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Letting the PC's choose their Rules variant
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<blockquote data-quote="Irda Ranger" data-source="post: 3685011" data-attributes="member: 1003"><p>Hello, all. I'm working on an Alt. Magic system for Iron Heroes (but I did not label this [Iron Heroes] because it's not really relevant for this discussion - this is just a d20 rule variant question). I wanted to run a new concept by you guys to you some early feedback before I develop further. The rule is the "Alternative Rule Option." Basically it means that players can opt for Rule Variants, so that how something works for one guy may not work for another guy. This does not cost a Feat however, because the pros and cons of taking the variant are (theoretically) balanced. Players can take a particular spell, skill or feat and "tweak" it as a free option. This tweak is permanent. At the moment I am using it to "specialize" in certain usages of the Skill, Feat or Spell, to make it better in some ways, but weaker in all others.</p><p></p><p>Goal of Rule: Allow for character customization without a run-away list of Skills, Feats and Spells. Also to save on brain cycles and writing stuff.</p><p></p><p>Anyway, to explain the rule I'll first present a spell from my magic system.</p><p></p><p></p><p><strong>The Confundus Charm </strong>(the "CC")</p><p>In some campaign settings the CC might be referred to as "Cloud the Weak-Minded." The CC allows to caster to cause a single target to believe a single very unlikely thing. It's a bit like a Bluff check on steroids, but subject to certain further restrictions. Very simple in theory, the CC is more art than science; it's more about delivery and technique than advanced occult lore.</p><p></p><p>Action Type: Standard Action Skill Check</p><p>Components: Verbal</p><p>Spell Type: Mind-Effecting</p><p>Restrictions: Language Dependent; Single Target</p><p>Range Increment, Save Penalty: 5', -4</p><p>Save: Opposed (Will vs. Bluff)</p><p>Duration: (Bluff Check - Will Save) / 2 [rounds] + Chr mod [rounds]</p><p>Prerequisites: Spellcraft (1 Rank), Knowledge Arcana (1 Rank), Sorcererous Arcanum [Base Mastery]</p><p></p><p>Description: The caster causes the target to believe a single thing for the duration of the spell. A "single thing" means a thought that can be reduced to a single declarative sentence (<em>e.g.</em>, "I am a Knight of Solamnia" or "I've already shown you my identification" or "These are not the droids you're looking for" or "You're alone in the room"). As long as the target understands what you're saying there are no penalties for circumstances (a target of this spell is just as likely to believe that a kender is a Knight of Solamnia as any human Armiger).</p><p></p><p>Special Success: If the caster's Bluff check beats the targets Will save by 5 or more, the target will have no memory of being Confunded or the events that occurred. Otherwise, they will.</p><p></p><p>Special Failure: If the caster's Bluff check fails by 5 or more, the target immediately realizes what the caster was trying to do.</p><p></p><p>Skill Specials: Casters with 5 or more ranks in Hypnosis gain a +2 to their Bluff checks for purposes of this spell. Casters with 5 or more ranks in Perform (Oratory) reduce the range penalty to -2 per increment.</p><p></p><p>Feat Specials: Casters may spend Deception Tokens per the non-combat use of Devious Manipulator 1 normally. Casters with Devious Manipulator 2 may commit Deception Tokens at the time of casting to extend the duration at a rate of 1 round / token.</p><p></p><p>Extended Duration: You may extend the duration of this spell by repeating the sentence at any time prior to expiration. The target's Will save is at a -2 penalty (it's easier to keep someone under than put them under). A simple Spot Check (DC 10) will tell you when it's about to wear off, allowing you to repeat the phrase. You may either perform this as a Swift Action (Fast Completion Challenge; -10) or as a Standard Action if you have it readied.</p><p></p><p>Save Special: The target gets a new save if the caster does anything to force the target to reases the</p><p></p><p><strong>Alternative Rule Option</strong>:</p><p>I. The Shadow. The Shadow uses the CC to do one, and one thing only - to make people believe he isn't there. For all intents and purposes the Shadow is invisible to target.</p><p>Differences:</p><p>The Shadow may drop CC's Verbal component and use it as a Psionic ability. As such, it is no longer Language Dependent, the range increment penalty is always -2, and Perform (Oratory) has no effect. The effect is always that the target acts as if the caster isn't in the room, even if the caster moves things or makes noise (the target will make up fanciful explanations to rationalize anything that doesn't make sense, blaming the wind for knocking stuff over or believing that house is haunted). If the Shadow wants to use the CC per the "normal" rules he may do so, but at a -5 penalty to his Bluff check.</p><p></p><p>=======================</p><p></p><p>What do you think? The actual rule may need a little balancing (I'm thinking of throwing the Shadow a +2 bonus to his Bluff checks), but what do you think of the concept?</p></blockquote><p></p>
[QUOTE="Irda Ranger, post: 3685011, member: 1003"] Hello, all. I'm working on an Alt. Magic system for Iron Heroes (but I did not label this [Iron Heroes] because it's not really relevant for this discussion - this is just a d20 rule variant question). I wanted to run a new concept by you guys to you some early feedback before I develop further. The rule is the "Alternative Rule Option." Basically it means that players can opt for Rule Variants, so that how something works for one guy may not work for another guy. This does not cost a Feat however, because the pros and cons of taking the variant are (theoretically) balanced. Players can take a particular spell, skill or feat and "tweak" it as a free option. This tweak is permanent. At the moment I am using it to "specialize" in certain usages of the Skill, Feat or Spell, to make it better in some ways, but weaker in all others. Goal of Rule: Allow for character customization without a run-away list of Skills, Feats and Spells. Also to save on brain cycles and writing stuff. Anyway, to explain the rule I'll first present a spell from my magic system. [B]The Confundus Charm [/B](the "CC") In some campaign settings the CC might be referred to as "Cloud the Weak-Minded." The CC allows to caster to cause a single target to believe a single very unlikely thing. It's a bit like a Bluff check on steroids, but subject to certain further restrictions. Very simple in theory, the CC is more art than science; it's more about delivery and technique than advanced occult lore. Action Type: Standard Action Skill Check Components: Verbal Spell Type: Mind-Effecting Restrictions: Language Dependent; Single Target Range Increment, Save Penalty: 5', -4 Save: Opposed (Will vs. Bluff) Duration: (Bluff Check - Will Save) / 2 [rounds] + Chr mod [rounds] Prerequisites: Spellcraft (1 Rank), Knowledge Arcana (1 Rank), Sorcererous Arcanum [Base Mastery] Description: The caster causes the target to believe a single thing for the duration of the spell. A "single thing" means a thought that can be reduced to a single declarative sentence ([I]e.g.[/I], "I am a Knight of Solamnia" or "I've already shown you my identification" or "These are not the droids you're looking for" or "You're alone in the room"). As long as the target understands what you're saying there are no penalties for circumstances (a target of this spell is just as likely to believe that a kender is a Knight of Solamnia as any human Armiger). Special Success: If the caster's Bluff check beats the targets Will save by 5 or more, the target will have no memory of being Confunded or the events that occurred. Otherwise, they will. Special Failure: If the caster's Bluff check fails by 5 or more, the target immediately realizes what the caster was trying to do. Skill Specials: Casters with 5 or more ranks in Hypnosis gain a +2 to their Bluff checks for purposes of this spell. Casters with 5 or more ranks in Perform (Oratory) reduce the range penalty to -2 per increment. Feat Specials: Casters may spend Deception Tokens per the non-combat use of Devious Manipulator 1 normally. Casters with Devious Manipulator 2 may commit Deception Tokens at the time of casting to extend the duration at a rate of 1 round / token. Extended Duration: You may extend the duration of this spell by repeating the sentence at any time prior to expiration. The target's Will save is at a -2 penalty (it's easier to keep someone under than put them under). A simple Spot Check (DC 10) will tell you when it's about to wear off, allowing you to repeat the phrase. You may either perform this as a Swift Action (Fast Completion Challenge; -10) or as a Standard Action if you have it readied. Save Special: The target gets a new save if the caster does anything to force the target to reases the [B]Alternative Rule Option[/B]: I. The Shadow. The Shadow uses the CC to do one, and one thing only - to make people believe he isn't there. For all intents and purposes the Shadow is invisible to target. Differences: The Shadow may drop CC's Verbal component and use it as a Psionic ability. As such, it is no longer Language Dependent, the range increment penalty is always -2, and Perform (Oratory) has no effect. The effect is always that the target acts as if the caster isn't in the room, even if the caster moves things or makes noise (the target will make up fanciful explanations to rationalize anything that doesn't make sense, blaming the wind for knocking stuff over or believing that house is haunted). If the Shadow wants to use the CC per the "normal" rules he may do so, but at a -5 penalty to his Bluff check. ======================= What do you think? The actual rule may need a little balancing (I'm thinking of throwing the Shadow a +2 bonus to his Bluff checks), but what do you think of the concept? [/QUOTE]
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