Checks are "Dragged". Your Spell Accuracy can’t be better than 7+<L>.
    Grade Heft Category Ranges Impact Special
    Improvised 1-H Shield Bash Reach 2 Worse of <B>/<P> {Bludgeoning}

    Equipment: Medium Sword
    Bulk: 2
    Price: 10
    Description: Weapon.
    Grade Heft Category Ranges Impact Special
    Martial Versatile Blades Reach 3 Worse of <B>/<P> {Slashing} Rider: Bleed 1 <HP>.

    Equipment: Shortbow
    Bulk: 2
    Price: 8
    Description: Weapon.
    Grade Heft Category Ranges Impact Special
    Martial 2-H Bows Projectile 10/40 m Worse of <B>/<P> {Piercing} Load <1A>.
    Last edited by Draz74; 2023-02-05 at 10:43 AM.
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    Also of note:

    I have a number of ongoing projects that I manically jump between to spend my free time ... so don't be surprised when I post a lot about something for a few days, then burn out and abandon it.
    ... yes, I need to be tested for ADHD.

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    Default Re: Here We Go Again

    This is a rough draft that will undoubtedly evolve a lot going forward. Probably with more Features relating to the Card/Deck system.
    Class: Fighter
    <VP> per Level: 10
    Level Stances Known Maneuvers Known Max. Tier Features
    1 0 0 n/a Ancestry; Heritage; Background; Training - Light Armor & Shield; Training - Martial Weaponry; Kit
    2 2 0 1st Weapon Focus
    3 2 1 2nd Mettle
    4 2 1 2nd Kit
    5 3 1 3rd
    6 3 1 3rd Attunement Echelon: 1
    7 3 2 4th
    8 3 2 4th Kit
    9 4 2 5th
    10 4 2 5th Attunement Echelon: 2
    11 4 3 6th
    12 4 3 6th Kit
    13 4 3 7th Mixed Stance
    14 4 3 7th Attunement Echelon: 3
    15 4 4 8th
    16 4 4 8th Kit
    17 4 5 9th
    18 4 5 9th Attunement Echelon: 4
    19 5 5 9th Kit
    20 5 5 9th Weapon Supremacy

    Feature: Training - Light Armor & Shield
    The Fighter ignores the Drawbacks of wearing Light Armor and wielding a Buckler or Full Shield.

    Feature: Training - Martial Weaponry
    The Fighter can use 7+<P> as his Weapon Accuracy for Martial-Grade Weapons.

    Feature: Weapon Focus
    At Level 2, the Fighter selects one Category of Weapons. When a foe attacks him with a Rider of Disarming him of a weapon of this Category, he can use <S> for his Defense Check against that attack.

    Feature: Mettle
    At Level 3, when the Fighter is attacked by an Attack and is defending with a Fortitude Check or a Willpower Check, he can (if the Attack has the [Fear] Tag, or with a "Counter") Resist the Attack's effects (i.e. his Threshold for the attack is 7+<S>).

    Feature: Mixed Stance
    At Level 13, the Fighter can use two Stances simultaneously. When he spends <1A> to activate or change his active Stance, he can activate or change both.

    Feature: Weapon Supremacy
    I haven't got a clue yet what this capstone ability, reserved for godlike beings, will do.
    You can call me Draz.
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    Also of note:

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    ... yes, I need to be tested for ADHD.

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