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Eternally Blue: A Homebrew Setting
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<blockquote data-quote="John4" data-source="post: 5542850" data-attributes="member: 6675381"><p><strong>Rules Alterations</strong></p><p></p><p>This is the place for all of the compiled rules alterations that are developed as I go.</p><p></p><p><u><strong>e6 Stuff:</strong></u></p><p>I intend upon starting with the Cautious Approach towards feats and spells in the e6 .pdf; generally, with the exception of class features that I deem necessary (on a case-by-case basis), no feats or spells above what can be gained at 6th level will be available. Now, this is likely to become a rule more honored in the breach than the following; but I want to start out with my players knowing that I can (and will, in some places) say "No, that's not thematically appropriate for the setting," without having to argue that I allowed something else in and thus the pet that they have at that moment should be allowed as well.</p><p></p><p>I also want to include the Conviction Points and Death Flag mechanics from the Raising the Stakes .pdf. However, instead of having the CPs restore at the beginning of each session, I intend upon having them restore after a full night's rest. That way, even if we wind up having to stop a session in the middle of combat (don't laugh, it's happened before at my table when something in real life comes up), we know when and where the points should restore. It also means that my players will have a reason aside from spellcasting to rest on a regular basis--which, given the differences in e6 and normal d20/PF, should be a good thing.</p><p></p><p></p><p><strong><u>Pathfinder Stuff:</u></strong></p><p></p><p>Right now, I'm on the fence as far as altering classes goes. I may or may not make several of the class abilities available at eighth level (stuff like certain domain powers for clerics, several rage powers for barbarians, and some of the fighter feats) available either as capstone feats or something similar. I need to look closer at this before making decisions on what to keep, what to modify, and what to throw out.</p><p></p><p>I do intend upon keeping the core races the same, and possibly including various planetouched as playable races (since one of the themes of the setting is that the planetouched aren't from different planes, but rather from the sunside or the starside of the world).</p><p></p><p>Magic items will be craftable as normal, with the single caveat that no magic item can be created with greater than a third-level spell as a requirement. There will likely be exceptions to this rule, but I wanted to ensure that I wouldn't be looking at a Wondrous Item that casted, say, <em>Resilient Sphere</em> on someone's person without looking closely at what that would mean for the world's verisimilitude.</p><p></p><p></p><p><strong><u>Other Stuff:</u></strong></p><p></p><p>I intend upon making Incantations (from the <a href="http://www.d20srd.org/srd/variant/magic/incantations.htm" target="_blank">SRD</a>) available as possible alternatives to high-level spells. There are certain things that it should be possible to do, even without high-level spells making them available at-will.</p></blockquote><p></p>
[QUOTE="John4, post: 5542850, member: 6675381"] [b]Rules Alterations[/b] This is the place for all of the compiled rules alterations that are developed as I go. [u][b]e6 Stuff:[/b][/u][b][/b] I intend upon starting with the Cautious Approach towards feats and spells in the e6 .pdf; generally, with the exception of class features that I deem necessary (on a case-by-case basis), no feats or spells above what can be gained at 6th level will be available. Now, this is likely to become a rule more honored in the breach than the following; but I want to start out with my players knowing that I can (and will, in some places) say "No, that's not thematically appropriate for the setting," without having to argue that I allowed something else in and thus the pet that they have at that moment should be allowed as well. I also want to include the Conviction Points and Death Flag mechanics from the Raising the Stakes .pdf. However, instead of having the CPs restore at the beginning of each session, I intend upon having them restore after a full night's rest. That way, even if we wind up having to stop a session in the middle of combat (don't laugh, it's happened before at my table when something in real life comes up), we know when and where the points should restore. It also means that my players will have a reason aside from spellcasting to rest on a regular basis--which, given the differences in e6 and normal d20/PF, should be a good thing. [b][u]Pathfinder Stuff:[/u][/b][u][/u] Right now, I'm on the fence as far as altering classes goes. I may or may not make several of the class abilities available at eighth level (stuff like certain domain powers for clerics, several rage powers for barbarians, and some of the fighter feats) available either as capstone feats or something similar. I need to look closer at this before making decisions on what to keep, what to modify, and what to throw out. I do intend upon keeping the core races the same, and possibly including various planetouched as playable races (since one of the themes of the setting is that the planetouched aren't from different planes, but rather from the sunside or the starside of the world). Magic items will be craftable as normal, with the single caveat that no magic item can be created with greater than a third-level spell as a requirement. There will likely be exceptions to this rule, but I wanted to ensure that I wouldn't be looking at a Wondrous Item that casted, say, [i]Resilient Sphere[/i] on someone's person without looking closely at what that would mean for the world's verisimilitude. [b][u]Other Stuff:[/u][/b][u][/u] I intend upon making Incantations (from the [url=http://www.d20srd.org/srd/variant/magic/incantations.htm]SRD[/url]) available as possible alternatives to high-level spells. There are certain things that it should be possible to do, even without high-level spells making them available at-will. [/QUOTE]
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