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Ptolus in BESMd20
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<blockquote data-quote="Scurvy_Platypus" data-source="post: 3805239" data-attributes="member: 43283"><p><strong>Rules: Part 1</strong></p><p></p><p>So here's the official Rules I'm implementing for the game:</p><p></p><p>1. The setting is Everstone and Ptolus together. In general, the Everstone setting overrides any setting conflict. This means that anything over about 80 years isn't really known about Ptolus, although it could likely be found in the course of research and so forth.</p><p></p><p>The goal is for Ptolus and Everstone to both function "as is" with minimal changes. The everstone setting does restrict magic over 5th level, as well as certain other types of spells, including dimensional travel and anti-magic. Given the premise of Ptolus, these restrictions actually work pretty well.</p><p></p><p>2. Level as normal until 8th.</p><p>After 8th, characters still collect XP, and get 2 CP (character points) every 5k of XP. 2 CP is enough to buy a feat, or the points can be kept and used to upgrade powers.</p><p></p><p>Hit Points, BaB, Saving Throws, Defense Throws, Ability increases and Energy points are all capped. There are feats (like Toughness) that can be used to improve Hit Points for example, but since leveling would stop at 8th, they won't increase "naturally".</p><p></p><p>3. Skills are going to be basically handled as I was thinking in a post upthread.</p><p>The Everstone skill list isn't going to change. I could fold this skill or that into another, but it's more bother than I'm interested in.</p><p></p><p>You can stil buy Skill Focus, the bonus it provides is a +5 instead of +2.</p><p></p><p>A skill check is made in the following manner:</p><p>Roll a d20, add the stat modifier (if any), and add the character's level.</p><p></p><p>If the skill is one that a character has picked to be Trained, then an additional +5 is added to the check. If the character is both Trained and has Skill focus, then add +10.</p><p></p><p>At first glance, yes this makes for the potential to have _extremely_ skilled characters, especially for 8th level. This is being done for a few reasons:</p><p></p><p>A. I hate chumps. If a player is going to invest in their character being able to do something, I want that character to _shine_ at what they're invested in.</p><p></p><p>B. It makes conversion of other d20 stuff easier. D&D/d20 seems to have this whole "fixed" DC thing going. I don't feel like messing around with it past a certain point.</p><p></p><p>C. Everstone _doesn't_ use fixed DCs. Instead they tell the DM to determine how hard something is, and then have a little chart that says, Easy = DC 15 and scales up from there. The PCs could (with luck) occasionally be able to hit that DC40 check, and that's fine with me.</p><p></p><p>D. Originally, I was going to use half the character's level but I also wasn't going to cap the game at 8th level like I am now. So I changed it from half the PC level to simply PC level.</p><p></p><p>4. Energy Points and Hit Points wont' be rolled, just the maximum given.</p><p></p><p>5. Characters must have 2 motivations:</p><p>A. Why they wanted to join the City Watch in the first place.</p><p>B. Something their charcter wants to accomplish outside of being in the City Watch. Something like "Kill every [blank]" isn't an acceptable goal. The characters are supposed to be heroes, or at least fighting the good fight (even if they do some questionable things). I'm willing to let folks skate the edge of doing some nasty stuff, but there is a line.</p><p></p><p>6. Every character has to know at least one other member of the group. I don't care how, that's something for the players to work out amongst themselves (mostly). Everybody doesn't have to be bestest bosom buddies, but I'm not going to have characters showing up in a complete vaccum in relation to each other.</p><p></p><p>7. Energy Points as Action Points.</p><p>There's a couple of different versions of Action Points floating around, and I need to nail down the exact version I want to use. Additionally the entry for the Everstonian has a couple of bits about using Energy Points for rerolls or whatnot.</p><p></p><p>Energy Points fuel spells, as well as many of a PC's other abilities (as well as recharge weapons). Instead of creating another resource for players to track, I'm just going to let them use their EP to handle Action Point duties. They'll regen over a certain amount of time (whatever the Everstone setting calls for) and allow people to pretty freely engage in more over-the-top kind of stuff. The fact that they _do_ fuel Spells and Abilities means that players will get to decide which is more important to them, and act accordingly.</p><p></p><p>8. The War Golem class is gone.</p><p>If the class actually had something to it besides buying some upgrades and weapons, I'd keep it. The fact that non-golem characters can buy weapons without spending CP, and can buy Flesh Runes (which basically augment characters with additional abilities) without having to be a special class, means the War Golem class is just a penalty for PCs. I'm scaling back the golem race slightly, so it's a Medium instead of a Large critter, which changes a few of the other things about it (like the HD) as well.</p><p></p><p>Whether a character spends CP on Flesh Runes, or a golem spends CP on Weapons/Augments, both of the players are basically saying "This means something to the character". As such, a certain level of "immunity" is granted. Access to the abilities/weapons may be temporarily lost, but it won't ever be "taken away", unless I also give back the CP spent on the Rune/Weapon/Augment in question.</p><p></p><p>I could always make some version of a Tattooed Warrior, and restrict the Flesh Runes to these folks, but I figure I'd rather leave things the way they are, and simply let people have even more options for how to build/modify their characters.</p><p></p><p>After 8th level, characters are only getting 2 CP per 5k. There's an awful lot of stuff to buy. Flesh Runes, Feats, Class abilities, and Spells. Quite a bit of this stuff also comes in levels, so instead of abilties scaling with level as in normal D&D/d20, instead it's a fixed amount that only gets better when you buy the next higher rank.</p></blockquote><p></p>
[QUOTE="Scurvy_Platypus, post: 3805239, member: 43283"] [b]Rules: Part 1[/b] So here's the official Rules I'm implementing for the game: 1. The setting is Everstone and Ptolus together. In general, the Everstone setting overrides any setting conflict. This means that anything over about 80 years isn't really known about Ptolus, although it could likely be found in the course of research and so forth. The goal is for Ptolus and Everstone to both function "as is" with minimal changes. The everstone setting does restrict magic over 5th level, as well as certain other types of spells, including dimensional travel and anti-magic. Given the premise of Ptolus, these restrictions actually work pretty well. 2. Level as normal until 8th. After 8th, characters still collect XP, and get 2 CP (character points) every 5k of XP. 2 CP is enough to buy a feat, or the points can be kept and used to upgrade powers. Hit Points, BaB, Saving Throws, Defense Throws, Ability increases and Energy points are all capped. There are feats (like Toughness) that can be used to improve Hit Points for example, but since leveling would stop at 8th, they won't increase "naturally". 3. Skills are going to be basically handled as I was thinking in a post upthread. The Everstone skill list isn't going to change. I could fold this skill or that into another, but it's more bother than I'm interested in. You can stil buy Skill Focus, the bonus it provides is a +5 instead of +2. A skill check is made in the following manner: Roll a d20, add the stat modifier (if any), and add the character's level. If the skill is one that a character has picked to be Trained, then an additional +5 is added to the check. If the character is both Trained and has Skill focus, then add +10. At first glance, yes this makes for the potential to have _extremely_ skilled characters, especially for 8th level. This is being done for a few reasons: A. I hate chumps. If a player is going to invest in their character being able to do something, I want that character to _shine_ at what they're invested in. B. It makes conversion of other d20 stuff easier. D&D/d20 seems to have this whole "fixed" DC thing going. I don't feel like messing around with it past a certain point. C. Everstone _doesn't_ use fixed DCs. Instead they tell the DM to determine how hard something is, and then have a little chart that says, Easy = DC 15 and scales up from there. The PCs could (with luck) occasionally be able to hit that DC40 check, and that's fine with me. D. Originally, I was going to use half the character's level but I also wasn't going to cap the game at 8th level like I am now. So I changed it from half the PC level to simply PC level. 4. Energy Points and Hit Points wont' be rolled, just the maximum given. 5. Characters must have 2 motivations: A. Why they wanted to join the City Watch in the first place. B. Something their charcter wants to accomplish outside of being in the City Watch. Something like "Kill every [blank]" isn't an acceptable goal. The characters are supposed to be heroes, or at least fighting the good fight (even if they do some questionable things). I'm willing to let folks skate the edge of doing some nasty stuff, but there is a line. 6. Every character has to know at least one other member of the group. I don't care how, that's something for the players to work out amongst themselves (mostly). Everybody doesn't have to be bestest bosom buddies, but I'm not going to have characters showing up in a complete vaccum in relation to each other. 7. Energy Points as Action Points. There's a couple of different versions of Action Points floating around, and I need to nail down the exact version I want to use. Additionally the entry for the Everstonian has a couple of bits about using Energy Points for rerolls or whatnot. Energy Points fuel spells, as well as many of a PC's other abilities (as well as recharge weapons). Instead of creating another resource for players to track, I'm just going to let them use their EP to handle Action Point duties. They'll regen over a certain amount of time (whatever the Everstone setting calls for) and allow people to pretty freely engage in more over-the-top kind of stuff. The fact that they _do_ fuel Spells and Abilities means that players will get to decide which is more important to them, and act accordingly. 8. The War Golem class is gone. If the class actually had something to it besides buying some upgrades and weapons, I'd keep it. The fact that non-golem characters can buy weapons without spending CP, and can buy Flesh Runes (which basically augment characters with additional abilities) without having to be a special class, means the War Golem class is just a penalty for PCs. I'm scaling back the golem race slightly, so it's a Medium instead of a Large critter, which changes a few of the other things about it (like the HD) as well. Whether a character spends CP on Flesh Runes, or a golem spends CP on Weapons/Augments, both of the players are basically saying "This means something to the character". As such, a certain level of "immunity" is granted. Access to the abilities/weapons may be temporarily lost, but it won't ever be "taken away", unless I also give back the CP spent on the Rune/Weapon/Augment in question. I could always make some version of a Tattooed Warrior, and restrict the Flesh Runes to these folks, but I figure I'd rather leave things the way they are, and simply let people have even more options for how to build/modify their characters. After 8th level, characters are only getting 2 CP per 5k. There's an awful lot of stuff to buy. Flesh Runes, Feats, Class abilities, and Spells. Quite a bit of this stuff also comes in levels, so instead of abilties scaling with level as in normal D&D/d20, instead it's a fixed amount that only gets better when you buy the next higher rank. [/QUOTE]
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