GameOgre
Adventurer
I just had a crazy idea. I already know MANY people will not like this idea and will consider it WRONG. Lets skip all the debate and arguments about why NOT to do this. I can think of about a hundred reasons right off the bat and have already discarded them.
I am NOT trying to change Pathfinder for anyone(other than myself and my players) or trying to convince anyone that this idea is for them. I do like Pathfinder and find in many ways it's far and above many of the old school games in content and options. It just doesn't get played at my table much because of the huge amount of crunch. I think most DM's hand wave many of the rules away or change them in small ways to better suit their group.I'm just doing it in a heavier way.
I would appreciate any help or ideas on this subject that try and help do what I want to do instead of pointing out the many many reasons to NOT do it.
My idea.
Keeping It Simple(K.I.S.) is to be a set of House rules that can be used to play Pathfinder in a more simple and unbalanced fashion. One that I as a DM who likes more old school type rules could use to take advantage of the many great books and adventures that are already sitting on my shelf and let my players take advantage of the Pathfinder game system in a modified way.
1-No attacks of opportunity. Pretty simple. This would effect a great many things but I don't think a subsystem needs to be used as long as everyone involved knows about it at the start. Any feat that has a requirement involving another feat with a attack of opportunity aspect to it gets the requirement hand waved away.
2-No special attacks. What this really means is that anyone wanting to use a special move (shield bash,trip,bull rush,whatever) just needs to roll to hit and perhaps a contested roll against the defender. The roll to hit ect will be modified with a -3 to +0 to reflect the difficulty. -3 for very hard to pull off,+0 to very easy to pull off. Perfectly fine with the DM assigning mods on the fly instead of predetermining the mods.
3-Simple skills. This is one of the more difficult areas.What I want to do is remove skill lists and instead just give everyone a Very Skilled(max bonus for your level),Skilled(low end skill bonus for your level),Unskilled (no skill points added)modifier modified by stats. Example: Very skilled would be for all skills that are class skills.Skilled would be for any skill that fits your characters background(ie you used to be a blacksmith before leaving town and fighting goblins),Unskilled would be for skills that were not class skills and not in your background.
For this I think a simple chart could be created with just the bonus for each category (to be modified by player because of stats).
4-Simplify exp chart. Easily done in fact I think I saw someone else had already done so on a blog I read a while back.
5- Throw out miniature rules. Mostly this involves things like 5 foot step ect..
6-I'm tempted to simplify feats but this would would complicate things on a much higher level and make running adventures ect much more work. Think I'm deciding against doing it other than the already mentioned #1.
7- Simplify Under 0 hit points rules/Death. I think just borrowing from another system and have all hit point tracking stop at 0. At 0 hit points the character falls unconscious and at the end of each round makes a D20 roll modified by con. On a 10 or higher they stabilize. Three failures = Death. Any feats ect requiring a feat having to do with this rule area is hand waved away.
8-I use group initiative. Have the highest modified initiative person roll Init for each side.
9- More control placed on magic item creation,buying of magic items. It's not that you can't do either of those things BUT what is written in the book is not all of it. If the party mage wants to craft a wand of magic missiles a component might be added that needs to be collected,some special wood might be added that needs to be found,ect..The buying of items is fine as is BUT the default answer to is that item for sale is no. This is really just a perception thing based on my players wanting the default for everything to be YES and trying to build a unbalanced character with the right combo of magic items.
Can anyone think of other things I need to mod to make the system run in a more simplified way? See huge issues that can't be hand waved away?
Again,I realize the KIS house rules will have many and wide ranging effects and may indeed not work in the end. I just want to experiment with it.
If nothing else it's food for thought.
I am NOT trying to change Pathfinder for anyone(other than myself and my players) or trying to convince anyone that this idea is for them. I do like Pathfinder and find in many ways it's far and above many of the old school games in content and options. It just doesn't get played at my table much because of the huge amount of crunch. I think most DM's hand wave many of the rules away or change them in small ways to better suit their group.I'm just doing it in a heavier way.
I would appreciate any help or ideas on this subject that try and help do what I want to do instead of pointing out the many many reasons to NOT do it.
My idea.
Keeping It Simple(K.I.S.) is to be a set of House rules that can be used to play Pathfinder in a more simple and unbalanced fashion. One that I as a DM who likes more old school type rules could use to take advantage of the many great books and adventures that are already sitting on my shelf and let my players take advantage of the Pathfinder game system in a modified way.
1-No attacks of opportunity. Pretty simple. This would effect a great many things but I don't think a subsystem needs to be used as long as everyone involved knows about it at the start. Any feat that has a requirement involving another feat with a attack of opportunity aspect to it gets the requirement hand waved away.
2-No special attacks. What this really means is that anyone wanting to use a special move (shield bash,trip,bull rush,whatever) just needs to roll to hit and perhaps a contested roll against the defender. The roll to hit ect will be modified with a -3 to +0 to reflect the difficulty. -3 for very hard to pull off,+0 to very easy to pull off. Perfectly fine with the DM assigning mods on the fly instead of predetermining the mods.
3-Simple skills. This is one of the more difficult areas.What I want to do is remove skill lists and instead just give everyone a Very Skilled(max bonus for your level),Skilled(low end skill bonus for your level),Unskilled (no skill points added)modifier modified by stats. Example: Very skilled would be for all skills that are class skills.Skilled would be for any skill that fits your characters background(ie you used to be a blacksmith before leaving town and fighting goblins),Unskilled would be for skills that were not class skills and not in your background.
For this I think a simple chart could be created with just the bonus for each category (to be modified by player because of stats).
4-Simplify exp chart. Easily done in fact I think I saw someone else had already done so on a blog I read a while back.
5- Throw out miniature rules. Mostly this involves things like 5 foot step ect..
6-I'm tempted to simplify feats but this would would complicate things on a much higher level and make running adventures ect much more work. Think I'm deciding against doing it other than the already mentioned #1.
7- Simplify Under 0 hit points rules/Death. I think just borrowing from another system and have all hit point tracking stop at 0. At 0 hit points the character falls unconscious and at the end of each round makes a D20 roll modified by con. On a 10 or higher they stabilize. Three failures = Death. Any feats ect requiring a feat having to do with this rule area is hand waved away.
8-I use group initiative. Have the highest modified initiative person roll Init for each side.
9- More control placed on magic item creation,buying of magic items. It's not that you can't do either of those things BUT what is written in the book is not all of it. If the party mage wants to craft a wand of magic missiles a component might be added that needs to be collected,some special wood might be added that needs to be found,ect..The buying of items is fine as is BUT the default answer to is that item for sale is no. This is really just a perception thing based on my players wanting the default for everything to be YES and trying to build a unbalanced character with the right combo of magic items.
Can anyone think of other things I need to mod to make the system run in a more simplified way? See huge issues that can't be hand waved away?
Again,I realize the KIS house rules will have many and wide ranging effects and may indeed not work in the end. I just want to experiment with it.
If nothing else it's food for thought.