System Updates & Recommendations

Moderator: Zanaikin

User avatar
Zanaikin
Tsunshun
Posts: 4433
Joined: Fri Apr 28, 2006 2:37 am
Race: Tofu
Class: Strategist 5/Worldforger 3/SW Engineer 5
Location: Lost in my virtual universe
Contact:

Re: System Updates & Recommendations

Postby Zanaikin » Wed Jan 26, 2011 3:36 pm

So, here are the current plans, any thoughts on this would be greatly welcomed:

1. I've heard a lot of complaints on AP-tracking. So--- how much would it simpler to shift to using Swift, Move, and Standard actions again, except the number of actions you get is dependent on your stats and you can exchange actions up and down? (e.g. trade action downwards would be like Saga edition: Standard->Move->Swift; high AGI grants additional swift action which may be used to trade upwards). This would also allow me to kick special combat actions over to simply use pathfinder rules.

2. The Guard mechanic's still seem to be a bit confusing, especially since it shifts both Evasive and Guard AC. Since Guard is a 'highly recommended feature', I'm planning to drop the -5penalty/+5reflex and make Guard 'always active' except under conditions that you don't want to activate it. Each Guard attempt would be an immediate action (same as AoOs). This should keep AC simple at AC## +#Guard.

3. Base spellcasting time is going to get fixed at each level instead of a AFF-based channeling speed. Spellcasting time reduction (which battlemages will pretty much NEED) will strictly depend on higher AFF-prereq feat/talents. Spell augmentations will be standardized, and a spell conversion table to convert 3.5/PF spells to this system will be created.

Any thoughts? like I said before, if you have doubts on parts of the system I'd love to hear it.
|

()

"Hurrah, Warsaw's ours!" / "Hurrah, Field Marshal!" - Battle report & promotion notice between Alexander Suvorov & Catherine the Great

User avatar
TheDude51
The cake is a lie because I ate it.
Posts: 1088
Joined: Sat May 20, 2006 4:04 pm
Contact:

Re: System Updates & Recommendations

Postby TheDude51 » Wed Jan 26, 2011 11:34 pm

1. I'm afraid that a system with multiple types of actions that you can trade between would end up being just as complicated as the current action point system, if not more so. It would probably be worth trying out a new system for a while and seeing how well it works out though.

2. Probably a good idea to simplify the guard mechanic. Keep in mind that this will make combat much more deadly, since it will be much easier to hit people who have used up their guard attempts. Abilities such as rage, favored enemy, and wielding two-handed all increase martial arts modifiers, while no equivalents exist for reflex. Further, armor tends to lower overall AC and weapons, being cheaper than armor, will tend to have a higher masterwork grade. For example, if this change is implemented I would be able to hit my own evasive AC on a roll of 6 or higher, despite equal investments of ability scores, focus feats, and skill points. Something like rage would tilt this even more dramatically towards the attacker. If I added Raging Might and Foe Specialist, I would hit my own Guard AC on 12 or higher with a simple standard attack.

Overall, the change would benefit chain attacks, dual-wielders, and groups of less powerful fighters, while weakening smash attacks and elites. I would recommend pairing this with some other change to improve defense, like improving armor DR (to make lots of weak attacks less powerful), reducing net penalty to AC from armor (to offset lower reflex bonuses), or adding more defense-oriented feats and talents.

3. Looks like a good idea, since it gets rid of unneeded complexity.
Would it not be easier
In that case for the government
To dissolve the people
And elect another?
-Bertolt Brecht

User avatar
Zanaikin
Tsunshun
Posts: 4433
Joined: Fri Apr 28, 2006 2:37 am
Race: Tofu
Class: Strategist 5/Worldforger 3/SW Engineer 5
Location: Lost in my virtual universe
Contact:

Re: System Updates & Recommendations

Postby Zanaikin » Thu Feb 03, 2011 11:53 pm

as I mentioned, there is a major system rebuild now that the battle has finished. Here are the primary changes:

Ability Scores:
--- changed to D&D's base10, but using SCORE-10=MOD; use pathfinder 16 point buy to calculate starting stats, you receive +8 points if you give up Affinity (and I roll it). Does not want to hear about dump-stat penalties hurting since pathfinder point buy starts at 10.
--- still receive +1 to two stats every even level, OR you can add +1 to Affinity (so it can rise now, just twice as expensive).
--- add RES and INT together before dividing by three for skill points per level.
--- AGI now gives +1 swift action per 3 mod
--- Title bonuses may now be used 3+CHA/day
--- max WP pool is now 3+RES

Skills:
--- using straight up pathfinder DCs instead of pathfinder+5.
--- ranks in Fortitude/Spellcraft grants +10% HP/MP each, rather than only mattering every 5 levels.

Combat:
--- You receive 1 standard, 1 move, and 1 swift per round (lest your AGI is below 10).
--- you can trade actions down 1to1 (as d20 Saga edition): standard -> move -> swift
--- you can trade action up by expending 2 swift actions: 2swift + swift -> move; 2swift + move -> standard
--- swift actions can do a number of things in base: take a 5ft step (even though you moved), add +5ft to movement speed this round, add +1 Ref/AC, rebalance after charge/smash/crit attack. Guard and AoOs also use immediate (swift) actions.
--- charge/smash/crit attack, as well as guardbroken, have same penalties for ease of remembrance.
--- guard should be a lot easier. However guard is auto (lest you tell me) and expends immediate actions; so you could be "pinned down" as your character keeps guarding and you receive no actions next round as standard/move is forced to be converted to swift. Keep this in mind as a valid PC tactic as well.
--- CMB/CMD is more or less same as pathfinder's. Most combat maneuvers will run directly off pathfinder rules, except I give some extra options here and there (demoralize's circumstance bonuses is currently missing but will be added back in soon).

Feat:
--- a buncha misc changes here and there, mostly on the combat maneuver feats.

Spells (still not quite done):
--- created a conversion table for porting 3.5/PF spells over. I'd start reworking on new spells after stuff gets finished here.
--- fixed base casting time for swift/standard spells of each level. Still need to rework Battle Caster feat to shorten this time down more.
--- still no augmentation table yet.

Equipment:
--- created list of Basic weapons; you don't need proficiency talents with these.
--- planning to keep all my weapon/armor changes. BUT, for all tools and rest of the junk, tossing it out. Use the wealth score to GP calculation formula and buy whatever mundane equipment in 3.5/Pathfinder you want. Best way is to just convert your wealth score to GP, and by anything you want under that for free.
--- adding Mwk bonuses ups the wealth score cost by +3 each time instead of whatever diff between normal and mwk tool 3.5/PF lists. Each mwk grade increases check by +1.


the main advantages of these changes:
--- adapting the massive amounts of available 3.5/PF spells and mundane equipment to this system so I don't have to work on the huge lists.
--- just about any feat, rogue talent, barbarian power, witch hex, etc etc, can be directly converted over into a Talent in this system. Consult your GM before use.
~(^o^~)
|

()

"Hurrah, Warsaw's ours!" / "Hurrah, Field Marshal!" - Battle report & promotion notice between Alexander Suvorov & Catherine the Great

User avatar
Mr_Praetorian
High Lord of Ham
Posts: 3473
Joined: Mon May 01, 2006 2:57 am
Race: Paragon Gelatinous Cube
Class: The Classiest
Location: Charm City
Contact:

Re: System Updates & Recommendations

Postby Mr_Praetorian » Fri Feb 04, 2011 4:17 am

You've already heard my complains about the amount of points to buy with, but this seems a bit much:

"still receive +1 to two stats every even level, OR you can add +1 to Affinity (so it can rise now, just twice as expensive)"

Spellcasters already have to stretch their starting points across 9 abilities, so this extra penalty seems rather unwarranted.
You! Your character's build displeases me! Come to the boards for nerfing!

Active Characters:


User avatar
Zanaikin
Tsunshun
Posts: 4433
Joined: Fri Apr 28, 2006 2:37 am
Race: Tofu
Class: Strategist 5/Worldforger 3/SW Engineer 5
Location: Lost in my virtual universe
Contact:

Re: System Updates & Recommendations

Postby Zanaikin » Fri Feb 04, 2011 2:09 pm

Hey, better than no ability to raise that score at all. It's mostly just to discourage using that one to raise affinity too much. The extra stat and increased casting times across the board may make it seem like spellcasters just keep getting hit by nerfs, but as spell DCs rise ridiculously fast AND they have wide-area spells--- some undercutting required.

I'm also a bit tempted to give the choice of receiving +1HP, +1MP, or +1skillpt per level (similar to favored class, except there are no classes here so everyone gets)... will build a few more NPCs before deciding on that.

also forgot:
--- weapon damages have also dropped across the board, this should be obvious since HP took a dip. armor stats have also been modified a bit, but the DR didn't drop AS MUCH. Heavily armored troops can be quite hard to kill.
--- "virtual ranks" from feats like Martial Flexibility do count towards unlock feat prereq/modabilities now. This makes them a lot more useful if you use the skills in question.
|

()

"Hurrah, Warsaw's ours!" / "Hurrah, Field Marshal!" - Battle report & promotion notice between Alexander Suvorov & Catherine the Great

User avatar
Zanaikin
Tsunshun
Posts: 4433
Joined: Fri Apr 28, 2006 2:37 am
Race: Tofu
Class: Strategist 5/Worldforger 3/SW Engineer 5
Location: Lost in my virtual universe
Contact:

Re: System Updates & Recommendations

Postby Zanaikin » Sat Feb 05, 2011 5:00 am

--- updated all talents to new system, a few prereq tweaks. Defensive Recovery talent changed since guarding now works differently.
--- updated all maneuvers rules and maneuvers to new system (reduced Crysteel Blade and Frosteel Cutter attack bonus to +4)
--- updated bombs/medicine/poisons to new system
--- added new talents: Evasive Recovery, Armor Mastery
--- added new race: Changeling
|

()

"Hurrah, Warsaw's ours!" / "Hurrah, Field Marshal!" - Battle report & promotion notice between Alexander Suvorov & Catherine the Great

User avatar
Zanaikin
Tsunshun
Posts: 4433
Joined: Fri Apr 28, 2006 2:37 am
Race: Tofu
Class: Strategist 5/Worldforger 3/SW Engineer 5
Location: Lost in my virtual universe
Contact:

Re: System Updates & Recommendations

Postby Zanaikin » Thu Feb 10, 2011 5:38 pm

combat: added combat maneuver bonuses/options under charge attack; updated demoralize
mystics: finished Battle Caster feat (a necessity for primary combat casters)
added talents: Polyglot, Social Charm
added feats: Anything Goes (transferred from talent), Improved Bull Rush, Improved Overrun, Improved Trip, Improved Sunder
|

()

"Hurrah, Warsaw's ours!" / "Hurrah, Field Marshal!" - Battle report & promotion notice between Alexander Suvorov & Catherine the Great


[phpBB Debug] PHP Warning: in file [ROOT]/vendor/twig/twig/lib/Twig/Extension/Core.php on line 1107: count(): Parameter must be an array or an object that implements Countable

Return to “System (Old, Archived)”

Who is online

Users browsing this forum: No registered users and 4 guests