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Post by Kenneth New on Sept 3, 2012 15:17:12 GMT -5
I have determined to try something a little different for Rhiada so that we don't get into a slump by playing the same exact system in each fantasy game. This system will use the core rules from the SRD, heavily modified by Unearthed Arcana. All the rules for this game can be found in the following link: www.systemreferencedocuments.org/resources/systems/pennpaper/dnd35/soveliorsage/home.htmlYou can download the srd or use it from the website. If people want to use specific elements from other books, let me know and we can discuss it. There will be some house rules, mainly designed to stop the outrageous stacking of bonuses.
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Post by Kenneth New on Sept 3, 2012 15:23:39 GMT -5
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Post by Kenneth New on Sept 3, 2012 15:37:26 GMT -5
I wou also like to use a modified version of the Defense bonus to AC rules. www.systemreferencedocuments.org/resources/systems/pennpaper/dnd35/soveliorsage/unearthedDefence.htmlI believe that the Defense Bonus to AC is too large. Here's how I want to use it. Level | Good BAB + Monks | Average BAB | Poor BAB | 1-2 | +4 | +2 | +0 | 3-4 | +5 | +3 | +1 | 5-6 | +6 | +4 | +2 | 7-8 | +7 | +5 | +3 | 9-10 | +8 | +6 | +4 | ... | ... | ... | ... | 19-20 | +13 | +11 | +9 |
DEF bonus to AC overlaps with Armor bonus to AC. They do not stack.DEF bonus to AC adds into touch AC, but you lose it when surprised or when you cannot perceive your opponent.
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Post by Kenneth New on Sept 3, 2012 15:51:22 GMT -5
Characters should be built on 25 points using the normal point buy system. Score | Point Cost | 18 | 16 | 17 | 13 | 16 | 10 | 15 | 8 | 14 | 6 | 13 | 5 | 12 | 4 | 11 | 3 | 10 | 2 | 9 | 1 | 8 | 0 |
This allows a standard array of 15, 14, 13, 12, 10, 8. I could be talked up to 28 points if people think it's necessary, but probably not any higher.
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Post by Kenneth New on Sept 3, 2012 16:00:52 GMT -5
Spells that increase ability scores are limited to 1 round/caster level.
Items that increase ability scores are limited to a certain number of uses per day, none of which last longer than 1 minute/caster level.
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Post by Kenneth New on Sept 3, 2012 16:09:02 GMT -5
Magic Items
While individual magic items may be purchased at GM designed magic item shops, the default assumption is that magic items cannot be purchased from NPCs.
Magic items will not be viewed as part of the character's power curve.
Making magic items will be much more limited than in the SRD. It will require power ingredients (that are difficult to purchase and usually must be collected), but will require no XP cost.
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Post by Kenneth New on Sept 3, 2012 16:09:37 GMT -5
Nothing in the game will ever make a character lose XP.
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Post by Kenneth New on Sept 3, 2012 16:15:33 GMT -5
I'm thinking of only awarding xp as follows:
50 per character level for each playing session
100 per party level for each minor story goal accomplished by the party
200 per party level for each mjor story goal accomplished by the party.
These amounts could change if the numbers don't work out.
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Post by satori5000 on Sept 3, 2012 16:16:38 GMT -5
What level are we going to be starting as?
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Post by Kenneth New on Sept 3, 2012 16:23:01 GMT -5
What level are we going to be starting as? I think 5th.
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Post by Kenneth New on Sept 3, 2012 16:24:34 GMT -5
I am thinking of using these feats to simulate innate psionics, and magic as psionics for psions and psiwarriors. Attachments:
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Post by Kenneth New on Sept 3, 2012 17:10:34 GMT -5
Skills and Skill RanksSkill ranks come from three sources: class, background and INT modifier. Class SkillsCharacters have a number of skills based on their class. These skill ranks must be spent on class skills. Do not add the character's INT bonus into these skill ranks. BackgroundCharacters gain 12 skill points at first level and 3 skill points each level thereafter. These ranks can be spent on any skill the character wishes. Humans get 4 extra background skill ranks at first level and 1 extra skill point each level thereafter. INT BonusCharacters gain bonus skill ranks equal to INT mod x 4 at first level, and gain bonus skill ranks at each level equal to their INT modifier at each level thereafter. These ranks can be spent on any skill the character wishes. Class SkillsAlthough skill ranks from a class can only be spent on class skills, other ranks can be spent on any skill desired. The maximum ranks in any skill is character level + 3. To be clear- non-class skills do not costs twice as many ranks
- they do not have a reduced maximum rank
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Post by Kenneth New on Sept 3, 2012 18:06:19 GMT -5
Here's a list of feats for Rhiada. Attachments:
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Post by Kenneth New on Sept 3, 2012 18:07:37 GMT -5
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Post by Kenneth New on Sept 4, 2012 0:55:10 GMT -5
How much equipment should your character have?
Your character should begin with any equipment he/she has listed on the HERO character sheet.
Your character should have 1000 sp in cash. For each point of wealth your character has, double this amount (2000 sp for 1 point, 4000 sp for 2 points, 8000 sp for 3 points, etc....)
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Post by satori5000 on Sept 4, 2012 11:33:10 GMT -5
I like the idea of using 28 points to buy ability scores with. It seems we get a little more variation that way and as heroic characters, I like the idea of us standing out above the common folk.
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Post by Luke Porter on Sept 4, 2012 16:32:58 GMT -5
I am fine with either, stat system. If we use 28 points I will not have a negative modifier, but I am not opposed to having one.
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Post by satori5000 on Sept 5, 2012 14:49:23 GMT -5
I was looking in the SRD for the Tiefling race and found this information for using them as a playable race. +2 Dexterity, +2 Intelligence, –2 Charisma. Medium size. A tiefling’s base land speed is 30 feet. Darkvision out to 60 feet. Racial Skills: Tieflings have a +2 racial bonus on Bluff and Hide checks. Racial Feats: A tiefling gains feats according to its class levels. Special Attacks (see above): Darkness. Special Qualities (see above): Resistance to cold 5, electricity 5, and fire 5. Automatic Languages: Common, Infernal. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Orc. Favored Class: Rogue. Level adjustment +1.
The changes I would propose to drop the level adjustment and bring them more in line with the Tieflings of Rhiada are: +2 Charisma, -2 Strength Darkvision 30 feet +2 on Bluff Checks Resistance to Fire 5
This would bring them more in line with other races. The only special thing they would get would be the Resistance to Fire. Any thoughts?
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Post by Luke Porter on Sept 5, 2012 16:53:08 GMT -5
I'm not the DM, but giving them a +2 to a spell casting attribute is really powerful (as evidenced by the fact that no other race without a level adjustment gets one) , and the energy resistance all the time is more powerful than it looks. I would do them this way:
Darkvision 30' +2 to Bluff and Perform they have an extra 'off hand' in the form of their tail. This "hand" cannot wield any weapon larger than a dagger, using all of the applicable off hand penalties.
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Post by Luke Porter on Sept 5, 2012 16:55:52 GMT -5
RE: 25 point buy
Looking at the descriptions of what creatures have the attributes I am liking the 25 point buy quite a bit. I seems that 'average' people are built on 18-23 points.
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Post by satori5000 on Sept 5, 2012 17:40:55 GMT -5
I can see what you mean about the bonus to the spellcasting attribute. So drop the racial adjustment then?
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Post by Luke Porter on Sept 5, 2012 21:29:33 GMT -5
I don't see why they are necessary
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Post by satori5000 on Sept 5, 2012 23:13:04 GMT -5
Every race but humans have one, and the humans get the extra skill points and a feat to replace it. So it just seemed like the Tieflings needed it.
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Post by satori5000 on Sept 6, 2012 17:12:49 GMT -5
Ken, would you be willing to drop the prerequisite feat Spell Focus Conjuration from the feat Augment Summoning?
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Post by Kenneth New on Sept 8, 2012 18:24:20 GMT -5
After having built a couple of characters, I think I want to use 28 points.
I also want to cap ability scores at 20 + ability modifier.
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Post by Kenneth New on Sept 8, 2012 18:35:52 GMT -5
Here's my right up Rhiadan tieflings: - Darkvision out to 60'
- +2 Bluff and Diplomacy
- Prehensile Tail - a tiefling has a prehensile tail that can be used to grasp and to manipulate objects. It has the same reach as the tiefling's arm. The strength of the tail is the character's STR -5. Since the tail has no fingers, it's Dexterity for the purpose of skills is the character's DEX -5.
For the record, I believe that the game authors valued spell casting stats over non-spellcasting stats except when they didn't (e.g. when balancing out a +2 to STR in half orcs). I also believe the +1 level adjustment came from the fact that Tieflings had energy resistance and (especially) because they were considered 'outsiders', mkaing them immune to spells with 'person' in the name. Of course, if you look at subraces, Gray Elves had a +2 to INT without a level adjustment. I didn't give the tiefling an ability adjustment because: - I hate them (ability adjustments, not tieflings).
- Rhiadan tieflings have an extra limb (albeit a weak one).
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Post by Kenneth New on Sept 8, 2012 18:37:51 GMT -5
I hate long feat chains.
Augement summoning has a Spell Focus prerequisite to make it harder to take at first level. I would prefer to take the Spell Focus prerequisite off, and require a character to be minimum caster level 5.
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Post by satori5000 on Sept 9, 2012 12:14:23 GMT -5
Sounds good to me.
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markw
Junior Member
Posts: 93
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Post by markw on Sept 19, 2012 2:09:20 GMT -5
Are we just using what's in the SRD or are we using all the available 3.5 material such as Complete Warrior, Complete Divine, etc?
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Post by Kenneth New on Sept 20, 2012 12:58:40 GMT -5
I will be willing to use non SRD stuff on a case by case basis. Just tell me what you want to use and we'll look at it.
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