Sunday, August 28, 2016

5th Ed Game reboot

Plot Points


So you get a plot point every level. It is an option straight out the DMG.
You can use it to insert something cool, change the story etc. You could use them to pick up a power from 4th ed, get a henchman, start a thieves guild, make a cool important itme (to them) a legacy item etc. Or you could just use them to save your butt. As the players start at 5th they might have spent a plot point or 2 already

Powers from 4th Ed

pick 3 powers from 4th edition- They are added to you roster of capabilities (spells, maneuvers, divinity, metamagic, ki). I would suggest 1 attack, 1 defence, 1 movement and make sure one is usable at 5th level, ie cantrip or 1-3rd level spell, or "at-will" under 5th.
The idea here is to give non-spellcasters a bit more flexibility, import some of the dynamic features of 4th ed.


Henchmen

So give players- familiars, pets, beast followers, sidekicks, apprentices
These could be spear/book carriers, replacement characters, entourage. I'm thinking they would max out at 2 levels below you with max feeding/care but most would be 3 or 4 levels below the players.
Start when players get to 6th.

Organisation or Holdings

So this is the establishment of a Guild, Monastic Order, Church, March Castle etc.
May be started after players get to 9th.

Legacy Items

The item becomes "uncommon" level magical and gets an "aspect" in the style of fate, which is usually flavour or some such. Every 5 levels it can unlock another level of magic and gets more personality.

Other Mechanical Custom Mods


Critical Hit Deck

From Paizo, changes criticals slightly, giving differing effects based on damage source.
http://paizo.com/products/btpy872f

Stats

Insert base profile (8-10-12-13-14-15)
Then assign 4d6x6. May move one dice per stat before rolling- for example,
 3d6x3 & 5d6x3
or
3d6x5 & 9d6x1
To stop too great a shenanigans, your base 8 must go on your lowest and your highest must go on 15.
then roll. If you get higher, get higher, otherwise go with the base.

New Races

Naga
Cambion
Derro
Gray Dwarves
Deep Gnomes
Goblin 
Try Me

Healing

Short rest is just a quick breather between combats- call it 15 minutes for spell durations. Otherwise works exactly as described in players handbook and dmg.
Long rest is 8 hours, max of once per 24 hours, you get all your spells back and all your "healing hit dice", but you don't heal on top of that, although you could then spend all your healing dice, leaving you with none until 16 hours and another rest later. On average that would heal you.
Down time is more than 24 hours, in a safe environment, with access to first aid, food and sleep. You heal completely and get everything back as well. Often 2 nights in a nice inn.




Saturday, August 27, 2016

The Cycle of Nerath

Partially inspired by the art of William O'Connor, partially refreshed by battling zombies I present the outline of a new Campaign.

Next Game

So, the day before my Birthday I sent out a survey. I thought- cool surveys are cool. I'll make some light jokes and maybe get some feedback for future games and campaigns.

https://www.surveymonkey.com/r/V8KVH5R

So people answered. Quite a few.
And I learnt some stuff.

Folks like..
Less magic- average 35% on 1-100
Lower-powered games - midtier
Games with Multiple dice
No phones but access to characters on laptops for some
Pre-gunpowder
Longer campaigns
and a range of genres.

With that in mind I won't be replicating "Cowboys and Aliens" or "https://en.wikipedia.org/wiki/Eberron"

I also sort of have my GMing mojo back.

and want to get back into world /game building.