Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Homebrew Pathfinder Game Mechanics - Looking for Suggestions and Comments
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="3catcircus" data-source="post: 6245628" data-attributes="member: 16077"><p>My thoughts are to use VP/WP - and when you hit 0 VP, make the morale check. I'd split the WP (instead of a threshold at Con and death at 2 x Con), I'd split it into 4 thresholds (light, moderate, serious, critical) so that you can have cascading failures (actions suffer, say, -1, -2, -5, and -10 upon passing each threshold - I don't know if it should be that severe, or just -1, -2, -3, -4). My only other sticking point is how to manage conditions at each of those points - I'd want to see the potential to enter into "shock" at moderate and above - using the <strong>staggered</strong> condition, with fumbles resulting in becoming unstable and starting to bleed out by losing 1 WP each turn if you take any actions. At the critical wound threshold, if using hit locations, I'd want there to be the possibility of catastrophic amputation of a limb resulting from the hit and instant unconsciousness if the hit location is the head. </p><p></p><p>The current PF variant is that you have WP = 2 x Con. When you drop to 1/2 WP, you become staggered. If you take any move or standard actions, you lose 1 WP and make a Con check or become unconscious. I think that may be <em>too</em> deadly, hence the idea of having multiple thresholds.</p><p></p><p> True, but I don't mind turning that flat curve into something non-linear (or at least less linear).</p><p></p><p> My thoughts are that since part of initiative is how fast you recognize and react to your opponent's actions and the other part is, once you react, how quickly you can act, you are competing against yourself as much as your opponent. What you are doing and carrying can affect how quickly your body reacts after your mind reacts. An analogy would be drag racers who are reacting to a count-down light and then trying to beat each other - once you are able to react to the light turning green, now it is a matter or how quickly you can stomp your foot on the gas and let go the brakes - and in cars that require you to shift gears, also how quickly you can jam through them. Now imagine, if the driver had to do so while his arms are weighted down...</p><p></p><p></p><p></p><p>Some of the thoughts I have here are that the standard 6 abilities represent multiple things. CON = both health and stamina. INT is both thinking and learning. WIS is willpower, awareness, common sense, and intuition. DEX = both how quickly you can react and how coordinated you are. STR is both musculature and strength. CHA is both how you look and how social you are.</p><p></p><p>I'd say that you need to account for the following:</p><p></p><p>1. Your strength is purely a physical attribute (how much muscle you have). Your ability to use that muscle is really determined by how well-coordinated you are. So - I could see using DEX as a to-hit modifier for ALL attacks with STR determining how much damage you do.</p><p>2. Your health and stamina really is an all-encompassing "how fit am I?"</p><p>3. Your sensory awareness shouldn't be a secondary factor of Wis or Int that is modified by learning. Either you are aware of your surroundings or not - so I'd suggest that Perception be it's own attribute - divorce this dependence from INT/WIS.</p><p>4. INT ought to be split into INT and EDU since you can be intelligent without having a lot of formal learning (or vice versa). Perfect for creating, say, a master craftsman with high INT and DEX, without it automatically giving bonuses to other INT-based skills that can be used untrained.</p><p>5. I'd combine INT and WIS, but split off the mental toughness portion of WIS as it's own attribute (Resolve/Determination/etc.).</p><p>6. I'd include a Morale score that is based on your mental toughness.</p><p>7. I'd have initiative that is encumbrance dependent as well as how quickly you can mentally react. Have, say, based Init of 15 (light), 10 (medium), and 5 (heavily encumbered) and then add 2 x however much you beat a roll vs. your own DEX score (if you fail, it is just the base init for your encumbrance level).</p></blockquote><p></p>
[QUOTE="3catcircus, post: 6245628, member: 16077"] My thoughts are to use VP/WP - and when you hit 0 VP, make the morale check. I'd split the WP (instead of a threshold at Con and death at 2 x Con), I'd split it into 4 thresholds (light, moderate, serious, critical) so that you can have cascading failures (actions suffer, say, -1, -2, -5, and -10 upon passing each threshold - I don't know if it should be that severe, or just -1, -2, -3, -4). My only other sticking point is how to manage conditions at each of those points - I'd want to see the potential to enter into "shock" at moderate and above - using the [B]staggered[/B] condition, with fumbles resulting in becoming unstable and starting to bleed out by losing 1 WP each turn if you take any actions. At the critical wound threshold, if using hit locations, I'd want there to be the possibility of catastrophic amputation of a limb resulting from the hit and instant unconsciousness if the hit location is the head. The current PF variant is that you have WP = 2 x Con. When you drop to 1/2 WP, you become staggered. If you take any move or standard actions, you lose 1 WP and make a Con check or become unconscious. I think that may be [I]too[/I] deadly, hence the idea of having multiple thresholds. True, but I don't mind turning that flat curve into something non-linear (or at least less linear). My thoughts are that since part of initiative is how fast you recognize and react to your opponent's actions and the other part is, once you react, how quickly you can act, you are competing against yourself as much as your opponent. What you are doing and carrying can affect how quickly your body reacts after your mind reacts. An analogy would be drag racers who are reacting to a count-down light and then trying to beat each other - once you are able to react to the light turning green, now it is a matter or how quickly you can stomp your foot on the gas and let go the brakes - and in cars that require you to shift gears, also how quickly you can jam through them. Now imagine, if the driver had to do so while his arms are weighted down... Some of the thoughts I have here are that the standard 6 abilities represent multiple things. CON = both health and stamina. INT is both thinking and learning. WIS is willpower, awareness, common sense, and intuition. DEX = both how quickly you can react and how coordinated you are. STR is both musculature and strength. CHA is both how you look and how social you are. I'd say that you need to account for the following: 1. Your strength is purely a physical attribute (how much muscle you have). Your ability to use that muscle is really determined by how well-coordinated you are. So - I could see using DEX as a to-hit modifier for ALL attacks with STR determining how much damage you do. 2. Your health and stamina really is an all-encompassing "how fit am I?" 3. Your sensory awareness shouldn't be a secondary factor of Wis or Int that is modified by learning. Either you are aware of your surroundings or not - so I'd suggest that Perception be it's own attribute - divorce this dependence from INT/WIS. 4. INT ought to be split into INT and EDU since you can be intelligent without having a lot of formal learning (or vice versa). Perfect for creating, say, a master craftsman with high INT and DEX, without it automatically giving bonuses to other INT-based skills that can be used untrained. 5. I'd combine INT and WIS, but split off the mental toughness portion of WIS as it's own attribute (Resolve/Determination/etc.). 6. I'd include a Morale score that is based on your mental toughness. 7. I'd have initiative that is encumbrance dependent as well as how quickly you can mentally react. Have, say, based Init of 15 (light), 10 (medium), and 5 (heavily encumbered) and then add 2 x however much you beat a roll vs. your own DEX score (if you fail, it is just the base init for your encumbrance level). [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Homebrew Pathfinder Game Mechanics - Looking for Suggestions and Comments
Top