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    Need help fleshing out selection of spells dealing with fire/cold

    Sorry for the delay in my reply. Anyway... As for #1, wouldn't that be more the realm of long-term afflictions? I mean, if you're in the middle of a skirmish-sized encounter, chances are you're going to try to take your enemy out quickly, rather than wait for your enemy to get sick after you...
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    Need help fleshing out selection of spells dealing with fire/cold

    Hello! As some of you are aware, I'm designing my own Pen n' Paper RPG system from the ground up, and I occasionally ask the ENWorld community for help with certain types of content for my system. This time, I'm having trouble adding variety to one college of magic in particular: Thermancy...
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    Designing my own game system; suggestions for powers granted by deity of law?

    Okay, so the player changed his mind, and now wants to follow a nature spirit, Grandfather Autumn, whose theme is basically Thanksgiving; you know, communal celebration, the harvest, food, family, being rewarded for hard work, and such. Given that, I'm REALLY going to have trouble figuring out...
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    Designing my own game system; suggestions for powers granted by deity of law?

    Umm... I'm not entirely sure how that would relate to the deity's flavor... I suppose, if you're looking at it from a pre-4e DnD standpoint, which would lump together law with orderliness and perfection, a crystalline structure would fit. But even if that weren't too much of a stretch, my system...
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    Designing my own game system; suggestions for powers granted by deity of law?

    Those are some good suggestions... Now I just have to make them into content. Thanks! By the way, if anyone else wants to offer their own suggestions, go ahead.
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    Designing my own game system; suggestions for powers granted by deity of law?

    Hello, everyone! As some of you may already know, I'm designing my own RPG system. Right now, I'm trying to design the mechanics for Divine magic, and while I have some vague ideas for how it will work, I also need a means of testing what I come up with. Therefore, I need to come up with content...
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    Tips for running a campaign set during a revolution

    Okay, so the campaign has started. During the first session of play, Havelle was destroyed in a big, fiery explosion, and the player characters have yet to get along perfectly (as I mentioned, one of them was supposed to be a Baalican officer who betrayed his unit, but that didn't actually...
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    Tips for running a campaign set during a revolution

    Pretty much, yeah. That's a very good suggestion! It's simple enough that I would have taken it for granted and not made any effort toward it had you not suggested it; nonetheless, I agree that I ought to design a system for logistics and such. The campaign is in a system made entirely by...
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    Tips for running a campaign set during a revolution

    I know it's a bit backwards when running a campaign, but the conclusion and aftermath are already decided; the leaders of the revolution and the post-revolution government are genuinely good people who seek to lead their people effectively and fairly. In fact, Joles Milandred, mentioned in the...
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    Tips for running a campaign set during a revolution

    Hello, everyone! I'm starting another campaign to test a game system that I'm making, and I need help designing the details of the campaign. Things like encounters, how to get the PC's and their backstories involved, etc. The premise of the campaign is that it is set about 50 years prior to the...
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    Generic Character Flaw Reimbursement

    Well, that's why I said that your suggestion was a great idea, and in fact, I actually prefer your suggestion over the flaw systems that I'm used to. Still, I want to try to work out any and all problems that I can before including anything in my system; that's why I brought them up.
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    Generic Character Flaw Reimbursement

    At first, what you posted looked absolutely brilliant, and it may very well still be. The problem, though, is a lot of flaws (that I can think of, at least) are inherently mechanical in nature - they give constant penalties to certain rolls, as opposed to, for example, the stereotypical...
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    Generic Character Flaw Reimbursement

    Hello, everyone! As some of you may be aware, I'm designing my own RPG system. The problem I'm facing this time is regarding flaws that players may choose at character creation, or more specifically, what player characters can get in return for them. In my system, character advancements are...
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    Designing Divine power rules for a new system; ideas?

    While I agree with what you're saying and plan to take this into consideration, keep in mind that actually being able to "cash in" the favor points for divine intervention is restricted to those who have been ritually connected to the patron in question. I suppose I should have also mentioned...
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    Designing Divine power rules for a new system; ideas?

    Yeah, pretty much. I was thinking that dice rolling and consulting tables would be a good idea - basically, the PC would pray for help, spending favor points as needed, and the favor granted would be based on the results of the roll. Having weighted tables or "skewing dice" wasn't something I...
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    Designing Divine power rules for a new system; ideas?

    This gives me an idea which is similar to what you're saying... How about, based on how valuable an asset a character is to a patron, the patron would be willing to grant a certain amount of favors (bigger favors may count as more than one favor) for free? Say, for example, you get so many...
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    Designing Divine power rules for a new system; ideas?

    Ah, yes... Something I forgot to mention thus far is that character building is very modular, meaning that, instead of choosing one class which almost defines your character's abilities from beginning to end like in DnD 4e, you have a pool of what are called Professional Experience Points, or...
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    Designing Divine power rules for a new system; ideas?

    That's a very good point... By your suggestion, are you saying divine characters should have abilities which cost no favor points in addition to more powerful abilities which do require favor points? Hm... That's a great idea mechanically, though I'd have find a way to justify it flavor-wise.
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    Designing Divine power rules for a new system; ideas?

    Hello! As the title says, I'm making my own system, and while it's already able to be playtested, I don't have any concrete ideas on how to handle the mechanics for divine magic. There are, of course, a few barely-developed ideas floating around in my head which could be expanded on...
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    References for "loot" rules?

    This isn't perfect in terms of content, but it's a very good example of what I was looking for. Something with a listing of prices for loot, which I can access for free.
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