| Post/Author/DateTime | Post |
|---|---|
| jmhpfan05-03-07, 02:13 PM | I have been working on an idea for a while for a Dark Tower-centric campaign world. The basic idea is that characters could come from any level of the DT and therefor could be of any race culture time period and even from any story. I will be using info from both the SRD and the MSRD for this project and also any new ideas that I can think of. I want the magic system to be skill-based. Many of the spells will have to be removed for flavor and new spells or rewriten spells will have to be added. The damage system I envision to be one where light wounds are shruged off quickly and barely matter other than flavor unless you receive too many but at the same time anyone at anytime can (and most PCs will) kill with one shot. I would also like to do away with classes and such and assign XP values to things like Feats, Class Features, Skill Points, Ability Score enhancements, and Saving Throws. I will also need to remove, rewrite, and add many Feats, Class Features and Skills. I will be posting my work here and would be glad of any assistance in this. I have read all 7 of the DT books but would like to keep this thread reasonably spoiler free particularly about the end. Thank you to anyone who can help. |
| Return of the Flumph05-03-07, 03:15 PM | Basically a combination of d20 and White Wolf's system. |
| Zazel05-03-07, 04:33 PM | So you say you want to create an other game that has nothing to do with dnd? :-) We once created a system where magic was skill based. You had X schools of magic. Each time you leveled up you could enhance an amount of skills. Magic was determined by school/duration/effect/range/area. So it was as hard to cast a "fireball" that did 3 damage 1 yard far in a radius of 1 yard for a duration of 1 round AS it was to cast a "fireball" that did 1 damage 3 yards far in a radius of 1 yard for a duration of 1 round AS ... So a player had to chose, do I think ranged and low damage or close and big damage or a big area with low damage, ... For the "damage" we used a system that said something like. 100%-50% life: no problem after combat you're back ok. 50%-25% life: after combat you'll be set back at 50% of you max. you have some minor wounds that will restore after a few hours rest. 25%-10% life: you'll need a night rest and you'll be back ok. some minor wounds and you're very tired. 10%-5% life: you better find yourself a healer. It will take a 1d3 week to restore without one. 1d6 dayes with a healer. 5%-0% life: you probably broke something, maybe a pierced organ. find a healer in one day, or you'll be death, incapitated, ... 0% or less: your KO/coma/... maybe dead. don't look at the %'s I can't remember them exactly, but it was something like this. |
| jmhpfan05-04-07, 07:51 AM | Basically a combination of d20 and White Wolf's system. I don't realy know I have never used the White Wolf system the rule books look to confusing. |
| jmhpfan05-04-07, 08:26 AM | So you say you want to create an other game that has nothing to do with dnd? :-) I want the basic D20 mechanic of rolling 1d20 for all skills, attacks, saves, and the like, but I want to remove the constraints on how often magic is performed and how customizable your character is. We once created a system where magic was skill based. You had X schools of magic. Each time you leveled up you could enhance an amount of skills. Magic was determined by school/duration/effect/range/area. So it was as hard to cast a "fireball" that did 3 damage 1 yard far in a radius of 1 yard for a duration of 1 round AS it was to cast a "fireball" that did 1 damage 3 yards far in a radius of 1 yard for a duration of 1 round AS ... So a player had to chose, do I think ranged and low damage or close and big damage or a big area with low damage, ... I hadn't realy thought of the magic system quite that way but that makes alot of sense I will have to stat some of this out and see how it works in game! For the "damage" we used a system that said something like. 100%-50% life: no problem after combat you're back ok. 50%-25% life: after combat you'll be set back at 50% of you max. you have some minor wounds that will restore after a few hours rest. 25%-10% life: you'll need a night rest and you'll be back ok. some minor wounds and you're very tired. 10%-5% life: you better find yourself a healer. It will take a 1d3 week to restore without one. 1d6 dayes with a healer. 5%-0% life: you probably broke something, maybe a pierced organ. find a healer in one day, or you'll be death, incapitated, ... 0% or less: your KO/coma/... maybe dead. don't look at the %'s I can't remember them exactly, but it was something like this. I was thinking of something more along the lines of a system with a "to hit" roll (d20 and Attack Mod. vs. size and range incriment) and a "to damage" roll (d20 and weapon damage vs. AC and HP) With the amount by which the "to damage" roll excedes the total being the damage type delt to the Character. Ex... -0 - Miss 0-5 - Glancing Blow (no real damage) 6-10 - Weak Hit (1d4 hp temporary damage) 11-15 - Solid Hit (1d6 hp temporary damage and dazed for 1 round) 16-20 - Serious Hit (1 hp permanant damage and stunned for 2 rounds) 20+ - Major Blow (1d4 hp permanant damage and KO until revived.) In this way death is in the DM's disgression and HP are more of a protection than your characters life force, they represent the Character's ability to keep himself out of harm. |
| Werral05-06-07, 11:44 AM | I'm actually writing an RGP at the moment. The system sounds very much like what you're saying. It's pretty simple and at a very early stage at the moment. PM me if you think you'd be interested in playtesting at some point. |
| Andorxor05-06-07, 01:03 PM | http://nodwick.humor.gamespy.com/ffn/index.php?date=2007-01-10 |
| jmhpfan05-07-07, 07:28 AM | That is darned funny! |
| Return of the Flumph05-07-07, 10:45 AM | Lesser Glammer Medium Outsider (chaotic, evil, native) Hit Dice: 6d8+12 (39) Initiative: +1 Speed: 40 ft./climb 30 ft. Armor Class: 18 (+1 dex, +4 natural, +3 deflection) Base Attack/Grapple: +6/+8 Attack: Bite +8 melee (1d8+3 and poison) Space/Reach: 5 ft./5 ft. Special Attacks: Poison, Spell-Like Abilities, Projectional Avatar, Catotonizing Gaze Special Qualities: SR 17, darkvision 120, telepathy 60, outsider traits Saves: Fort +7 Ref +4 Will +6 Abilities: Str 14, Con 14, Dex 12, Int 14, Wis 12, Cha 16 Skills: Spellcraft +10, Knowledge (psychology) +12, Knowledge (supernatural) +10, Bluff +11, Diplomacy +7, Sense Motive +9, Concentrate +10 Feats: Lightning Reflexes, Quicken Spell-Like Ability (deeper darkness), Spell Focus (illusion) Challenge Rating: 6 Treasure: Standard Alignment: Always chaotic evil Advancement: 7-12 HD (Medium), 13-18 HD (Large), 19+ (Greater Glammer) In the sewers...Have you ever seen a black spider the size of a dog, with two red eyes and cats and rats and other small animals in its web? -Stephen King (quote is paraphrased; will fix it next time I get ahold of the book) Lesser glammers are spider-like horrors that are born from the eggs of greater glammers (such as Pennywise, the beast that took over the town of Derry). Lacking the raw power, either physical or magical, of their parents, lesser glammers are still a blight unto the world, using their abilities to evoke horror and discord among any humans that live nearby, before eating them. Lesser glammers tend to live in packs in the sewers of large cities, in nearby cave complexes, or in a large, abandoned building. From here, the vile spider-fiends create armies of horrors (including undead and maddened human cultists) to ensure their security while they prey on the minds and bodies of the local populace. Glammers speak the languages of the nearby humans and High Speech, but prefer to communicate via telepathy. Combat Poison (Ex): Bite. Fortitude save DC 15. Initial damage 1d4 dex. Secondary damage cognizent paralysis (dexterity effectively reduced to 0) for one hour. The save DC is constitution based. Spell-Like Abilities (Sp): At will-presditigitation, detect thoughts, still image, sleep, suggestion 3/day-deeper darkness, charm person, animate dead, mirage arcana, scare, hypnotic pattern. The save DC's are charisma based. Projectional Avatar (Su): A lesser glammer can use an illusory "shadow matter" construct to act as its puppet and public face. For up to one hour per hit die per day, the glammer can maintain this pseudo-real projection. It can project the avatar for a range of one hundred feet per hit die. An avatar has half as many hit points (round down) as the glammer, flies at a speed of 30 ft. with perfect maneuverability, is incorporeal (no strength or constitution scores), and uses the ability scores and saves of the glammer. It has the same dexterity and deflection bonuses to AC as the glammer, but lacks natural armor. Attacking with an incorporeal touch that deals 1d4 unholy damage plus the glammer's charisma modifier, the projection can serve as a conduit for the glammer's darkvision, telepathy, and spell like abilities. To cast a spell through the avatar, the glammer must succeed at a Spellcraft check (DC 15+spell level). The avatar cannot serve as a conduit for poison or catotonizing gaze. If the projection is destroyed, the glammer takes 3d6 damage, is stunned for 1d4 minutes, and cannot create another avatar for 24 hours. Catotonizing Gaze (Su): All who meet the gaze of the spidery glammer must succeed at a will save (DC 16) or go permanently catotonic. Heal can reverse this. |
| RobbyPants05-08-07, 03:47 PM | Now I want to read Dark Tower... Return of the Flumphm, the lesser glammer idea is interesting. Anytime I've used Pennywise-like things in the past, I've just approximated them as Rakshasas. I know they don't resemble tigers, but it's more of the shapeshifting combined with overall melevolance that drew me to them. |
| jmhpfan05-10-07, 07:46 AM | I have been concidering breaking the magic system down in to basic categories with only two or three spells in each. ex. Creation Magic would contain the spells Create Force (any sort of energy attack; magic missle, lightnening bolt, fireball), Create Object, and Create Creature. Each of these spells would have a base DC and modifiers depending on the strength of the spell (1d8 of energy damage would be harder than 1d4, and a 1/4 CR creature would be easier to create than a 5 CR creature). |