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Haveneast: Kingdom of the Goat-Witch Discussion Thread

Started by Hibou, November 24, 2013, 09:20:02 AM

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Hibou

Quote from: Magnus Pym
I know I've said it before, but I'm not too much into rules. I'll let the others with more experience playing the games express their opinion.

On another note, whatever adds depth and realism in a roleplaying game is something I like, so emphasizing the importance of alchemy a little more would be cool in my opinion.

Also, talking of potential players, I know we're a ways from actually starting to play, but it might be cool to keep a list on the first post of the potential players and the/their class(es) that they want to play.

Good idea. Added.
[spoiler=GitHub]https://github.com/threexc[/spoiler]

Ghostman

I don't much like the Vancian system, so having it replaced with mana-based casting would be fine with me. Not that I'm the most relevant player to voice opinions about this since my planned character won't have any spells at the start and won't be gaining many of them even if he should level up.

Alchemy sounds like it could be a nice addition. Not sure whether it'd be worth the effort it'd take to make the rules though.
¡ɟlǝs ǝnɹʇ ǝɥʇ ´ʍopɐɥS ɯɐ I

Paragon * (Paragon Rules) * Savage Age (Wiki) * Argyrian Empire [spoiler=Mother 2]

* You meet the New Age Retro Hippie
* The New Age Retro Hippie lost his temper!
* The New Age Retro Hippie's offense went up by 1!
* Ness attacks!
SMAAAASH!!
* 87 HP of damage to the New Age Retro Hippie!
* The New Age Retro Hippie turned back to normal!
YOU WON!
* Ness gained 160 xp.
[/spoiler]

sparkletwist

I am neither in favor of nor opposed to a "mana" system, really. I worry a little if you are going to base it on psionics rules because D&D psionics rules are generally not very good, at least any that I've seen. I also think it might make Clerics really powerful (which I'm not completely opposed to, since I'll be playing a Cleric and all!) because they don't really have any "spell known" restriction, so removing the limits on prepared casting gives them a very deep bag of tricks.

As for alchemy, I remember talking about this before. I like the idea of alchemy, and one way to close the mundane-magical gap is to make magical rituals that can have spell-like effects available to anyone (or at least anyone with the right craft skill) but I personally found the way you were actually doing it in practice to feel really video gamey and it just didn't seem like it'd be fun in practice. But that was just my impression back then.

Hibou

Good points. I'd like to introduce spell points but I think I'll just stick with Vancian for now (maybe with recharge). The alchemy probably won't work in standard Pathfinder; I'd have to make a heavy system mod for it to work. It would essentially revolve around players knowing areas of my setting (which is unfair IMO) to get the most out of it, although just looking at a list of ingredients with their biome stats and a Survival DC to locate them would possibly work.
[spoiler=GitHub]https://github.com/threexc[/spoiler]

sparkletwist

One house rule I've seen that is somewhat common that takes quite a bit of the annoyance out of Vancian is the ability to "re-prepare" a slot. That is, if I have spell X prepared in a slot but not expended, I can spend 15 minutes or some other reasonable amount of game time and change that slot to spell Y. That makes a prepared caster not truly spontaneous or anything but it means that any time there is a little bit of downtime they can adjust their tactics to the situation.

Polycarp

Quote from: HoersThere are two things I want to pass by all of my potential players before anyone gets too into it (although I know you've already mostly finished your character, sparkle): I'd like to implement a "mana" system instead of Vancian magic; we'd essentially copy the Psionics rules for casting if you guys were down.

My fighter and I care deeply about this don't really have an opinion.

As for alchemy, I like the idea of interested PCs being able to use alchemical/herbal skills productively, but to be honest I'm not sure a complex alchemy system really adds much over a more ad hoc system (as in, make a Knowledge [Herbalism] check, get a circumstance bonus to some thing you are trying to do).  I suppose, like many things, it depends on the implementation.  At any rate, my character is unlikely to get much use out of it.
The Clockwork Jungle (wiki | thread)
"The impediment to action advances action. What stands in the way becomes the way." - Marcus Aurelius

Hibou

http://doodle.com/32fyxemwa43ef3a5

Ignore the actual dates in the quiz for now; just post times you have available on a regular basis and we'll see how well that works. If we can't get it to work out that well I'll be going with whichever date the most people can consistently meet. If you're not sure about availability you could still take part in other ways if interested.

If this method doesn't work out, I'll just be posting a doodle every week to pick a time everyone can make.
[spoiler=GitHub]https://github.com/threexc[/spoiler]

SA

Ima just drop dis here.

Covetous Evgen
"Elf"

HP 15
AC 14 (+3 Dex, +1 Dodge)
BAB +1
CMD +4

Str 11 Dex 17 Con 13 Int 19 Wis 13 Cha 13

Feats
Combat Casting, Dodge, Improved Initiative, Spell Penetration, Toughness

Skills
Appraise +10
Escape Artist +6
Linguistics +10
Perception +4
Spellcraft +10
???????? +Profit

Spells/Day
4/3/2

Spells Known

1 (5) Colour Spray, Enlarge Person, Grease, Silent Image, Sleep
2 (2) Invisibility, Levitate

HippopotamusDundee

Are the "Caste" and "Lineage" ideas from the old campaign still going to be making an appearance and, if so, will it be an identical, similar, or different set of options?

Hibou

Quote from: HippopotamusDundee
Are the "Caste" and "Lineage" ideas from the old campaign still going to be making an appearance and, if so, will it be an identical, similar, or different set of options?

They weren't really all that effective for what I intended so I'm not using them this time. I'm allowing players to pick any of the medium-size PC races instead of just humans, though. You can play an "elf" but you're just a human from a different region than the default human race or a dwarf, etc.
[spoiler=GitHub]https://github.com/threexc[/spoiler]

Numinous

Previously: Natural 20, Critical Threat, Rose of Montague
- Currently working on: The Smoking Hills - A bottom-up, seat-of-my-pants, fairy tale adventure!

Steerpike

Tentatively replied to the Doodle.  My schedule may change/fluctuate.

Man this would be an awesome group.  Looks like scheduling might be tricky, though.  I listed my weekends as unavailable, but there might be some possibility of me playing Saturday afternoons... maybe.

sparkletwist

I have doodled as well!
I'm not 100% sure about my exact availability but generally speaking weeknights are good-- Tuesdays and Wednesdays not quite as much so, and I might also be able to make Saturday afternoons as well.

Hibou

So based on the way the doodle has shaken out, there are two timeslots where 6 players can make the game, and I'm leaning towards these. The problem is that it puts either MagnusPym and Ghostman out (Monday nights) or Ghostman and Hippo out (Wednesday). In the interest of keeping the process simple, are any of you three unsure if you'll be able to make those timeslots (Monday 7PM Eastern, Wednesday 7PM Eastern) in the future?

Alternatively, is anyone interested in possibly taking the role of a recurring character or characters rather than a standard party member? There are a lot of potential storylines that could receive more attention if someone were down to play what would almost be a series of mini-campaigns on the side (we might even be able to start a 2nd "group" that plays very streamlined situations and then makes regular session appearances). This would be a good option if you want to play but suspect work or other events may get in the way.
[spoiler=GitHub]https://github.com/threexc[/spoiler]

Magnus Pym

I'd much prefer to get in the action, however if it'd suit the whole group better I can play a side-campaign with a recurring character.