EDIT: I just realised that all of out characters are chaotic good except for Sawyer. Looks like I'm not going to be the shining pillar of morals in the group. . .
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My first and only piece of homebrew, the Pact Bargainer.
Yeah i have a few. When a nat 20 is rolled on a PC initiative roll, the combat is over except in certain circumstances. This means the playera routed the opponents and had no opposition drom them. Thats about it.
As for setting, I'll list a few important points.
1. The continent you exist on is known as Belren. It's a land of powerful magic.
2. The prime material plane has only one ocean known as the Sea of Kel'ren. Within it's depths lie many untold mysteries as well as several other continents. I haven't named the other continents yet unfortunately.
2. All of the magical races are on the decline. This includes elves, dwarves, and the like. The only non human race that isn't in danger are the orc and goblinoid races.
3. The natural magic waxes and wanes with the passage of time. The campaign takes place during a time of magic unheard of in years. Its the beginning of a period of increased raw magic.
4. Gully is the capital of a new nation that is slowly starting to lessen it's "dependence" on magic. This is up for debate in the upper echelons of its government.
Now notice I said that magic is at an all time high in the time span of the campaign. That IS going to translate into gameplay.
It can do this in a few ways.
1. When casting a damage spell: Roll a 1d100, then consult the following list of things.
1-30= the spell does it's intended effect and damage is rolled normally
31-40= the spell goes off at half the damage rolled
41-50= the spell maximizes and deals an extra D of damage
51-60= the spell fizzles and nothing happens.
61-70= the spell backfires and does half of the damage rolled to the caster. Will negates
71-80= the spells target changes to a random character. Concentration check negates and the spell goes off normally at its intended target
81-90= the spell changes damage type randomly. Concentration check negates and the spell does what it's supposed to.
91-100= the spell maximizes and enlarges if its an AOE or if not an AOE does an extra 2 D's of damage plus maximizes.
I know that seems kind of weird but it might be interesting. I'll gladly accept any feedback.
2. When casting a debuff/buff spell you roll a 1d4 and consult the following iist
1= spell does the intended effect
2= spell targets a random character. Concentration check negates and the spell targets who it was supposed to
3= spell targets caster
4= increase the duration of the buff by 1d4 rounds
Same as the damage spells, requesting feedback
Magic Items with charges have an extra 1d4 charges except for certain items such as potions and wish giving items. (I really don't like wishes. Sorry)
If anyone else can think of anything along these lines to add then that'd be appreciated.
Last edited by Nexo_the_Wise : 11-06-2012 at 03:20 AM.
1. When casting a damage spell: Roll a 1d100, then consult the following list of things.
1-55= the spell does it's intended effect and damage is rolled normally
51-60= the spell goes off as if you maximized it with the metamagic feat
61-70= the spell maximizes and deals an extra D of damage
71-90= the spell maximizes and enlarges if its an AOE or if not an AOE does an extra 2 D's of damage
91-100= the spell maximizes and adds a second element of damage rolled at random by myself. If it's a force spell it adds an element to it.
I know that seems kind of weird but it might be interesting. I'll gladly accept any feedback.
2. When casting a debuff/buff spell you roll a 1d4 and consult the following iist
1-3= spell does the intended effect
4= increase the duration of the buff by 1d4 rounds
I think it's an interesting mechanic, but perhaps there should be some possible negative effects? It seems that with this system, every time you cast a spell, you get free metamagic 50% of the time, which seems pretty good. Perhaps there could be a small likelihood of the spell fizzling, or doing something else undesirable.
You could even have the stability of a spell be based off spellcraft checks. The higher the check, the less likely the spell is to warp and change (for better or for worse), a caster could choose to fail the roll in order to hopefully get a positive random effect, but it's a gamble since they might get something bad.
That way, players have a possibility of overcoming the random effects if they're uncomfortable with it.
Or you could keep it exactly the same way it is now and just give martial and skill based characters something to make up for it, perhaps a similar system based of criticals or random wounding? Otherwise, casters are getting a bevy of randomly determined benefits while mundane characters don't get much to compensate.
Also, I think the setting sounds really cool, the Sea of Kel'ren, in particular, intrigues me. As does the decline of the magical races, which is something I'd like to explore and find the causes of.
__________________
You found the hidden text! Have a cookie.
Thanks to The Stoney One for the awesome avatar!
My first and only piece of homebrew, the Pact Bargainer.
I think it's an interesting mechanic, but perhaps there should be some possible negative effects? It seems that with this system, every time you cast a spell, you get free metamagic 50% of the time, which seems pretty good. Perhaps there could be a small likelihood of the spell fizzling, or doing something else undesirable.
You could even have the stability of a spell be based off spellcraft checks. The higher the check, the less likely the spell is to warp and change (for better or for worse), a caster could choose to fail the roll in order to hopefully get a positive random effect, but it's a gamble since they might get something bad.
That way, players have a possibility of overcoming the random effects if they're uncomfortable with it.
Or you could keep it exactly the same way it is now and just give martial and skill based characters something to make up for it, perhaps a similar system based of criticals or random wounding? Otherwise, casters are getting a bevy of randomly determined benefits while mundane characters don't get much to compensate.
Also, I think the setting sounds really cool, the Sea of Kel'ren, in particular, intrigues me. As does the decline of the magical races, which is something I'd like to explore and find the causes of.
Hmmmm. Ill have to edit the charts. I had thought of negative effects but was too tired to actually come up with anything. I'll edit them in a minute. Unless Halo 4 gets to me first XD.
The Sea of Kel'ren is something I'd been working on for a long time. I'd hoped to incorporate it into a RL campaign but never really got the chance.
Last edited by Nexo_the_Wise : 11-06-2012 at 03:21 AM.
It's all well and good, but feel that it is likely to prove a huge pain when playing a PbP.
I view it as a nuisence and it's already turned me off to the idea of using much magic.
That's right. You might be on to something there. I'd forgotten that it's sometimes difficult to constantly check charts and whatnot when playing in a medium such as this. Well it was a neat idea but I would like to keep everybody happy. Ill just save it for use IRL sometime.
Now before i make the first IC post I need to know who is where.
The list of districts for Gully are as follows
1. The Docks
2. Old Town (city bazaar)
3. Libra District (magic schools and shops)
4. The Barracks (military district, also weapon dealers reside here)
5. "New Town"* (residences and the political center)
As well as various others that aren't important right now.
Okay then. I will make the first post in a bit and i'll write Sir_Chivalry in whenever he's ready. On a side note how long have each of your characters been in gully?
2-3 months. If profession matters, likely working as a healer and information broker off his Favored Soul spell list and knowledge skills respectively.