| Post/Author/DateTime | Post |
|---|---|
| #1stargazer_dragonAug 17, 2011 1:11:11 | Ok so after much debate with my freinds we have decided to revert back to pathfinder/3.5 ruleset, however after playing 4.0 for so long there is a few things we don't whish to give up and a few other old houserules we wanna recreat again. Going to List my idea here and see what other new ides people might give me
so while there were other changes we are working on that I didn't list I was interested in sugestions others might have on houserules / alterations to the pathfinder/3.5 ruleset. Not nessisarily going to use them but hearing the ideas and feadback from others helps us think of what we prefer. The end goal is to basicaly get rid of all out old books into some dark cornor of our closests and use only the new rules we make. Monster manuals : we plan to add a huge slew of monsters and alter a ton of the others, as such the only way we can effectivlly do so is by making our own MM. the MM will be ordered by CR, then race name a_z within CR groups. each race will have a variety of CR and a averge race CR, the average race CR will be what most members of that race are stated as but a few higher and lower lvl varients will exsist. Again the idea is ease of use. |
| #2stargazer_dragonAug 17, 2011 12:26:17 | AC / attack bonus is the first thing I like to think further on We added a Inherent Natural AC Bonus of 2 every 3 lvl. This brought the average AC up to the same as the average attack bonus, will post more after play testing. [spoiler=the ground work] So again I want a average player to hit a unarmored (light defence) monster on a 7 and a heavily armored (heavy defence monster) on a 17 With super light defence coming to hit on a 5 or less and super heavy defence hit on 19 or more. so player to hit numbers should be based on 1 per LVl + 5 + 1 per 3 lvl. What I want is for Players to tell me what the chars to hit number are, there chars lvl and where they get there bonus from so I can check to see if on average I am correct, (Only want fighter BAB classes) Desired armor values (for light defence creatures) should be LV AC bonus 1 +6 2 +7 3 +9 4 +10 5 +11 6 +13 7 +14 8 +15 9 +17 10 +18 11 +19 12 +21 13 +22 14 +23 15 +25 16 +26 17 +27 18 +29 19 +30 20 +31 Charicter AC is the next issue, not counting armor bonus I need to figure out the average unarmored AC bonus. This will let me have a good idea what monsters to hit bonus should look like. My desire is to modify things so players on everage have the same AC as monsters so that they would have the same chance hitting themselves as hitting a monster. Light defence players should have no more then +3 dex bonus since it isn't there focus and on average will have a +2 dex, Players often also have more magical defence so they attribute about +2 Ac from magical effects every 3 lvl. Further players rarely use feats for defence and not a ton of them add to AC so skipping feats. So light defence chars average defence would be +2 Dex +2 Per 3 lvl magical This would give LV AC bonus 1 +2 2 +2 3 +4 4 +4 5 +4 6 +6 7 +6 8 +6 9 +8 10 +8 11 +8 12 +10 [/sblock] |
| #3slobo777aAug 17, 2011 15:16:04 |
I missed why you want this large range of chances to hit? Low chances to hit are likely to result in long, frustrating combats, unless you remove something major - for example, the battle grid. That's why old AD&D combats are shorter - needing a 16 to hit is not too tedious if your turn takes 5 seconds, and the whole round just 2 minutes. |
| #4stargazer_dragonAug 18, 2011 11:41:18 | A difrence of 10 with 7 being the low and 17 being the very high is not that large of a difrence specialy when you take into concideration that those are averages, it does not account for the extra feats a player might take or the couple extra a fighter gets or buff spells, Th object is that a super heavily armored foe would require a lot of work or the aid of bless and other similar spells, as a basic rule the more armor something has the less damage it does. Though ranged foes are often lightly armored but they do there damage with less risk of being hit. |
| #5stargazer_dragonAug 18, 2011 15:26:16 | skill ranks, We liked the 3.5 way of handling skills however decided to make it slightly less complicated, Players get a number of skills they are trained in, each trained skill gets +5 , they again get to train or further train skills every 5th lvl, thus they can have multiple +5 and a few +10 at 5th lvl all +10 or all +5. This is very similar to the way 3.5 already does skipp points except makes for less changes to the char sheat since bionuses are given only at lvl 5,10,15,20,and every 5 lvl after 20. instead of every lvl. it also reduces the time taken to decided and rounds the bonus out to a solid 5. The idea was to add the ability to deversafy but not require it Also Classes grant a +4 to 2 difrent skills related to there class and races gain a +2 to 2 difrent skills related to there class. We are doing a lot of changes to classes and races that I will address later For skill lists we will porbably use the 4.0 list maybe slightly expanded, Further some of the skills will be required to be put into background skills that will help flesh out a chars background full skill lists not yet availible as were working out the finer details. |
| #6rampantAug 19, 2011 2:30:03 | Slow down. You are rushing way too far ahead. You need to consider the system before the exact numbers should even be bothered with. Spells and monster defenses in 3e were incredibly complex and time consuming. Everyone and their dog had energy resistances, damage reductions, regeneration, fast real, spell resist, and could only be killed by purple virgins on the third day of any month not ending in y. If you like 4e monsters maybe it would be best to use that as the base line system, because the monsters seem liketo they will be the hardest and most involved bit to rebalanced. |
| #7stargazer_dragonAug 19, 2011 5:33:22 | we are actualy way way further along on the prodject then what I have transfered over here, we have already redone much of the core. We reworked saves and spell attacks Changed AC and BAB Altered the effects of spell resistence (though still working on how it effects non damaging spells we ben thinking a defence bonus) Bunch of other junk, We barrowed heavily from 4.0 for classes and saves but for the most part we liked how 3.5 did the monsters just needed to fix chalenge lvl ac to hit and a few other stats. In the end monsters have shown to be a easier prodject easaly able to fake it untill we have finished remaking all of them. We just finished a mana system anyhows actualy what I can use help on is SR So far SR will work Like DR and reduce the damage taken from spells, however we can't find a use/proper number for non damaging effects, we figured maybe a +1 save defence per 5 SR given as a situational bonus used against casters |
| #8rampantAug 19, 2011 9:40:25 | My advice is to ditch sr completely but have damage reduction apply to spells instead of just gimping weapon users. |
| #9rampantAug 19, 2011 9:40:32 | My advice is to ditch sr completely but have damage reduction apply to spells instead of just gimping weapon users. |
| #10stargazer_dragonAug 19, 2011 11:29:27 | we kinda liked the ability to make some creatures stronger against weapons while others were stronger against magic. This is what I came up last night for SR (bear in mind all playable races and monsters are getting remade to apply other fixes anyhows so we will make a large number of small fixes, we are also expanding the moster list to include varients of it for minion -elite-& solo where proper and for a slightly expanded lvl varience. Intelligent races who might have classes will have a few right up with classes to represent higher lvl and a template for each monster will exsist representing the lowest stats and lvl possible for the race (not including the minion template) SR grants direct damage reduction against spells, also every 5 SR Reduces the number of rounds a spell effects them by 1 (1 round/minute/ hour whatever time mesurment the spell uses) if this reduces it to or below 0 then the spell simply has no effect. (only works on spells that have a duration) non damaging spells with no duration are not effected by Spell resistence |
| #11rampantAug 19, 2011 11:38:25 | Ok a dark elf with 3e sr 15 gets fireballed for 30 damage how much damage would he take under the new system? |
| #12stargazer_dragonAug 19, 2011 11:46:58 | 15 fire damage Likewise same dark elf hit with a sugestion by a 6th lvl Sorce ((Duration 1 hour/level or until completed )) would have 3 hours removed from the duration Sorce lvl 6 spell lasts 6 hours remove 1 unit per 5 resistence to remove 3units making it last 3 hours instead of 6, ((though it is possible that SR may need to have a stronger effect on rounds to do much at lvl 15 and 20 since 3-6 units of time isn't nearly that big of a deal, then again how high does damage reduction get at those lvl? )) |
| #13slobo777aAug 19, 2011 11:52:29 | OP. your re-design may well include a few good ideas, but so far the posts seem very chaotic, and it is very difficult to tell what you are actually trying to do, other than mix and match some rule sets. Do you have any top-level goals, design principles, or an idea of what the "perfect game" would play like? For instance, if I were to re-visit my old obsessions with game design (I have homebrewed probably 4 or 5 RPG game systems loosely based around existing ones, to the stage where they could be played with my friends), I would probably look at two major things: 1) A framework for non-combat sides of the game that used parallel resources and character build concepts to the combat game (so that non-combat could be played out with more "roll game" to support it). I want something richer, with less entanglement with combat side of game, and better balanced between character builds, than 4E. 2) A combat system which had as much of 4E's rich dynamics as possible, but in which combats were resolved on average 2 or 3 times faster. What are your equivalent points to my (1) and (2)? If you don't some kind of guiding principle to your changes, you will end up with a mish-mash of ideas, some of which might be individually good, but together the whole thing risks being a mess. |
| #14stargazer_dragonAug 19, 2011 12:00:55 | while I admit the topics I bring up here are kinda hodge podged and chaotic thats becouse I am mainly bringing up the few things that I randomly run into that I am torn betwean basicaly instead of posting everything and getting all the feadback on areas where others disagree or throw there opinions into I am just posting the parts I actualy want feadback on. As to say if I tossed our class remakes on here then I would need to listen to everyones arguments and comments on something the group are already happy with, if instead I toss on a part of a class we have a hard time deciding on then I just get the feadback for that 1 part. Now not to say some people like rampart arn't a huge huge helt to me on these forums I also run into people who become problematic (run the topic into a non helpfull argument states as aposed to a helpfull one) so I find it greatly reduces issues if I post only whats relivent to the need if that makes much sence. Pluss posting it all here would be horribly long posts |
| #15rampantAug 19, 2011 13:44:54 | Which of course means that we don't have a complete frame of reference. |
| #16stargazer_dragonAug 19, 2011 13:59:27 | to post it all here would take the max out many full pages, I do try to give the reliuvent info but admit that I fail sometimes most of the cocepts r 3.5/pathfinder with some 4.0 aspects granted we have also added house rules so guess it is more complicated |
| #17stargazer_dragonAug 19, 2011 16:05:31 | I figured out that SR will reduce damage by a amount directly equal to its number so sr 26 reduces magical damage by 26, that said Sr numbers will prob be closer to DR numbers, |