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Homebrew Design Roll up your sleeves and get working: there's lots of homebrewin' to be done! Post your custom creation for critiques or review those of your peers.

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Old 08-09-2011, 10:54 PM   Top  -  End  -  #1
Domriso
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Default Domriso's Massive Homebrew Overhaul Compendium

So, this is something of a way to keep me on track. When I get an idea, I tend to focus on it for a while, but then get distracted. Either the real world gets too much in the way, or I think of another idea, or maybe I just get bored. In any case, this has resulted in a wide variety of variants, subsystems, revised rules, and the like which I have not finished.

In an attempt to coalesce all of these ideas into one space, I have decided to put this thread up. It will be a major link to all of my work, and also a sandbox of my ideas, such as what people would like to see, or ideas they might throw at me.

So, first off, I will be discussing my design philosophy, and then listing off what exactly I have already done and plan to do.

Cheers~
__________________
Domriso's Homebrew Compendium - A collection of all of my homebrew, throwing in my own design philosophy and my conceptions for possible new things.

Geomancy, Runic Magic, probably more at a later date:
Come see my Homebrew!

Ever heard of the Ultimate Classes? They're pretty sweet. Check them out here.
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Old 08-09-2011, 10:55 PM   Top  -  End  -  #2
Domriso
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Default Re: Domriso's Massive Homebrew Overhaul Compendium

STRAIGHT INTO IT
Right, well, let's jump straight into it. My experiences with roleplaying have been less than ordinary. I first was introduced to D&D in high school, got hooked, played, ran some campaigns, grew disenchanted with it, and then moved to other systems. However, no matter how many other systems I tried, I always came back to my first. The d20 system just possesses an elegance and variability that I have not been able to find (or create) in other systems.

So, onto my oddities. I read. A lot. A lot more than most. My best friend and I possess collectively almost every single D&D 3.5 book, and I've read them all, cover to cover (Spell Compendium was not terribly fun, but interesting). I've also read waaaaay too many third party books, other system's books, homebrews, and the like. Yadda, yadda, &c, &c, I read a lot, you get the idea.

The weird part comes in because I essentially self-taught myself to DM, and I also essentially taught all of my roleplaying friends both how to roleplay, and how to DM for those who have taken up the mantle. It's made my experiences rather inbred, but also instilled within me a very obvious fact.

Games are made to be fun.

A simple gesture, and an even simpler sentiment, but one which can be twisted and pulled to produce a wide variety of responses. However, when I say it, what I mean is that, so long as everyone playing is having a good time, then something is going right. So, I have taken this idea as my core ethos in game design, though it looks a little different.

Essentially, I create worlds, and then create mechanics around them. For instance, I've had a rather dislike for the Vancian spellcasting system for quite some time. Right from the start I found it unwieldy, and as I used it more I grew more and more annoyed at it. It was one of the biggest reasons I decided to try out other systems.

But, my love for D&D returned when I discovered Green Ronin's True Sorcery system of magic. Variable, customizable, and comprehensive (perhaps not all-encompassing, but lovely nonetheless), the system was just what I wanted for spellcasting, and so I took it, adjusted it a bit, and then made it my own.

How does this apply to game design? Well, True Sorcery was my first real glimpse of alternate systems. It was a system that worked within the d20 framework, but allowed for a far greater variety of effects, and a truly unique gaming experience. It opened my eyes to the other possibilities of systems, and led me to making my first adjustments.

To be fair, my first few homebrews were terrible, but everyone has to start somewhere. I don't even really remember them much anymore, but I do remember that few, if any, saw any real use. I realized I wasn't so much building my own systems as I was building off other systems and turning them into something different. It wasn't what I wanted, so I changed my approach.

I don't really think that the play-by-play is necessary, or even very interesting, but what I came to believe is that, if you're making homebrew, you have to make it for yourself. Sure, it needs to work enough to be able to use, or otherwise you just have a somewhat interesting document, but the creator needs to have fun with it for it to be worth it.

HOW DO YOU APPROACH CREATING A SYSTEM?

Now, I'm sure there are many possible approaches to creating systems within an already existing framework, but this is how I work. I get an idea (we'll use Geomancy to begin with, because it's my most recent work), and from there I think about it. I play with options in my head (in the case of Geomancy, I was trying to emulate the Geo Panel system of the Disgaea games), see if it is directly translatable (usually this is not the case).

Then, assuming direct translation is impossible, I try to figure out a way to create the same feeling of the original idea, but with useful mechanics (for Geomancy, expanding the effects of the "panels" to be larger and making the effects more focused on buffing and debuffing).

Finally, I see if the system will work how I'm thinking (playtesting is useful for this, but I rarely have the chance to playtest before I've already got a complicated structure in place). I make the basic rules, then I create the more complicated aspects, and I then set about creating all the gritty details.

This works for me. I enjoy the process, and it's fun. But, I also have to say that I look at D&D in a very different way than most. When I decide to make a new set of rules, I'm usually looking to flesh out an aspect of the system that I feel it cannot adequately represent. For instance, I changed the system from Vancian to True Sorcery because when I see spellcasters, I don't imagine the world working like it does with Vancian spellcasting. Flavor is important, but I like my mechanics to back up the flavor.

OKAY, FINE, BUT WHAT EXACTLY IS YOUR DESIGN PHILOSOPHY
In a word, complexity.

That alone usually makes people look at me confused, but let me explain.

When I look at a system, I want it to be able to adequately represent the world it is made to emulate, but I also want it to be interesting and fun. However, the d20 system has a nasty tendency to become extremely formulaic, often pushing people to memorize vast amounts of rules that can bog down gameplay, or that a DM may not have taken into account.

Also, I create mechanics to make an interesting story. I run my games in a fashion much like a novel: the players are protagonists, and they might not succeed, but the novel should be as much about them as it is about the plot itself. In essence, I tailor my campaigns to my players, using a basic outline to introduce them, and then altering it to make the players fit in better and be more important.

That being said, I don't like the world being completely predictable. I like it being easily enough understood in a basic way, but there should be a lot of people who don't quite know what is going on, including the players. Another example, I once watched a game get played where one of my good friends, Kaitlin, was playing. While being a good friend, I had never seen her play before, and she surprised me because she was so focused on the rules. I so often overlook simple mechanics in favor for story, and I let minuscule, sometimes not-so-minuscule, details go unreprimanded because they added something to the story. Kaitlin, however, played so close to the rules that the DM wasn't quite able to make the jump from playing one of my games to running one with such an odd player.

So, I don't like my players knowing everything. This is part of why I like complexity, because the more complex a game is, the less everyone will understand. I myself, being the one creating the game, make sure I understand what is going on, but I let my players make mistakes, do crazy things, and sometimes just run wild, simply so I can see what they do.

The other aspect of complexity is just that I feel it better represents the world around us. There are so many interlocking, interconnected aspects of the real world that can be boiled down into simplified mechanics, but keeping some of the mystery in the air can make a game so much more interesting.

THIS SEEMS ODD

Let's use another example. I have introduced two systems to the GitP forums: my Rune system and my Geomancy system. Both are very different from Vancian spellcasting, but they also both emulate some kind of supernatural paradigm that I have seen in books or history. I also use the True Sorcery system, which I feel works better to represent arcane magic in a fantasy setting (or, at least, in fantasy settings I tend to use).

But, I wouldn't try to use these three systems to emulate everything I want in my campaign settings. Psionics are very different, in my mind, than arcane spellcasting, summoning is a special action which involves a lot more than simply muttering a few words and waving your fingers about, and the stars can provide far more than a pretty sight.

If I tried to use the previous systems to build up a variant for additional systems, I would end up dissatisfied. Could I do it? Probably. But I wouldn't like it.

Instead, I see what I think is important for a new system, such as Psionics, and then I build the system to exemplify what I think of as the important features.

UH... WHAT?

Let's take Psionics as an example, because I've mostly finished my variant on the system. Looking at the standard Psionics system, it is basically a mana system, where you have an allotted number of spell points that you use up when making magic. It's claim to fame, I suppose, is that all of the powers can be augmented to produce advanced effects, but in my opinion, that's a pretty weak claim to fame.

This does not fit how I see psychic powers. To me, a psychic power is something that be used almost indefinitely, because the mind is its power source. So, I need something that can make at will abilities. However, I also see psychic powers as being extremely varied in some people, and extremely focused in others, so there needs to be extremes. Finally, I see psychic powers as being able to be overexerted, pushed to their limits to create extremely powerful effects, but that such exertions will weaken the psychic overall, at least until they rest.

So, taking all those things, I made a system that works. Psionic characters still have power points, but they invest these power points to create psychic abilities. Invested power points return fairly quickly (within a few rounds), so most powers can be used over and over again.

To make psychic abilities more varied, I separated the different Powers into collections called Talents. So, for instance, all powers relating to heat and fire are collected in the Pyrokinesis Talent. Psionic characters learn Talents and can use any Power contained within, so long as they have enough power points to invest.

Some powers are more effective and mighty, but they require power points to be burned rather than invested. Burned power points return only after a full-night's rest, so burning power points weakens a Psionic character overall for the day, but this can sometimes be worth it.

Now, this system is very different. It may or may not be balanced (I have yet to test it), but it's also hard to say what is and what isn't balanced when my games possess so many different kinds of systems. Certain combinations may yield better results than others, so I just try to make any character possible.

HOW EXACTLY DOES THIS RELATE TO GAME DESIGN?

Good question. In a nutshell, it means that I make systems so that my world is further fleshed out. Not all supernatural systems are available everywhere, and some places simply haven't discovered even the basics of some systems. There is a cultural element, a story aspect, and sometimes just a balancing aspect.

I work out of complexity. I make my games ultimately understandable, but I like them being very expansive and inclusive. If you want to play a raging berserker who casts spells, go right ahead; I'm sure we can figure something out.

I FEEL LIKE THIS WAS WAY TOO LONG

Perhaps so, but it put out a lot of my ideas, and it might make some of my decisions make more sense in reference to what I ultimately create.

Next, onto putting up my projects.
__________________
Domriso's Homebrew Compendium - A collection of all of my homebrew, throwing in my own design philosophy and my conceptions for possible new things.

Geomancy, Runic Magic, probably more at a later date:
Come see my Homebrew!

Ever heard of the Ultimate Classes? They're pretty sweet. Check them out here.

Last edited by Domriso : 08-10-2011 at 12:04 AM.
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Old 08-09-2011, 10:56 PM   Top  -  End  -  #3
Domriso
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Default Re: Domriso's Massive Homebrew Overhaul Compendium

SUPERNATURAL SYSTEMS
What's in a name? Well, a lot. I use the term "Supernatural System" rather than "magic system" because I use the term "magic" to specifically refer to arcane magic. Just something to note.

OVERVIEW
This is a summary listing of all of my subsystems that I plan to include in my games. I am listing both systems I have created and systems I have yet to create, one, for posterity's sake, and two, so people can comment on things they might want to see more. I might include more in-depth posts about individual systems so I can explain my views on them.

Without further ado, here are the systems:

"Completed" Systems: The systems here have at least their basics down and are in the very least in the playtesting phase. Some are more complete than others.

Arcane Magic
Spoiler


Divine Miracles
Spoiler


Geomancy
Spoiler


Meldshaping
Spoiler


Pact Making
Spoiler


Psionic Manifesting
Spoiler


Runic Inscriptions
Spoiler


Summoning & Calling
Spoiler


Xenotheurgy
Spoiler
__________________
Domriso's Homebrew Compendium - A collection of all of my homebrew, throwing in my own design philosophy and my conceptions for possible new things.

Geomancy, Runic Magic, probably more at a later date:
Come see my Homebrew!

Ever heard of the Ultimate Classes? They're pretty sweet. Check them out here.

Last edited by Domriso : 08-17-2011 at 01:27 AM.
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Old 08-09-2011, 10:58 PM   Top  -  End  -  #4
Domriso
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Default Re: Domriso's Massive Homebrew Overhaul Compendium

Those not yet finished, but whose ideas are already present

Alchemy
Spoiler


Assimiliation
Spoiler


Astrolomancy
Spoiler


Cartomancy
Spoiler


Chakras
Spoiler


Crystallmancy
Spoiler


Divination
Spoiler


Elementalism
Spoiler


Koulemancy
Spoiler


Mogrification
Spoiler


Sympathetic Rituals
Spoiler


Taint
Spoiler


Technology
Spoiler


Transmutation
Spoiler


Truenaming
Spoiler
__________________
Domriso's Homebrew Compendium - A collection of all of my homebrew, throwing in my own design philosophy and my conceptions for possible new things.

Geomancy, Runic Magic, probably more at a later date:
Come see my Homebrew!

Ever heard of the Ultimate Classes? They're pretty sweet. Check them out here.

Last edited by Domriso : 08-20-2011 at 11:29 PM.
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Old 08-09-2011, 10:59 PM   Top  -  End  -  #5
Domriso
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Default Re: Domriso's Massive Homebrew Overhaul Compendium

Last post reserved just 'cause I like the number five better than the number four.
__________________
Domriso's Homebrew Compendium - A collection of all of my homebrew, throwing in my own design philosophy and my conceptions for possible new things.

Geomancy, Runic Magic, probably more at a later date:
Come see my Homebrew!

Ever heard of the Ultimate Classes? They're pretty sweet. Check them out here.
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Old 08-10-2011, 06:33 PM   Top  -  End  -  #6
Shadow Lord
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Default Re: Domriso's Massive Homebrew Overhaul Compendium

Will you be posting your other supernatural systems on the forums? Because they sound... interesting. I mean, they really sound intriguing, and I hope you put more of your stuff up.

Also, True Sorcery is indeed awesome, but it starts to get crazy at Epic Levels.
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Old 08-10-2011, 06:57 PM   Top  -  End  -  #7
Domriso
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Default Re: Domriso's Massive Homebrew Overhaul Compendium

Yeah, I definitely plan on putting more stuff up, as soon as I actually make them. The whole reason I'm putting this on the boards in the first place is to give myself a reminder of what I was working on, and to see if there's any interest (such as from you! ).

And, yes, it does get crazy, but I usually don't play into very high epics, so I haven't seen it too much (though I have seen it, even at lower levels), but I've also altered a few of the aspects of system in minor ways to balance it a bit. However, most of my balancing comes from adding in other systems to level things off.
__________________
Domriso's Homebrew Compendium - A collection of all of my homebrew, throwing in my own design philosophy and my conceptions for possible new things.

Geomancy, Runic Magic, probably more at a later date:
Come see my Homebrew!

Ever heard of the Ultimate Classes? They're pretty sweet. Check them out here.
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Old 08-15-2011, 11:51 PM   Top  -  End  -  #8
Domriso
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Default Re: Domriso's Massive Homebrew Overhaul Compendium

Alright, I finished all the different summaries now, so it's about time to go ahead and tear into some of the ideas I have. I'll start with Technology, because that's what I've been focusing on over the past few days.

Now, as I stated in the summary, the Craft skill seems to work pretty good as is, at least in terms of daggers. Would it work as well with other objects? Maybe. I'll need to do the math with them and see.

My biggest complaint thus far is that I needed to highly optimize my Dwarf to be able to spit out daggers so quickly. The prices of most of those things seem vastly out of proportion to other prices. After reading Grain into Gold, I have come to view the prices presented in the Player's Handbook as a bit... skewed.

So, as of now, I have the big issue of revising how the Craft system works based mostly on the fact that it appears that most goods in the Player's Handbook are highly overpriced. I'm still looking into other sources to see if I can find other good information, but as of now, that seems to be the biggest problem.

Putting that aside, I've been working more on how exactly technology would work. I can see a couple of possibilities, but first, let's discuss technology in the real world.

-NOTE-
This is highly biased, based on assumptions, and likely not entirely accurate. I'm doing my best to base my assumptions on good information, but I can't necessarily say that I am correct. As such, any corrections people might have for me would be highly appreciated, because I would like this to be as realistic, while still streamlined, as possible.

Moving on.

From what I can tell, technology in the current age is rarely built by a single person. "Simple" devices, such as tables and chairs might be, but usually they are made in parts by machines, and often assembled as parts by machines. Usually, the most human interaction comes into it is designing new things, manually installing certain parts of objects which are not mass-produced, and manually installing parts of things which they want to be better than mass-produced.

*I would like to put it out there that when I say "simple" devices, I do not mean they are necessarily outdated or easy to create. I simply mean that they do not require mechanical precision to create, and as such still require human labor in today's day and age. Such things could be putting a shower in a bathroom, siding a house, flooring a room, building a house, fixing a radio, and many, many other things.

This isn't to say someone couldn't make a whole bunch of electronic things all by their lonesome; just that it doesn't usually happen, and for a number of good reasons. For one, most electronic parts are so incredibly small, a human probably couldn't reliably produce it with any skill. Another is that mass-produced objects often have a bit of the time/efficiency quotient working for them. So, in other words, in an electronic-based setting, technology works best when in the hands of machines.

Here comes the question, though: how does this translate to D&D? Ignoring the fantasy aspect for the moment, two major possibilities jump out at me for how automatons work (automatons, from this point forward, meaning machines built to build other things, but which do not possess their own sentience). One is that a full-scale factory is, in essence, the same thing as an alchemist's lab, giving the crafter a bonus to their Craft checks equal to some amount, and which certain things cannot be crafted without said factory. Then there's two, that the automatons actually can make their own, very specific Craft checks, which they can reliably do for long periods of time, so long as they have power.

It seems to me that either option could work, but I like the second option better. Why? Well, it seems a bit more elegant, first of all, but also, this type of system allows for automatons to work by themselves, and also allows magic to work on them in interesting ways.

So, to begin with, whille trying to create an electronic-based setting, the Craft skill will work, but we need to include a new type of object which can be Crafted, namely, the Automaton. Here's my write-up of how it will work in terms of game mechanics.

Spoiler


It's obvious that some aspects of the automaton creation process needs to be rewritten, mostly to include more specific rules and DCs, as well as the table of minor and major complications, but that's the basic idea. What you get is the ability to make an assembly line, which allows for electronics to be created.

Another thing I want to add, and this is an important point so I'll embolden it, is Blueprints. A blueprint is a creation which aids on Craft checks. They provide a bonus to Craft checks to produce a specific object. Blueprints can be used multiple times, so long as they are not destroyed, but adding onto a blueprint requires creating a new one with altered statistics (essentially, you make a new blueprint with possible changes to make it better).

However, let's think about this again. Electronics are often easily damaged, somewhat difficult to fix, and require people rather skilled in their use to fix. They are not the easiest thing to work with.

This is why I feel that the steampunk genre works better than modern technology for a fantasy setting. With steampunk, there is less need for an assembly line, there are less tiny parts which need to be mechanically produced, and the idea that there are geniuses who can put together massive amazing things is relatively commonplace. In that case, I have ideas on how to work the mechanics.

Essentially, steampunk creations work the same way. Most devices requires simpler parts to be made first, and then more complex devices to be made of the simpler parts (IE, crafting the gears, springs, and other parts, then crafting the clockwork creation). The difference between steampunk technology and electronics is that most of the simple parts for steampunk tech can be readily cannibalized from preexisting devices. It might take a genius to do so, but it's sort of assumed that the Sparks* are like that anyway. It adds to the mystique of the genre.

*Girl Genius reference.

Since the technical mechanics of the Craft check remain unchanged, the question comes as how to make the classes that focus on steampunk technology interesting. In this case, another easy possibility pops up.

Simply, Innovators (for lack of a better term at the moment) can go on sprees of creation. During these sprees, they become able to craft amazing devices, in exceedingly short periods of time, almost as if by magic. In reality, their minds are working so fast that they are just putting together concepts without necessarily fully understanding what they are doing. This grants them several mechanical benefits.

First, they gain a bonus to their Craft checks while in this state. This immediately cuts down on the time they need to craft things, and also increases what they can make. Second, they gain the ability to exponentially increase their speed at crafting, even more than the bonus to Craft would provide. This is the sort of thing that would let them pull a McGuyver; they can take random bits of materials and make a ray gun.

Finally, the big power-balancer, their creations made while in this state last for the duration of their Crafting State, but then quickly fall apart, as they stop unconsciously fixing things that go wrong. Furthermore, attempts at making blueprints while in this state are not successful, because even if they create them, they cannot understand the blueprints when they come out of the state; their writing is just gobbledygook.

This allows us to have a system of technology based entirely on the Craft skill, but also allows us to have a nice, exciting mechanic for the stereotypical "mad scientist" steampunk character.

In additon, I've played with other forms of technology. One that seems promising is crystal-based technology (ala Stargate), which could have all sorts of applications. Another is organic technology, for all your biomechanical needs. I haven't fully thought these ideas out, but they're bouncing around my head.

So... after that giant wall of text, any comments?
__________________
Domriso's Homebrew Compendium - A collection of all of my homebrew, throwing in my own design philosophy and my conceptions for possible new things.

Geomancy, Runic Magic, probably more at a later date:
Come see my Homebrew!

Ever heard of the Ultimate Classes? They're pretty sweet. Check them out here.
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Old 08-16-2011, 12:09 AM   Top  -  End  -  #9
EdroGrimshell
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Default Re: Domriso's Massive Homebrew Overhaul Compendium

just one:

EDIT: Make that two, Biotech was actually something someone else thought up a while back, found here, though that is an entire campaign setting so it's still in the works
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Last edited by EdroGrimshell : 08-16-2011 at 12:11 AM.
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Old 08-16-2011, 01:05 AM   Top  -  End  -  #10
Daverin
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Default Re: Domriso's Massive Homebrew Overhaul Compendium

Awesome! And considering I already am in love with your geomancy system, seeing how the others will work will be amazing! I especially will be looking forward to your star magic system. I love the idea of star magic, it just has always invoked a more... fantastic feel than regular arcana does for me.

Also, you have played with True Sorcery? How much work would you say it was to play with? I love the concept, but it seemed like it would be daunting in practice.
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Old 08-16-2011, 01:15 AM   Top  -  End  -  #11
Domriso
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Default Re: Domriso's Massive Homebrew Overhaul Compendium

Yeah, I do love the idea of astrolomancy. It should be interesting to see how my mind takes it once I let it.

In terms of True Sorcery, it is quite daunting. Getting used to the system really involved me reading the pdf several times over, and the running a few practice sessions with some friends. After that point, I had a pretty good idea of how to use it. My friend played a Wizard in my last campaign, this being the Wizard I altered to use the True Sorcery system, and he eventually got to the point that he could come up with spell effects on the fly, and work out the DC in a matter of minutes. It was fairly impressive.

So, my advice if you plan on using True Sorcery is, make sure everyone who is going to use it knows the system enough to make their own effects. That'll make things go much smoother.
__________________
Domriso's Homebrew Compendium - A collection of all of my homebrew, throwing in my own design philosophy and my conceptions for possible new things.

Geomancy, Runic Magic, probably more at a later date:
Come see my Homebrew!

Ever heard of the Ultimate Classes? They're pretty sweet. Check them out here.
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Old 08-17-2011, 01:34 AM   Top  -  End  -  #12
Domriso
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Default Re: Domriso's Massive Homebrew Overhaul Compendium

Okay, let's head down a different route this time. Since this is a thread mostly for my homebrewing, I'll be detailing most of my random thoughts as they come, so you can now see why I have so many unfinished subsystems (the answer is, obviously, that my mind has too many ideas to focus on one for too long).

That being said, it is time to look at...

VESTIGES

I've loved the Binding system ever since I first got Tome of Magic. I bought Tome of Magic for the Truespeech system, but I love it for the Binding system. The concept, the implementation, the fluff... it's all great. I've never had a chance to play a Binder, but the entire thing still makes me all sorts of happy.

That being said, since I haven't used it ever, I didn't think about it for a good long time. When I found Secrets of Pact Magic and Villains of Pact Magic (and the fun, free downloadable content), I became reinvigorated with the concept. It eventually led to me adapting the Binder into my own version of the game, and having all sorts of fun.

The final part of my recreation of the Binder was going to involve recreating the Vestiges, making them fit my campaign world, but more importantly, updating them with the additional (and, in my opinion, fun) content that Secrets of Pact Magic introduced. But, as I did so, I noticed something. The core Vestiges are kind of lacking.

Let me explain. When I say the core Vestiges are lacking, I mean that when I look at the Vestiges, particularly the higher level Vestiges, I can't really see a reason that they are so high level, other than that they provide more blanket immunities and such. You look at Acererak and, while it's powerful, it could easily be a 1st level Vestige if some of its abilities were just toned down and made to scale. In fact, all of the Vestiges are like that.

So, that's where I am now. The rest of this post will involve my intended procedure for recreating the Vestiges how I desire.

Wizards did release a couple of web documents detailing how to make your own Vestige (found here and here, respectively), but I didn't find them terribly helpful, to be honest. But, they might help others, so why not spread the love?

Basically, I boil down the abilities the Vestiges grant into the following categories (spoilered for your benefit):

Spoiler


With those in mind, and the idea that most Vestiges get anywhere from 4-6 abilities (five being the sweet spot), we have a number of options for Vestiges.

That was core. Secrets of Pact Magic and Villains of Pact Magic both include all sorts of new and amazing additions for Binding, including a whole slew of new Vestiges. I haven't evaluated them yet, but my guess is that some are awesome, and some aren't. However, I do enjoy many of their additions, particularly to the Vestiges themselves, so let me illuminate my current model of Vestiges.

Spoiler


With that in mind, we can move onto how we are going to recreate the Vestiges for this system. I have several things in mind when beginning:

1) Vestiges should all be able to be bound at 1st level. I like this concept, and it involves power scaling, which I also like.

2) Vestiges should all possess interesting backstories that influence their equally interesting abilities.

3) Vestiges should all include each of the sections detailed above. This will make each interesting, and will make each have a variety of aspects to them.

Now, to let you in on a little secret, it turns out that most of the Vestiges introduced in Tome of Magic are one of two things: Easter Eggs from previous D&D products and settings, or Demons from the Lesser Key of Solomon. This makes some of the Vestiges easier to convert than others. I mean, I don't really want to alter existing D&D things, mostly from a copyright perspective, but we'll see how it goes.

And, that's about all I've got for now. I mean, I need to actually recreate the Vestiges, and to make some new ones, but that seems pretty good for one night.

Oh, and for those rare few who make it this far, I accidentally came up with a new possible supernatural system, that of Sympathetic Rituals, while I was working on this. Didn't mean to, but I did, so it's been added to the list of systems to be created. I also spoilered all of those for ease.
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Old 08-17-2011, 05:32 PM   Top  -  End  -  #13
Daverin
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Default Re: Domriso's Massive Homebrew Overhaul Compendium

Hey, I read about that supplement! I was actually fascinated by the claim that Wizards actually made a completely accurate depiction of binding in their system. It was good stuff. Also, I like what you want to do with it. Hopefully you do not get overwhelmed by your work!
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Old 08-17-2011, 10:25 PM   Top  -  End  -  #14
Domriso
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Default Re: Domriso's Massive Homebrew Overhaul Compendium

Ha, if I had gotten overwhelmed by my work, I would have stopped a long time ago. A lot of my ideas have been in the making for a very long time.
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Old 08-21-2011, 12:08 AM   Top  -  End  -  #15
Domriso
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Default Re: Domriso's Massive Homebrew Overhaul Compendium

Minor update: Added Assimilation and Taint to the Supernatural systems to the list of In Development. I really need to stop thinking of these...

Alright, this is a kind of random idea which just occurred to me, sort of a possibility for a social system of rules. Now, I've heard of such systems already existing, though I've never read one myself. So, here's my thoughts thus far, after half an hour of concept.

Basically, I'm thinking of a system in which you are constantly attempting to gain the upper hand over the other person. This can be accomplished via subterfuge, direct debate, intimidation, manipulation, and otherwise. Honestly, I picture it in a kind of token-style "combat," where gaining certain bonuses can let you have greater control over another's actions.

Anyways, my whole idea on this matter is that gaining enough "tokens" over another person allows you to make them do things. Perhaps having a lot of one kind of token just lets you pull crazy stunts without getting them angry, another gets you the ability to have deals, another might get you benefits, maybe a fourth could get you information. I was also thinking of possibly having an extreme result allowing you simple "mind control" or the like.

Any ideas, concepts, concerns? Thoughts in general?
Hey, look! A small update!
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Old 09-08-2011, 12:33 AM   Top  -  End  -  #16
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Default Re: Domriso's Massive Homebrew Overhaul Compendium

Time to take my musings into a different route. This time, my mind is focused on overhauling the D&D system completely. After much deliberation, I've decided that creating a modular d20 based system, like how Mutants and Masterminds does it, would be a much better thing to do now, before I get too far into my own projects. To that end, I'm going to start off reverse engineering the d20 system.

So, we have ability scores. That's pretty basic, and thus a good place to start. First and foremost, my goal in reverse engineering the d20 system is: 1) to make the game more modular and customizable, but also; 2) to make the game better capable of reflecting real-world people. Once the second of these goals is satisfied, I'll be able to add on more mystical things, so that the game can be interesting for all manners of play.

Right. Back to ability scores.

One thing that always bugged me about ability scores is that a normal human being would likely have all 10s and 11s, and maybe a 12 somewhere in there. However, there really isn't much of a mechanical difference between a 10 and an 11, except for Strength, which alters carrying capacity.

Aha. An idea approaches.

So, first off, my assumption is that all normal people will have 10s or 11s in their ability scores. I'm not altering that. Instead, I want to make every ability score do something interesting at each new point, like how every increase in Strength increases ones carrying capacity. Here's what I've come up with:

Strength: Influences carrying capacity. Haven't really changed this much.

Dexterity: Determines movement speed. A Medium, bipedal creature has a speed equal to 3 x their Dexterity score per round. So, most humanoids have a speed of 30 feet per round (clever, aren't I?). Quadrupeds have increased speed, different sizes will have different modifiers (Small creatures only get 2 x their Dexterity score?), but I'll figure that out later.

Now, obviously this has consequences on the game. First and foremost, changing the movement like this makes the "5-foot square" mechanic a little messy. How do things translate? To be perfectly honest, I'm not quite sure yet, but I'm not going to let a little thing like making the game less miniature happy stop me.

Constitution: Determines how long a character can spend fully exerting themselves before they become tired. In essence, a character can go all out for a number of rounds equal to their Constitution score before becoming fatigued. A full minute of rest automatically resets the countdown, but taking a full-round action can also reduce the stress. By taking a full-round action doing nothing but "taking a breather," a character can restore a certain amount of their score, probably a round, maybe this can be increased somehow? Not sure on that part yet.

Wisdom: Wisdom was the easy one. Taking a long standing idea from a variety of places, every character has a Sanity score of 5 x their Wisdom score. Sanity can be lost in a variety of ways, usually from seeing eldritch abominations from beyond time and space (but also horrors closer to home). This is nothing new, and need not be used in all games, but carrying capacity can be ignored as well, so I'm okay with that.

Charisma: A tougher one to figure out, Charisma influences the number of people that a character can, well, influence. A person can "morally influence" (a term here which means affect, in some way, a creature on an emotional level, including, but not limited to, granting morale bonuses and penalties, influencing through speeches, and the like) a number of creatures equal to 10 x their Charisma score at any one time.

Now, this is a fairly high number, but this does not mean that applying a morale bonus to a large number of creatures is suddenly easy. It simply means that there is now a hard cap.

Conspicuously missing from this list is Intelligence. I... haven't yet figured that one out. It's a tough little bugger, hard to quantify. So, I'm still working on this, but progress is being made!
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Old 09-08-2011, 01:01 AM   Top  -  End  -  #17
Togath
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Default Re: Domriso's Massive Homebrew Overhaul Compendium

For dexterity, the 1 inch = 5 feet measurement could be scaled down to 5 millimeters = one foot(about 1/5 of an inch), which would give a small race with 12-13 dex(many of the small races fall into this category) a speed of 120-130 millimeters(12-13 centimeters), and give the average medium creature(with a dex of 10-11) a speed of 150-165 millimeters( about 15-16.5 centimeters).

For int, nothing comes to mind at the moment other than perhaps a bonus to skill & ability checks using int, or something.

edit; fixed math for medium creatures.
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Old 09-08-2011, 01:35 AM   Top  -  End  -  #18
Domriso
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Default Re: Domriso's Massive Homebrew Overhaul Compendium

Hm, this I like. I'll need to try and explore the specifics of Dexterity a bit, but I like that idea. And, yeah, I keep trying to think of things you use Intelligence for, but nothing really pops up other than things that the Intelligence modifier is already used for. It's a tough.

Anyway, moving right along: Skills. As I've previously stated, I love the skill system. I think it is absolutely wonderful, and I think we can do a lot with it. But, I don't think it goes far enough.

In my book, skills should be a hell of a lot more useful than they currently are. For one thing, I think that a lot of what are currently provided simply by class should be instead a form of skill. This includes Base Attack Bonus, skill with a weapon, Armor Class, Saving Throws, most of the special combat maneuvers, and a few other little gems, including some which are currently regulated to being just ability checks.

Why would I do this? For one thing, I am doing away with levels in my current revision of the d20 system, so all of these things need different ways to exist. But, more than that, I just feel like a lot of these could be the result of training and focus, not just "being a higher level." Now, this makes the list of skills much, much larger, but I like that concept, so I'm okay with it. The following is my current list:

Spoiler


As you can see, a lot more skills (my last count was 53, but I think it's changed). It might seem a bit overwhelming, but I like skills, and I think this makes things a lot easier than having some random ability checks, or making things based on level, and the like.

But, let's move on. Specifically, let's move onto my current ideas for Craft and Profession, two skills I think are in need of serious changes. We'll start with Craft.

As I have said in an earlier post, the way that the Craft skills work in vanilla D&D 3.5 are adequate. However, basing everything on the price of an item is not only annoying (how do you quantify some things?), but also doesn't make much sense (some very expensive things can be terribly easy to make). Therefore, I am making all Craft checks possess a "Complexity Rating." This rating essentially takes the place of the price of the object, but is not based on price. Some objects are just more difficult to make. I'm also expanding what is made from what, how certain objects are created, and the like. Making dinner is very different from making a particle accelerator.

Profession is different. In a lot of ways, I've always hated profession, because I could never understand why someone who goes running around killing dragons would make a better butler than someone who has been a butler all their life. However, once you remove the standard levels from play, the profession skill makes a hell of a lot more sense. Now someone who focuses in the Profession skill really does become amazing at what they do.

For instance, let's take Profession (Farmer). It might not come up in battle a hell of a lot, but farming is a very important aspect for real life (and, remember, I'm trying to get the system to reflect real people, and then I'll make dragons). Now, 1 rank in Profession (Farmer) would let you do some pretty nice things (when we're assuming that most people have only 10s or 11s in ability scores, a +1 can be fairly useful), but most people would probably have 2 or maybe even 3 ranks in the skill. 4 ranks would be for those people who have been farmers all their lives and just know what their doing in a hell of a lot of circumstances.

But what about more? 5, or 6, or more, let's get it up there, 10, 11, 15 ranks in Profession (Farmer). Well, now things get epic. Imagine mythological characters, those people who can till an entire acre in an hour, who can churn butter for a country, and all these amazing feats. Are they going to kill a dragon? No, but in some cases they could be even more useful.

Or, how about another case, that of Profession (Sailor). When I think sailor, I think rugged man-pirate, or maybe privateer, sailing the seas, hosting anchors, and surviving rough weather. But, let's make it epic. Many stories talk about captains who somehow do mind-boggling things with their ships, avoiding reefs, passing within an inch of another ship to blow it to hell, catching a wind so perfectly that they jump a wave (kupaianaha!).

And, just because it amuses me, let's pull out a third example, Profession (Butler). Imagine, a butler so good, he seems to know what you need before you even think it. Minute changes in perspiration, body language, odor, skin flush, and sleep habits key him into what you need, and he produces. Your shirt is ripped? He'll have it patched before he leaves the room. Pillows need fluffing? After he touches them, better than opium. Table needs setting? He not only hand folded every napkin, but he made each one. Every little loop of lace.

Like I said, the Profession skill just needs to be imagined like any other skill. When you get high enough, you can do amazing things.

*****

But, before I get too far ahead of myself, I'll stop here and review what I've done. With the ability scores, people are now "normal," which solves some of the problems. Then, with the Skill system so expanded, customization is much larger (your spellswords are now much easier to make), and a lot of the functions of class are simply skills. All that's really left are the class features, which somehow need to be converted into modular elements. I'll start on that in my next post.
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Geomancy, Runic Magic, probably more at a later date:
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Old 11-27-2011, 09:53 PM   Top  -  End  -  #19
Domriso
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Default Variant Magical Item System

New things acoming. Lots of ideas, and things are starting to form into generalized ideas. But, for this update, let's turn to something new.

First off, I had an idea about skills. Many different magical items which run into the problem of stacking bonuses and the like tend towards the issue of providing too much of a bonus, producing massively powerful characters just based on items. I have a few ideas of how to solve this, but here is one which I recently came up with.

Essentially, the idea is that level of skill is divided into tiers. This is somewhat arbitrary in a way, but different systems can develop. For the sake of argument, let's make a tier system like this:

Tier NameSkill Ranks
Unskilled0
Apprentice1 - 3
Adept4 - 8
Legendary9 - 13
Heroic14 - 18
Mythic19 - 23
Epic24+

My idea consists of magical items not providing a simple, static numerical bonus, such as +2 or +4, but that it provide a bonus relating to the tiers. Let me explain.

Let's say you give your player a set of magical thieves' tools. Now, you could normally just apply a certain bonus, but let's make this more interesting. Now, we call these magical thieves' tools an Legendary 1 artifact. This means that anyone who uses the tools automatically has their effective skill rank increased by 1 step in the tier ranking, up to a maximum of the artifact's power (in this case Legendary).

So, we give Gerard the Legendary thieves' tools (we'd give them an awesome name, because that's always fun). Gerard is a Fighter and hasn't invested in any of the normal skills that a thief would use, in this case Disable Device, so he has 0 ranks. But, when using the thieves' tools, his effective rank in the Disable Device skill increases to the next tier, providing him the minimum rank of the next tier, in this case 1. It's not terribly great for him, but it's something.

However, when we give Victoria the artifact, it's a much nicer item. Being a part-time thief, she has 6 ranks in Disable Device. When wielding the artifact, her effective skill rank gets increased by one tier as well, bumping her to 9 ranks (since she jumps to Legendary).

But, some find no benefit for using the artifact. Geoff is a master thief by trade, with 12 ranks in Disable Device. When he wields the artifact, it does nothing for him at all, because he already is more potent than the artifact can provide (being only able to increase the rank to a maximum of Legendary).

So, artifacts in this system would have three different aspects to them: what tier they can increase to, how many tiers they can increase a skill by, and what skill(s) it applies to. You could have something like a Legendary 2 monocle, which increases a character's effective Spot ranks by two tiers, to a maximum of Legendary. You could have a Heroic 1 climber's gear, which increases a character's effective Climb ranks by one tier. You could even have something truly enchanted, such as an Epic 6 flute, which would automatically bounce anyone who used it up to 24 effective ranks in Perform (Wind).

There's also the possibility of cursed artifacts that lower a character's effective skill by a certain number of tiers, to a certain minimum, which would allow for the interesting cases of a weak character not even noticing the artifact doing anything, but a more powerful character suddenly finding themselves crippled.

I'm not really sure how this would mess with game balance, but I feel like it would make magical items a little bit more interesting, because it wouldn't be so much of trying to get as many numerical bonuses as possible, but more of an idea of a power boost (if that makes sense, which my subconscious tells me it doesn't). Maybe it just appeals to me.
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Old 11-27-2011, 10:01 PM   Top  -  End  -  #20
NeoSeraphi
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Default Re: Domriso's Massive Homebrew Overhaul Compendium

First of all, it's good to see you back in the Homebrew forum, Domriso!

Your skills idea is nice, especially the masterwork tier-items, as they would allow a character to make an untrained skill check in Open Lock or Use Rope, so you would at least have a chance if you bought one.

I would advise, however, that you clarify that having one of these does not grant you the numerical ranks for the purposes of qualifying for feats, class features (such as bardic music requiring a certain number of ranks in Perform), or synergy bonuses (such as 5 ranks in Bluff giving you a +2 bonus to Diplomacy, Disguise and Sleight of Hand).

Even if you decide it should, which is totally up to you, I would be remiss if you didn't at least add in a note saying that it doesn't allow you to have ranks for the purpose of qualifying for prestige classes.
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Old 11-27-2011, 10:09 PM   Top  -  End  -  #21
Domriso
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Default Strange Power System

Yeah, the semester's starting to roll to a close, so I haven't been working on much. Still lurking, but not doing my own work so much. This idea popped in my head, so I thought I'd throw it out there. Glad to see people still critiquing my work, too, especially you Seraphi, since you're one of those who leaves a bit more of an impression on me (I think it was that whole comment on considering me a bro ^^).

Quote:
Originally Posted by NeoSeraphi
I would advise, however, that you clarify that having one of these does not grant you the numerical ranks for the purposes of qualifying for feats, class features (such as bardic music requiring a certain number of ranks in Perform), or synergy bonuses (such as 5 ranks in Bluff giving you a +2 bonus to Diplomacy, Disguise and Sleight of Hand).
That's a good point. I hadn't thought of it like that. I would put it out there that it doesn't actually increase your skill, just increases your effective skill ranks when using the items to perform a task.

I do, however, like the idea of the items allowing you to perform a trained skill untrained, so I'd probably throw a line about that into the idea. It just seems useful for a lot of characters.

In fact, when using a variant skill system that changes BAB into skills, this would make magical weapons more interesting as well, since they could actually make you better at using them without completely over powering things.

----

And, because I'm on a roll tonight, I got an idea for a very different style supernatural system today. I'm not even sure what I would apply it to, but my gut tells me it would be best for some kind of special technique or blaster system than anything else.

The idea comes down to how often one can use their powers. Very often, one finds in literature that people tend to be weakened by the use of their techniques, because it somehow consumes their accumulated power. But, this system would offer up a variant to that, focusing on the idea that a character needs to build up a reservoir of power through some means (maybe meditating? channeling? a few of different ideas pop into mind). Then, certain techniques would deplete their accumulated power in a certain percentage; so, a weak attack might remove 5% of the power, while an "ultimate attack" would likely deplete the whole thing.

Now, making it deplete a percentage rather than a set amount sounds a little weird, but that's where this one gets somewhat more interesting. My idea is to have the maximum that the character can accumulate in power equal to their current HP. So, by taking more damage, the character actually can "charge" to maximum power more quickly (since they have a lower threshold). Therefore, by having the techniques deplete a percentage of the accumulated power, low-health characters suddenly find themselves able to perform their more powerful techniques more often.

I'm really unsure of how this would sync up with most other systems, but it sounded novel and interesting in my head, so I thought I would put it out there to look at.
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Old 11-27-2011, 10:22 PM   Top  -  End  -  #22
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Default Re: Strange Power System

Quote:
Originally Posted by Domriso View Post
Yeah, the semester's starting to roll to a close, so I haven't been working on much. Still lurking, but not doing my own work so much. This idea popped in my head, so I thought I'd throw it out there. Glad to see people still critiquing my work, too, especially you Seraphi, since you're one of those who leaves a bit more of an impression on me (I think it was that whole comment on considering me a bro ^^).
Indeed! Well, you were supporting me when I just started out, and you always had something encouraging to say amidst the swarm of hate I got when I was inexperienced, so you made a good impression on me too!

I mean, just click the link in my signature, if you want to see how far I've come since then.

And it's partially thanks to you, Domriso, so thank you very much. Seriously.
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Old 11-27-2011, 11:48 PM   Top  -  End  -  #23
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Default Re: Variant Magical Item System

Quote:
Originally Posted by Domriso View Post
New things acoming. Lots of ideas, and things are starting to form into generalized ideas. But, for this update, let's turn to something new.

First off, I had an idea about skills. Many different magical items which run into the problem of stacking bonuses and the like tend towards the issue of providing too much of a bonus, producing massively powerful characters just based on items. I have a few ideas of how to solve this, but here is one which I recently came up with.

Essentially, the idea is that level of skill is divided into tiers. This is somewhat arbitrary in a way, but different systems can develop. For the sake of argument, let's make a tier system like this:

Tier NameSkill Ranks
Unskilled0
Apprentice1 - 3
Adept4 - 8
Legendary9 - 13
Heroic14 - 18
Mythic19 - 23
Epic24+

My idea consists of magical items not providing a simple, static numerical bonus, such as +2 or +4, but that it provide a bonus relating to the tiers. Let me explain.

Let's say you give your player a set of magical thieves' tools. Now, you could normally just apply a certain bonus, but let's make this more interesting. Now, we call these magical thieves' tools an Legendary 1 artifact. This means that anyone who uses the tools automatically has their effective skill rank increased by 1 step in the tier ranking, up to a maximum of the artifact's power (in this case Legendary).

So, we give Gerard the Legendary thieves' tools (we'd give them an awesome name, because that's always fun). Gerard is a Fighter and hasn't invested in any of the normal skills that a thief would use, in this case Disable Device, so he has 0 ranks. But, when using the thieves' tools, his effective rank in the Disable Device skill increases to the next tier, providing him the minimum rank of the next tier, in this case 1. It's not terribly great for him, but it's something.

However, when we give Victoria the artifact, it's a much nicer item. Being a part-time thief, she has 6 ranks in Disable Device. When wielding the artifact, her effective skill rank gets increased by one tier as well, bumping her to 9 ranks (since she jumps to Legendary).

But, some find no benefit for using the artifact. Geoff is a master thief by trade, with 12 ranks in Disable Device. When he wields the artifact, it does nothing for him at all, because he already is more potent than the artifact can provide (being only able to increase the rank to a maximum of Legendary).

So, artifacts in this system would have three different aspects to them: what tier they can increase to, how many tiers they can increase a skill by, and what skill(s) it applies to. You could have something like a Legendary 2 monocle, which increases a character's effective Spot ranks by two tiers, to a maximum of Legendary. You could have a Heroic 1 climber's gear, which increases a character's effective Climb ranks by one tier. You could even have something truly enchanted, such as an Epic 6 flute, which would automatically bounce anyone who used it up to 24 effective ranks in Perform (Wind).

There's also the possibility of cursed artifacts that lower a character's effective skill by a certain number of tiers, to a certain minimum, which would allow for the interesting cases of a weak character not even noticing the artifact doing anything, but a more powerful character suddenly finding themselves crippled.

I'm not really sure how this would mess with game balance, but I feel like it would make magical items a little bit more interesting, because it wouldn't be so much of trying to get as many numerical bonuses as possible, but more of an idea of a power boost (if that makes sense, which my subconscious tells me it doesn't). Maybe it just appeals to me.
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However, I can't help but ask, why is all of this context and tier system necessary? Woudn't just saying "it raises this skill to this number, or lowers if made to do so, only the highest counts, and they only affect skill checks, and only while equipped" be easier, or am I missing something?

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The idea comes down to how often one can use their powers. Very often, one finds in literature that people tend to be weakened by the use of their techniques, because it somehow consumes their accumulated power. But, this system would offer up a variant to that, focusing on the idea that a character needs to build up a reservoir of power through some means (maybe meditating? channeling? a few of different ideas pop into mind). Then, certain techniques would deplete their accumulated power in a certain percentage; so, a weak attack might remove 5% of the power, while an "ultimate attack" would likely deplete the whole thing.

Now, making it deplete a percentage rather than a set amount sounds a little weird, but that's where this one gets somewhat more interesting. My idea is to have the maximum that the character can accumulate in power equal to their current HP. So, by taking more damage, the character actually can "charge" to maximum power more quickly (since they have a lower threshold). Therefore, by having the techniques deplete a percentage of the accumulated power, low-health characters suddenly find themselves able to perform their more powerful techniques more often.
An interesting concept, reminds me of "limit break" from kingdom hearts games. This system would probably be more "will to live" or "well of contained power" based, and might be kind of hard to explain, but balancing shouldn't be too hard. Just lower uses per day, give a few more HP, and balance spells normally. I look forward to this.
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Old 11-28-2011, 01:10 AM   Top  -  End  -  #24
EdroGrimshell
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Default Re: Domriso's Massive Homebrew Overhaul Compendium

actually limit breaks were originally from Final Fantasy, not Kingdom Hearts, and someone actually made a series of classes collectively called the limit warriors. It's basically a build of energy based on damage you've taken to power your limit breaks
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Old 11-28-2011, 02:39 AM   Top  -  End  -  #25
Domriso
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Originally Posted by Xechon
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Originally Posted by Xechon
However, I can't help but ask, why is all of this context and tier system necessary? Woudn't just saying "it raises this skill to this number, or lowers if made to do so, only the highest counts, and they only affect skill checks, and only while equipped" be easier, or am I missing something?
This one actually comes from some of my work on trying to deconstruct and reconstruct the d20 system into something more like I want. I won't bore you with all the details, but essentially I have turned to the dark side and come to like using 3d6 rather than 1d20 as the basis for most of my rolls, and as such I have redesigned the skill system with this in mind. I designated the different number of skill ranks into tiers, and so I was thinking of that when I was thinking of these variant magical items.

You could certainly simply put it out there that the artifacts simply raise or lower to a certain number, but I like the idea of tiers for aesthetic purposes as well. Raising and lowering to a specific number that correlates with a group of numbers makes me feel that they have a slightly more mystique. Might just be personal preference, but I do enjoy it.

Quote:
Originally Posted by Xechon
An interesting concept, reminds me of "limit break" from kingdom hearts games. This system would probably be more "will to live" or "well of contained power" based, and might be kind of hard to explain, but balancing shouldn't be too hard. Just lower uses per day, give a few more HP, and balance spells normally. I look forward to this.
I picture this system being something like the limit break, but turned slightly on its head. The idea came to me while playing a flash game, because I thought that the special abilities were able to be used in more rapid succession when I was at lower health. That turned out to not be the case, but it struck a chord with me, so I thought of putting it out here.

If I were to extrapolate more, I feel like this kind of system would actually represent quite a bit of modern fantasy, especially of an anime-style feel, at least in play. When you're healthier, you have to draw up your reserves, then release them to power your attacks, and even at full power, your weaker attacks draw off a lot of your power. But, when reduced to a more damaged state, when everything is starting to look more and more like the end, you can pull off more and more impressive things in repetition.

I'll probably work more with this later. I mostly wanted to put it in writing before I forgot about it. Way too many ideas have been lost that way.
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Old 12-17-2011, 03:36 AM   Top  -  End  -  #26
Domriso
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Default Re: Domriso's Massive Homebrew Overhaul Compendium

Koulemancy
So, Koulemancy is one of those ideas that I've loved, but which I have had a difficult time thinking of a proper answer for. I mean, there's a lot of ways to go about trying to have color being a basis for magic, from wearing certain colors producing certain effects to causing effects to those who are colored certain ways, &c. But, I had had my eyes on one particular vein of possibility for a while.

Essentially, one draws color out of an object. So, you grab a leaf, you focus on it, and you absorb some of that green. The color never returns to whatever it was pulled from, meaning that some colors might be more difficult to obtain.

But, even if that works, then came the problem of how the color magic works. I mean, I could have made it a simple variant of a mana system, but that seems really boring. I wanted something exciting. So, I thought on it for a while. Then it hit me.

Color is always a major symbolic power. Red is destruction, passion, life, sometimes death, and more. Likewise, green tends to be associated with life, a la plants, but also illness, a la feeling green. Every color has these sorts of associations. So... why not play on them?

Those who use Koulemancy start out with a simple Association. This is their instinctive association with a color that is easiest for them to use. So, maybe they associate Red with Fire, and therefore it is easiest for them to create fire effects when using their reserves of red. They could use red in other ways, such as trying to strike up some passion between two individuals, but it wouldn't be as effective. As they get more powerful, they can get more Associations, making them more versatile.

So, then comes the question of how the actual system works. For this, I'm thinking we make it an investment system; similar to mana, but slightly different. Most effects which can be used require a certain amount of a certain color to pull off; producing a fireball would take maybe 3 red, for instance. Every individual effect would have a keyword which would key up to a specific Association; so, that fireball effect would be Fire. If you have an effects Association, the cost is lowered by one, to a minimum of one (or maybe a minimum of "zero," where if you have at least one of the requisite color in your pool you can use the effect without draining the pool).

Now, obviously, this would require a lot of effects to be made, and I'm sure some could use multiple colors, or maybe have secondary or tertiary colors that influence the effect. Perhaps fireball is 3 red, 1 orange, and if you throw a blue in there you can pump up the power of the fire. Make the system a little versatile.

Additionally, there are other aspects to the system that could make it fun to use. For instance: color mixing. Say you need some green, but you don't have any. If you take 1 yellow and 1 blue, you can plop them together and get 2 green. Gives you a little bit more to work with (and, if that can work, perhaps the simple colors have more powerful effects? Or maybe not).

Hell, what about thinking of color like light? Some abilities let you morph one color to the left or right of the spectrum, so you can build up some of your pool.

Then again, other fun abilities, like maybe a "when you absorb this color, you get two in your pool instead of one" sort of deal. How to deal with what correlates with one point in your pool is something to think about, too. I mean, simple volume is one possibility. If you pick up a thousand leaves, then you could potentially get a pretty large amount of green.

So, this brings up a good point: how big are pools? I would assume they would need to be correlated to relative power, so levels or the like, to limit things. The pool can stay as filled as desired (meaning most people try to keep them all filled as best they can at all times, so they're prepared). It also means that some locations will have more prevalent colors than others. Wintry areas will be filled with white magic, while forested areas will have a lot of green (and brown, as well as all sorts of colors in autumn).

Another aspect to think of: how long does it take to absorb color? I would make it take a certain amount of time based on the size, so maybe 10 minutes to absorb one point of color into your pool? Other abilities can shorten it and such, but that's significant enough that to fill all of your pools would take you the better part of a day.

Also, as this needs saying: drawing color out of an object makes it lose its color indefinitely. This isn't to say that the object becomes grey, which I'm sure most people would think of when someone says "take the color out of it." No, drawing the color out of an object makes it colorless. This is hard to imagine, but, essentially, something which is colorless loses most of its definition. It might still work for its purpose, so a sword with its color drawn out will still be a sword, but it will no longer possess a color of its own.

You might think that the human mind would read this as either a blank spot, or as empty blackness, but you'd be wrong. There is no color, and as such the human mind has to fill it in with something. It does it in the easiest way it can: by filling in the space with the colors around it. This doesn't mean it has those colors; no, it is forever devoid of color after this, but it does mean that it looks absolutely bizarre.

Finally, another rule to balance out would be that drawing the color from larger objects is harder, because there's more to absorb, but things must be absorbed in their entirety. So, you need some green and the only thing in the room is your favorite green cloak? Go ahead and draw it in, but it will never be colored again, and you might not even get everything you could have if your ability to draw it in isn't good enough.

And... that's all I can think of for the moment. I'm pretty happy with that idea for a system, though, 'cause it just sounds like fun to play with. Having to pay attention to color, and make strategic decisions about said color, make it very interesting to think about a world.
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Old 12-17-2011, 03:37 AM   Top  -  End  -  #27
NeoSeraphi
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Default Re: Domriso's Massive Homebrew Overhaul Compendium

Koulemancy needs some kind of color fusion effect so you can make prismatic spells.
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Old 12-17-2011, 04:42 AM   Top  -  End  -  #28
Domriso
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Default Re: Domriso's Massive Homebrew Overhaul Compendium

Ooo, that is a cool idea. I'll need to work that in somehow.
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Old 12-17-2011, 12:28 PM   Top  -  End  -  #29
Xechon
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Default Re: Domriso's Massive Homebrew Overhaul Compendium

My first thought about this system is: fueling spell seeds from the environment. This is not a bad thing, as spell seeds are an amazing system (True Sorc style, of course), and this provides a way to use a spellcasting system without a limit per day. But there must still be a limit, to keep it on par with melee. So here are some problems and ideas I have.

First of all, casting from nature. Usually that is a problem all in itself, because it seems you have unlimited casting. Taking 10 minutes to draw 1 "SP" of color is kind of absurd, and there aren't many people who would like to wait an hour so the Koulemancer can regain spells per day, but the caster will want to recharge whenever possible, and just start torking the others off. And I know that usually you have to wait an hour for the divine caster anyway, and the book hoarder (Wiz), but after that, no one is going to be happy about it.

Next is the problem with drawing colors from objects. Colors are refractions of certain wavelengths of light. To steal a color would be to steal the atomic structure of the object, or at least the part of it that is reflecting that color. IF you stopped its ability to reflect a color, it would be black, as black is the absence of all color and absorbs it. If you were to make it truly colorless, you would have to stop its ability to reflect and absorb color, therefore making it transparent, invisible. True, the mind would usually fill it in, but if something doesn't exist visually at all, then it doesn't know what to fill in and might as well turn all of your vision a random color.

Colors also have specific functions in living organisms. If you turned a leaf black, it's chloroplasts would get too much light energy and burst, the same reason we have to have energy in small packets called ATP in our cells. If you turned it translucent, you would kill it from lack of energy at all. Also, when you stop absorbing that light energy, the color would return to it if you didn't alter it's atomic structure.

Symbolic color powers can be both abused and rejected. If you leave it up to the character, then they could say that the color green, blue, and/or brown reminds them of fire, and therefore almost always be able to use fire magic, completely ruining the concept of this system, for you could just have a simple fire mage class that draws energy from nature. However, if you make a list, people will disagree and some colors are hard to find. For example, Orange usually means caution, alert, or simply "HEY I'M OVER HERE", something of safety. And then as you mentioned, green is associated with life. But the color Orange means life to Hindus. And where are you going to find orange in a medieval society?

Mixing colors should have an affect of both of those colors, so there would only be 3 primary affects, and combined would give just a different balance of the same three affects (Well, you could stat in tints of black and white, too, but remember what colors are and more specifically what those two colors are).

So, my suggestion:

Have incredibly limited pools, or even better, have them draw the power the same round they cast. In effect, you draw a color from your environment as a move action, attack as a standard, and that attack should scale up to a full attack action from other classes (Less with range and special effects, although it should also take into account how squishy these people are). Then, for a more powerful effect, spend a standard or full round action getting energy before an attack the next round.

When you steal an object's color, you are actually just absorbing that wavelength of light energy, and your attack with that will be based on the absolute color. If you can draw a few colors at a time, combine them as you wish, but there is level limits on the power, and they should have powers still based on the primary colors and tints. Heck, with this, maybe make a link to the color wheel alignment spectrum, changing green to yellow for mixing purposes. If you can draw only one color for use at a time, then you can have each color mean/do something different, but have everyone agree on the color=powers types beforehand.

When you "draw a color" from an object, the color is still there, it's just dulled and depleted for a round or so, so you can't draw from one source indefinitely. This has no affect on the object, even if it is living, because it is still absorbing the light it needs and not the ones it doesn't need.

Sorry for the wall of text, hope this helps, insert another formality here.

Just want to say, I love your ideas. And also, i posted under watercooler on your wiki some ideas, just in case you didn't notice.
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Old 12-17-2011, 01:31 PM   Top  -  End  -  #30
EdroGrimshell
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Default Re: Domriso's Massive Homebrew Overhaul Compendium

I think the system is awesome, reminds me a bit of Magic: The Gathering only with more than just five colors. It'd be a little difficult to implement but that's your specialty. As always, if you need help with anything just ask.
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