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Post by jc on Nov 19, 2011 11:39:39 GMT -5
were you planning on running a game this week? Because if you are, Ryan and I are able to play.
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Post by Naelwyn on Nov 19, 2011 12:02:27 GMT -5
I'm not sure as of right now, as I've got work that really needs doing.
I'll let you know later tonight.
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Post by Naelwyn on Nov 19, 2011 23:45:05 GMT -5
Letting you know my decision tree:
1) Haven't Heard from Jamie. 2) Vibrations 4Q03, final assignment, is a pain. 3) The lab me and Q have on Tuesday I still haven't managed to get a writeup for.
Probably not this week. However, after this week, I'll have no more 4Q03 assignments NOR 4AA4 labs, nor midterms, so I should finally be able to DM again.
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Post by jc on Nov 20, 2011 7:04:12 GMT -5
ok, I understand forgot to ask Jamie myself, but the work sounds like a pain. Good luck finishing it
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Post by Naelwyn on Nov 25, 2011 17:29:47 GMT -5
I will not be able to make any game on Sunday due to a surprise massive final Realtime systems assignment.
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Post by Naelwyn on Jan 8, 2012 20:53:35 GMT -5
Update for the new term. Since I haven't been able to find and talk to everyone physically, figured I might as well make a post to summarize things. (I've told two of you the gist of this, this post mostly for JC.)
So: Over the winter break, I did some testing on the system I wholeheartedly stole and then mashed together with something else. Turns out it eventually blows up. (Primary problem is that damage eventually becomes 1-shot or 1-point.)
To that end, I started legitimately working on something new, and now that it's finished, I'm ready to go again. (We're mostly back to d20 now. I'll actually post what I'm thinking of going with right now.)
If Sundays, concurrent to club game time still work, we can probably go with those. Else, give me other times that work for you and we'll see what we can pull together.
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Post by Naelwyn on Jan 8, 2012 21:28:23 GMT -5
So, this is my attempt at a new system combining elements from a few places into an 'organic point-buy'.
To start:
Character Features: Characters start with: Flat 10s across all physical stats +0 BAB +0 Saving throw Bonuses 0 Skill Points 0 Feats
All of these features can be improved or gained via use or by [REDACTED]. Any time a character performs an action that involves any of the above, they train the associated ability. With enough training, the ability will increase. For example, Grappling involves STR, BAB, the Escape Artist skill, and a few grappling feats. Every round a character spends in a grapple, they train all of those associated abilities.
Character Durability:
Characters start out with 10 Health 10 Fortune
Damaged can be assigned however the player chooses to both health and fortune.
Health represents a characters physical durability and the general amount of damage a PC can take. A character that drops to 0 Health is disabled, -ve health is dying. Dropping to (-10 + Constitution Modifier) will kill the character.
When reduced to 50% or less HP, a character needs to make a fortitude save (DC = 10 + Damage Taken) or become exhausted. On a success, the character is only fatigued. When reduced to 10% or less HP, a character needs to make a fortitude save (DC = 10 + Damage Taken) or become nauseated. On a success, the character is only sickened. Both of these status conditions persist until the character is above the threshold that caused the affliction.
Fortune represents both a characters luck and skill in avoiding damage. There is no penalty for using all of your Fortune, but so long as a character has more than 1 point of fortune left, an effect that would normally kill the character instead leaves them at -1 HP and stable at the cost of all their remaining Fortune. There may also be other uses for Fortune.
At the end of an encounter, PCs recover one half of their expended fortune and 1 Hit Point. After resting for 8 hours, PCs recover one half of their maximum health and fortune.
Health and Fortune can be increased by successfully completing quests and missions, as well as [REDACTED].
Character Abilities:
Characters begin the game with one Special Ability and two Normal Abilities.
Special abilities are important, character defining abilities. They almost always level along with the character. Gaining new special abilities is rare, and will typically only occur after successful completion of a major questline.
Normal abilities are less important, and typically do not scale in a meaningful fashion.
Some examples of abilities will be given in the next post.
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Post by Naelwyn on Jan 8, 2012 21:56:43 GMT -5
Sample Normal Abilities:
Most class features that are gained 'once' are Normal Abilities. As an example, Including some new and some borrowed:
Ardor: When making a successful Fortitude saving throw against an effect that normally deals half damage on a successful save, instead take no damage. Additionally, gain +2 to your Fortitude save bonus. Evasion: When making a successful Reflex saving throw against an effect that normally deals half damage on a successful save, instead take no damage. Additionally, gain +2 to your Reflex save bonus. Valor: When making a successful Will saving throw against an effect that normally deals half damage on a successful save, instead take no damage. Additionally, gain +2 to your Will save bonus. Improved (Ardor, Evasion, Valor): See SRD Improved Evasion. Uncanny Dodge, Improved Uncanny Dodge, Aura: Any of (4 Paladin Auras: SRD), (Dragon Shaman Aura: Players Handbook 2), (Marshall Aura: Miniatures Handbook), (Divine Mind Aura: Complete Psionic) Hide in Plain Sight Purity of Body Diamond Body Etc. This is not a complete list. If you're curious about another feature from elsewhere, simply ask. I've abilities from a great deal of places and sources.
There is also, for the cost of 2 Normal Abilities: Custom Normal: Work with your DM and get a completely unique ability that nothing else in the setting has. If you happen to come up with one that already exists and I merely haven't told you about, this only costs 1. (And gets the ability posted onto the eventual index I'll put up.)
Sample Special Abilities:
Most special abilities grant you some kind of potent feature that will improve with further usage.
Selected Examples: Sneak Attack: As SRD. Base is +2 Damage instead of +1d6. Rage Bardic Music Companion (Animal, Familiar, Mount, Homunculus, Construct, Living Item) Shapeshifting Combat Style Training (Elaborated Further in it's own Post.) First Circle Spellcasting (Also Elaborated Further later) Second Circle Spellcasting [Prereqs] Third Circle Spellcasting [Lots of Prereqs]
Custom, again at the cost of 2.
A fair number of things are omitted, just put this down to give you a general idea of what I was looking at.
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Post by Naelwyn on Jan 23, 2012 12:45:35 GMT -5
Apparently, according to Q, there was a miscommunication of some sort.
Game is ready to go, I just need to know whether Sundays at 5 are good for you.
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Post by jc on Jan 23, 2012 14:25:47 GMT -5
I'm good
edit: however after talking to ryan and jamie, jamie says he's not going to play and ryan says he's going home this weekend. So it appears I'm the only one who can play.
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Post by Naelwyn on Jan 28, 2012 18:59:49 GMT -5
Q 'might', emphasis on the probability, be joining us.
Looks like a no-go this weekend, let's see about next week.
(I've got a Midterm at 8:30 Monday morning and three assignments to do, so bleh to my weekend.)
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Post by jc on Jan 31, 2012 4:26:56 GMT -5
can you talk about spellcasting and combat style training so I can figure out my character
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Post by Naelwyn on Jan 31, 2012 7:06:37 GMT -5
Blargh. I must have forgotten to C&P those in. One moment.
Spellcasting: Spellcasting is divided into three circles corresponding to the general level of power of the spells contained therein, and within each circle, into four disciplines.
Disciplines: Thaumaturgy: A spellcaster who focuses mostly on thaumaturgy is called a Theurge. Thaumaturgy is the discipline of reality manipulation and alteration. Effects that manipulate magic and space fall under thaumaturgy, as do most 3.5 Abjuration and Transmutation effects.
Mysticism - A spellcaster who focuses mostly on mysticism is called a Mystic. Mysticism is the discipline of the magics of life, death, the astral, and the soul. Positive and Negative energy effects, life force manipulation, resurrections, and divinations fall under Mysticism, as do most 3.5 Necromancy, Divination, and Conuration (Healing) effects.
Invocation - A spellcaster who focuses mostly on invocation is called an invoker. Invocation is the discipline of calling forces to do your bidding. The discipline includes such spells as elemental effects, summoning effects, and force effects, as well as most 3.5 Conjuration and Evocation spells.
Conception - A spellcaster who focuses mostly on conception is called a cogitator. Cogitation is the discipline of perceptions, sensation, and the mind. Temporal manipulation, Light manipulation, charms, and glamors are all typical effects of the discipline, as well as most 3.5 Enchantment, Illusion, Clairsentience, and Telepathy effects.
Within each circle of magic, there are numerous spells in each discipline. Once a character learns a spell, they can use it as an Initiate in skill. As you use a spell more often, you get better at performing it and the spell becomes more potent. As an example:
First Circle Invocation - Shock:
Initiate: A spark flies from your outstretched hand towards a designated foe. They take 1d6 electrical damage. (Reflex Half). Usable once per day. Layman: The spark spell now affects all targets in a line between you and your target, it's damage improves to 2d6, and you can use it twice per day. Journeyman: The spark spell can now be maintained through concentration across any number of rounds, it's damage improves to 3d6, and you can use it once per encounter. Master: The spark spell can now arc between a number of targets equal to your intelligence bonus, the damage improves to 4d6, and you can use it twice per encounter.
Typically, stronger spells require certain levels of mastery of weaker spells in order to learn them.
Advancing to second-circle magic requires Mastery of at least 1 First Circle spell and knowledge of at least one spell in each Discipline.
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Post by Naelwyn on Jan 31, 2012 7:25:16 GMT -5
Combat Training:
Without this ability, the only thing a character can acquire by using physical abilities repeatedly is Basic Proficiency and a slowly increasing BAB and BDB (Base Defense Bonus, Like BAB, but adds to your Armor Class).
With combat training, however, a character can start learning feats and combat abilities by using weapons / armor in combat, and the rate at which their BAB and BDB increase doubles.
For example: - Wielding two weapons with this ability will eventually give you the two-weapon fighting tree. - Wielding a certain kind of crossbow will let you learn Piercing Shot. Piercing Shot: Spend a Full-Round action to fire a single bolt as a ranged touch attack.
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Post by Naelwyn on Jan 31, 2012 7:26:21 GMT -5
I'd like to elaborate a little further on these things, but I've got an 8:30 lab and need to get going. I might be able to add more in at some time later. I hope this gives you a basic idea of what my intentions are for each of those.
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