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Posted: Wed Apr 28, 2010 3:06 pm
by Amseriah
1) I am in favor of using the normal save progression for classes (first lvl is +2 rather than +1)

2)Dear God I need more feats! Please with the more feats! I am for adding more classes/prc's as well, I don't know if I would take anymore but I think that it would help out a lot of people.

Posted: Wed Apr 28, 2010 3:16 pm
by rydi
1) Normal and complicated it is.

2) how about a 10 class max, 7 class max pre-epic? Or 15, 8 pre-epic, 7 post-epic. Or some other proposal. How many feats? 27? 72?

Posted: Wed Apr 28, 2010 3:59 pm
by Avilister
Actually, the first level of a class gets +2.5 to primary saves and +1/3 to secondary saves - its important to keep track of all your fractions when calculating bonuses.

edit: I think 6-class pre-epic is a good design constraint. Helps keep things interested (and doesn't affect me at all since I only use 3 classes pre-epic :P)

Posted: Wed Apr 28, 2010 4:09 pm
by Liquidprism
72??? Why not just a feat every level, or better yet 2 feats every level???

Seriously, I don't want to do that much work. At this rate its going to be another one of those power games that has no direction or control, and runs two sessions before the whole thing implodes. I don't want to spend my time working on a character that will only be played two sessions. Not trying to be a downer, but I would like people to keep some perspective on the meta game.

I think its probably okay to add more classes after 20. I would say no more than 4 though. That increases the total number of available classes to 10 per character. This seems reasonable.

As far as extra feats, it does seem like these characters probably need them. The more classes the more there is to do, and thus the more feats are needed to facilitate those options (at least to some degree). I think however its done it needs to be to a formula. Looking at things again, a extra feat every four levels or so might not be that bad. That gives an extra 5 feats through 20. This is much like in Gids game.

These are my suggestions.

Posted: Wed Apr 28, 2010 4:25 pm
by Amseriah
Hmmmm...I think that the 6 pre epic and then 4 post epic is a good rule I like even numbers. Maybe something like gids game where 5 lvl classes count as half a class (only for 2 total 5 lvl classes however). That makes it so people taking those littleclasses don't get stuck without anything to take later on.

As far as feats go....what about a bonus feat as per fighter with fighter getting the benefit of both? That may be too many, bonus feats following 3.5 basic feat progression? I don't know how many people need but I know that there are a lot that I need and I don't get any bonus ones...

Posted: Wed Apr 28, 2010 4:39 pm
by rydi
NEW RULE #39 & #40

#12: Prestige classes of 5 or less levels count as only 1/2 class for prestige class limitation purposes; if you abuse this I will stab your eyes out and then kill your character.

#7: Characters may take an additional feat every 4 levels for free; this feat must be a) part of a chain of feats (power attack, cleave, great cleave, etc.) in the PF core book, or b) must all be a specific type of feat (divine, aberrant, abyssal, heritage, wild, bardic, etc.)

Posted: Wed Apr 28, 2010 9:55 pm
by Rusty
I'll freely defer to the others on saves, I just need to know how to compute them whichever way we're doing them. Generally, erring on the side of more with saves will decrease the frequency of spell effects taking place, while erring on the side of less with saves will have the opposite effect. Spells and abilities are the most common needs for saves that I know of, so I figure they should be considered and the direction you go in should include consideration of how that will affect partial casters, as full casters will probably have higher dc's in general.

More is more. I've already come up with some neat things to do with six classes in three pathways. I'm hurting for feats pretty badly as it is. I'd like to see more feats and classes, as long as its across the board and "done right", which I think it will be.

I'm continuing to tweak smite-smite-smite, and more feats would basically break through a barrier I'm facing.

The money is excellent, mine is spent thoroughly without many of the "vital" items. Adding money favors "item over wielder" a bit, and doesn't help itemless characters, such as vow of poverty, but is essentially another avenue of abilities to consider, as many items and enchantments require something on the part of the wielder to be effective, and can make a mediocre build excellent.

fin

Posted: Tue May 04, 2010 11:08 pm
by rydi
I wanted to note a couple of things regarding the way this game is intended to play out:

Edit: I updated the main page. If anyone can think of anything else that needs to go on there, let me know.

1) Alignment:
I want the game to be less bound by formal rules of alignment. While I actually do like alignment in dnd, I feel it is a bit constraining when betraying alignment results in power loss... I want to see people explore larger themes and have the freedom to respond to plot without necessarily losing all their cool shit by making the "wrong" choice.
So, with that in mind, choose an intersect of the alignment grid that you will sit upon. This variance in alignment is due to your nature as vestiges, your great age, and your unique experiences. Much as the great deities often represent contradictions in philosophy and alignment, possessing many conflicting traits at once, so too do you.


2) Vestiges:
You were exiled to a place beyond the multiverse. Your only visits have been when weird people have used rituals to summon you into reality for limited periods and bind you to their own bodies. This sucked, but it was a vast improvement over the alternative, an empty void filled with howling voices of other lost souls.


3) Play Style:
I want to see people explore the roleplaying aspects of this larger-than-epic game. What does an ancient three headed aberrant unicorn want out of life? What does a draconic master of war do after returning from the eternal void? How does an undead pixie with a hunger for flesh spend her eternity? How does a holy dwarven warrior and former slave to the illithid treat people? What does a half-celestial succubus do for entertainment? The game is far more interesting as an exploration of these types of questions, than as just an exercise in math. Especially when we know the ultimate outcome of the math...

I would like people to really think about their characters, and what drives them. Think of a personality quirk or two, some goals to explore now that you are back (and not just "I gain more power, gain more levels, gain more knowledge about my area of focus"). This is your first contact with the joys of life after an eternity of nothingness.

A little backstory might be nice too. I'll give some minor rewards to people for neat things. I would also, like I said, really like to see personality quirks/traits come into play. What the fuck goes through the head of a ghoulish pixie? How does a golden dragon warrior relate to mere mortals (or mere gods)? What does bear/bear/bear eat for dinner? Feel free to be larger than life, to play up your differences from humanoid characters you may have played in the past.

Posted: Tue May 04, 2010 11:57 pm
by Avilister
Step 1) Build a horde
Step 2) Sleep on horde
Step 3) ???
Step 4) Hit level 34
Step 5) Consume horde
Step 6) Apotheosis

Sounds like a plan to me.

Posted: Wed May 05, 2010 12:47 am
by Amseriah
Artwork from ages past show depictions of a winged unicorn with three heads. The show him with the feathered wings of a celestial...the historians got some of the aspects wrong.

http://www.flickr.com/photos/chunkylover53/4489991743
Image

Posted: Fri May 07, 2010 9:45 pm
by angelicyokai
Do we even roll stats, are they relevant at this point?

Celestial Succubi Psion/Wizard/Rogue thing, mwahaha

Posted: Sat May 08, 2010 12:21 pm
by rydi
updated again with more details, and underlining.

Posted: Sat May 08, 2010 3:38 pm
by Liquidprism
Goals

-Form Bear Corps, a super-dimensional bear powered strike force. Made up of 3 divisions: Bear Cavalry, Bear Force, and the Green Bear-ets.

-Find a paradise where all bears of any size, color, or temperament may inhabit, and prosper.

-Rally bears on a mass exodus to the Promised Land. Other non-bear creatures expressing desire to become/follow bears, and two of every animal, and/or magical beast are also welcome.

-Create a utopian bear society in paradise.

-Ready bears for coming apocalypse.

-Induce apocalypse across the planes. The multi-verse must pay for locking the Divine Prophet of Bears in an extra-dimensional space for the span of several ages.

-Lead bears from promise land to repopulate multi-verse recreated for bears, by bears, from bears.

Posted: Sat May 08, 2010 4:40 pm
by Avilister
Can we institute a system where the alignment grid is toroidal (ie: the grid loops back on itself so that one step to the left of Lawful Good is Chaotic Good and one step up of Lawful Good is Lawful Evil?). If not, I'll probably be Lawful Neutral Good. If we do get torus-shaped grids, I'll probably be Chaotic Lawful Neutral Good.

Note that a torus shape opens up some odd combos, like Lawful Chaotic Evil Good (with no neutrality)

Posted: Sat May 08, 2010 4:58 pm
by Rusty
I was planning on being chaotic good evil, cheyne seemed to approve when I annoyed him about it.