[Pathfinder] RPG homebrew game (closed)

Naw, get to. That is all. I think the "Rhubarb Wars" and "mommy's House" joke thing is a bit too far out to use. I can see it being used on [MENTION=40098]WarlockLord[/MENTION]'s baron von kitty killer campain, but not on this one.
 

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I am thinking...

[sblock=Ten-Minute Rest Period]
from Mark chance's Spes Magna games

Ten-Minute Rest Period

Once per encounter, characters may attempt a ten-minute rest period. Ten minutes of uninterrupted rest is a rest period. This period may include no more activity than conversation and light activity. Character abilities and class features that were previously granted “per day” are instead granted “per rest.” “Per rest” abilities include such things as rage, smite, and wild shape, as well as some spellcasting (see below). Regardless of how many 10-minute rest periods taken in a day, all abilities are refreshed once every 24 hours as normal. After a successful rest period, the following happens:

* All “per rest” class abilities are refreshed.
* All characters heal an amount of hit points equal to 25% of their normal, maximum hit point total.
* All characters recover 2 points of ability damage.
* All spell slots used to cast routine spells are refreshed (for spontaneous casters), or all routine spells are refreshed (for casters that prepare spells). Routine spells include all 0-level spells and any single-target spell with a duration of 1 min/level or less.

A 10-minute rest period does not recover spells/spell slots used to cast restricted or ritual spells. Restricted spells are those that:

* Have an area of effect or multiple targets
* Have a duration of 10 minutes per level or longer
* Are Conjuration (creation, calling, or teleport) spells

Restricted spells/spell slots can be recovered after a 10-minute rest period for 1 Action Point each.

Ritual spells are those that have unusual/expensive material components. In a standard campaign, this also includes the big four gamebreakers: commune, divination, raise dead, and teleport. “Edge case” spells that create permanent goods (water, food, iron) may be classified as ritual spells at DM’s discretion, along with any other spell which, by reputation or overuse, proves disruptive to the campaign
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I am just thinking.

the use of the above content was contingent upon Permision from Mark Chance. Nd he has informed me it is OGL!!

What do you guys think? use or not use the Ten minute rest period? This may be something that is to be considered for your characters, especially the spontanious caster types on spell choices.
 

The ten min. rest period is certainly a cure for the 2 minute adventuring day. The idea that you blow all your powers in one big encounter and so retreat to rest up 24 hours and start a new day. This obviously assumes players will do such a thing and so takes out the incentive with a few restrictions to prevent major abuse.

As the party wizard I would certainly be in favor of it.
 

I like the 10-minute rest period rule so much that I am considering making it a houserule in my games. (Especially Whirtlestaff's!) Comments Scotley, DeWar, and the rest of my players? Mark Chance is obviously a genius! ;)
 

As wirtlestaff's is a wizardly campain and the benifit thereof, I would give a hearty yuppers. By the way, You do remember tagging the level 0 spells with the pathfinder rule, right?
 

Mark Chance may very well be a genius (his craft revision puts him in the running, imo) but to give credit where credit is due the 10-minute rest period originated with Wulf Ratbane and his Trailblazer product (I think; Trailblazer OGL lists several products that it may have come from but neither Mark Chance nor Spes Magna make a showing there).

Regardless, I'm rather ambivalent about it as it really won't affect me much except for the hit points (and the original text has hp restore 50%). There are a couple of things to counterbalance the major benefit spellcasters gain from this that are apparently cut from the document that Scott posted. I think it would be better to use the original source material.
 

Ok, Wulf Ratbane is a genius, too then! Could you post the original source material for this rule? Like I said, I really would like to incorporate it into my 3.5 All-Wizard-Roundup game, so being able to see the full original text is almost de rigeur.

And, gee, DeWar, I sure don't remember agreeing to the Pathfinder treatment of cantrips. Although I do remember you asking for it. Hey, though, this might be a good time to switch systems and just go whole hog with Pathfinder across the board. Except, of course, that all the characters would have to keep the hit points that they have now, instead of re-rolling hit dice with d6s. :devil: Well, probably......

But since I have given the wizards max hp as it now stands, if we switch to d6 wizard hit dice, you most likely would have to roll. Ahhh, this is too complicated and it's too late.
 

Not sure how kosher this is, but...
[sblock=10 Minute rest period]
from Trailblazer
The 10-minute Rest Period
• A “rest period” is re-defined as 10 minutes of uninterrupted rest, to include
no more than conversation and light activity.
• All character abilities and class features that were previously granted “per
day” are instead granted “per rest.” This includes rage, smite, wild shape,
etc. as well as spellcasting (see below).
• Spellcasters may be required to spend action points in addition to resting,
in order to recover certain spells more quickly.
• All abilities are refreshed once every 24 hours, at no cost of action points.
(In other words, always at least as often as the current 3e rules allow.)
After a successful rest period, at no cost of Action Points:
• All “per rest” class abilities are refreshed (rage, smite, wild shape, etc.)
• All characters heal an amount of hit points equal to 50% of their normal,
maximum hit point total.
• All spell slots used to cast Rote spells are refreshed. (See below).
• Any ongoing spell effects on your person are dispelled when your rest is
complete, regardless of any duration they may have remaining. This does
not apply to spells with instantaneous or permanent durations; however
it does apply to spells both beneficial and harmful, regardless of their
origin.
After a successful rest period, at a cost of 1 Action Point:
• A character can recover an additional amount of hit points equal to 50%
of their normal hit point total (which will restore any character to full hit
points).
• All spell slots used to cast Restricted spells are refreshed (see below).
• One spell slot used to cast a Ritual spell is refreshed, per action point
spent.

Spellcasting
All spells are designated as Rote, Restricted, or Rituals.
Rote spells include:
• All 0-level spells.
• Any single-target spell with a duration of 1 min/level or less.
Restricted spells include:
• Any area of effect or multiple-target spell.
• Any spell with a duration of 10 minutes/level or longer.
• Any Conjuration (creation, calling, or teleport).
Ritual spells include:
• Any spell with an XP cost, or unusual and expensive material component.
• The big three gamebreakers: Divination/Commune, Raise Dead, Teleport.
• “Edge case” spells that create permanent goods (water, food, iron) at the
DM’s discretion.
• At the DM’s discretion, any other spell which by reputation or overuse
proves disruptive to the campaign (for example, spells that require no roll
to affect the target and permit no defenses).​
[/sblock]
 



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