I'd also like to keep the # of PC's down, as that tends to speed things up a bit.. So far we've had 5 people (Other than myself) post in this thread -
Lord Raven,
KrunchyFrogg,
Yggdrasil,
Shayuri,
and Sin.
Were you all interested in trying this game out? If so, what type of character are you thinking?
Now, as for how the Rune Magic would actually work .... I like the Skill check idea, it would also fit in well with making the Rune Magic similar to Epic Spells.
OK, I think I've got it -
When you want to cast a spell, you pick what you want it to do... If it's a fairly standard spell(IE it's from the PHB), it's easier b/c it's more structured, you've probably done/seen it before, thus you would make a lower DC check. I'm still working on specifics for making stuff up.. I think I'll just base it almost exactly off of Epic Spells, but make them 'on the fly' kinda things. Also, I would probably not allow most of the tricks usually used to lower the DC's.
As for how often you can do it... I'm thinking a Mana pool, you expend 1 to make a check, and you can expend mana on a 1 for 1 point basis to give a bonus to your check (Before rolling) as you push yourself to finish the job. Can't spend more mana on a spell than your caster level. I think I'll allow you to take 10.
MANA POOL - Add up all the spell-levels you could ordinarily cast in a day, counting 0-lvl as 1. (1 for each 1st or 0-lvl, 2 for each 2nd level, etc, and count your CHA/Int/Wis bonuses and Domain bonuses), and that's how much mana you have.
IE a 20th lvl sorceror with a 24 Charisma would have 310 Mana. Whereas a 1st level Wizard with an 18 would have 5 mana.
If you are NOT a caster, pick a casting class. You gain one level of effective casting in this class every even level of your character. Also, you can expend Mana to temporarily gain a power of the class other than spellcasting that you could have at your level (1 mana per level required to have the ability.) If the ability is something variable (Such as a bonus feat), it must be decided the first time it's used and cannot be changed.
If you ARE a caster, choose a few types of magic (Healing, Buffing, Transmutation, Boom spells, Enchantments, Nature, etc), and please choose types that are associated with your class (IE Warmages don't take Enchantment, Sorc/wiz stay away from Healing, Clerics/druids shouldn't choose Offensive magic, etc, though everyone can DO it, it's just harder for some). The types of magic you choose are easier to do, and you gain bonuses depending on how many types you choose (Higher bonuses for specializing, obviously).
Metamagic Feats - Yes I'd allow them, and so that they'll work on EVERYTHING, including made-up spells that have no level, they just cost extra mana to add... Double the level adjustment.
No Persistant Spell, btw.
EX : Your secondary class is Wizard.. You are 10th level, so your wizard level is 5. You have an 18 Intelligence. You would have 20 Mana, and could temporarily gain their 5th level bonus feat (Say you choose Empower Spell) for 1 round by paying 5 mana.
As for the Equipment :
You have 'body slot tattoos' (Head tatoo, Breast tatoo, wrist tattoos, etc, etc) comparing to each of the normal slots, and can enscribe yourself with powerful tatoos that mirror magical items. (Certain things aren't done, however, at least not as Items. a lot of 'items' will have to be allowed or dissalowed on a case-by-case basis. Basically, though, if it allows you to cast or activate a spell, no. These should be permanent bonuses only, probably using the DMG table (AC bonus, Attack bonuses, skill bonuses, save bonuses, stat bonuses, etc).
the Tomes + Manuals that provide Inherent bonuses would work the same, except they wouldn't be books, just powerful tatoos you inscribed into your Heart-Rune.
All Patryn's Defensive runes give a +1 at 1st, and 1/3 levels after (2@4, 3@7, etc) Armour bonus (Can be enchanted as normal armour, no max dex or armour check penalty).
There are no Item Creation Feats except the following : Craft Tatoo and Inscribe Rune. The first is a bonus feat for ALL Patryn, the second is what the Wizard gets at first level instead of Scribe Scoll, and can be taken in place of any bonus Item creation feat or by anybody with a caster level.
Craft Tatoo - You have a "craft" pool equal to the GP you would normally have at your level (Gaining the difference when you level up). Crafting works as normal, but doesn't cost XP, you must follow the 'allowable powers' guidelines, as well as asking DM permission. Time to craft is 1 day per 2000 GP worth. You can only tatoo yourself.
Inscribe Rune - You can empower things other than yourself with magical tatoos, Enchanting Weapons, guarding doors, or even tatooing others.
In addition, your crafting now takes only 1 day/5000 Gp worth.
One more miscellaneous rule - No Flying.
I'm still pondering Level and Reason you're together.. Patryn tend to be Loners, but recently there have been some changes in the Labyrinth, Rumours that there was a great battle at the Final Gate, and that many new creatures are in the Labyrinth, a War is being fought near the Final Gate at the moment.
There are two possible options I can think of -
1) You've all heard of it and decided to band together to get there as quickly as possible.
2) You are members of a small city/town (some small civilization DOES exist in the labyrinth), and you stay around to keep the town safe, every once in a while heading out for supplies.
Obviously there would be a lot of "Ask the DM" stuff in this campaign, so I ask again.. What TYPE of characters would you like to play?