Dissolution House Rules and Dissolution DW: Difference between pages

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House rules for the [[campaign::Dissolution]] campaign.
__NOTOC__
This page is an experiment, contemplating how the characters of the [[campaign::Dissolution]] campaign could be converted to the ''[http://www.dungeon-world.com/ Dungeon World]'' system, specifically using the variant character rules from ''[https://redboxvancouver.wordpress.com/2014/10/14/class-warfare-character-and-class-creation-for-dungeon-world/ Class Warfare]'' as described in the [[Ptolus Dungeon World]] conversion document.  


== Basic Conversion ==
As 13th level ''Pathfinder'' characters, all of the characters will be converted into 7th level ''Dungeon World'' characters. I'm thinking of handling gear and magic items by saying each character can have a number of custom moves equal to their level that are supplied by their gear. Most characters would probably also get a couple of moves related to their social background as well.


Since ''Ptolus'' is a 3.5 production, some basic [[Ptolus Pathfinder Conversion|conversion to ''Pathfinder'']] was required.
== Caralaria ==


== Classes ==
Warrior: Destroyer, Martial Hero, Acrobat, (Flux??)<br/>
Base damage: d8<br/>
Load: 10+STR<br/>
HP: 8+Constitution


We add some unofficial classes:
== Oreni ==


* [[Elemental Druid]] - a variation of the druid class, based on the four elements instead of animals and nature.
Magician: Shield Arcanus, Prepared Caster-ish, some sort of dragon/electricity thing, (Psi-Knife)<br/>
* [[Arcane Hierophant (Pathfinder)|Arcane Hierophant]] - a divine/arcane prestige class lifted and mutated from 3.5.
Base damage: d4<br/>
* [[Spellsword_(Pathfinder)|Spellsword]] - a gish prestige class lifted and (severely) mutated from 3.5. After using it for a while, we ditched it.
Load: 6+STR<br/>
HP: 6+Constitution


== Critical hits ==
Build a spontaneous caster specialty that works by gaining hold each day, and spending hold equal to spell level on casting @ 7-9. Only know a limited number of spells. Maybe call the hold "reserve" and have other moves use it in some way.


When you roll within your critical range, you have a choice:
== Naerai ==


* You may roll for a critical hit, as per the standard rules.
Disciple: Elementalist, Vancian Caster-ish, Friend of the Wild sorta<br/>
* You may automatically just take max weapon damage. (If your critical multiplier is &times;3, you deal 1.5 times max weapon damage.)
Base damage: d6<br/>
Load: 9+STR<br/>
HP: 6+Constitution<br/>


This is a bit of a trade off. All attacks deal three types of damage, and each choice deals with them differently:
Build a Hierophant caster type that works something like Prepared Caster, but can choose a mix of schools and spheres. Can only cast spells of level-1.


{| class="wikitable"
|-
| '''Type''' || Weapon damage || Bonus damage || Ancillary damage
|-
| '''Description''' || the base dice damage of the weapon || fixed damage from strength, magical plusses, etc. || sneak attack, vital strike, added energy damage, etc.
|-
| '''Standard rules''' || colspan="2" | Make to-hit roll again. If you would hit, damage calculated a number of times equal to your critical multiplier (usually &times;2) || Applied only once, even if critical succeeded.
|-
| '''House rule''' || colspan="2" | ''No additional roll needed''. Damage roll treated as if highest number came up on each die. If range is &times;3, multiply the result by 1.5 (round down). ||  Applied only once
|}


To use abilities that trigger off of critical hits (such as critical feats), you ''must'' make the confirmation roll to determine if they take effect; however, you can still elect (prior to rolling) either damage option. For example, if someone with the Bleeding Critical feat rolled within their critical range, they could take the max damage, then roll a confirmation to see if the bleeding crit triggers, or they could roll the confirmation and, if successful, roll extra damage and the bleeding crit triggers.
== Scoffney Shever ==


In most cases, the house rule will result in a lower ''average'' damage, but is reliable (i.e. you don't need to make the confirming "attack" roll). Some examples, always assuming a critical actually happens:
Rogue: Theif, custom alchemy/ranged traps moves, Sharpshooter, (Engineer)<br/>
Base damage: d8<br/>
Load: 8+STR<br/>
HP: 6+Constitution


{| class="wikitable centeredcells"
== Lostwhite ==
|-
! !! colspan="4" | Damage Roll !! colspan="3" | No crit || colspan="3" | Standard crit (if achieved) || colspan="3" | House rule
|-
! Situation !! Weapon !! Bonus !! Ancillary || Crit range !! Min !! Average !! Max !! Min !! Average !! Max !! Min !! Average !! Max
|-
| '''Lostwhite w/ +1 flaming flail''' || 1d8 || +9 || +1d6 fire || &times;2 || 1+9+1=<br/>11 || 4.5+9+3.5=<br/>17 || 8+9+6=<br/>23 || 2(1+9)+1=<br/>21 || 2(4.5+9)+3.5=<br/>30.5 || 2(8+9)+6=<br/>40 || 8+9+1=<br/>18 || 8+9+3.5=<br/>20.5 || 8+9+6=<br/>23
|-
| '''Lostwhite w/ +1 greatsword''' || 2d6 || +11 || || &times;2 || 2+11=<br/>13 || 7+11=<br/>18 || 12+11=<br/>23 || 2(1+11)=<br/>24 || 2(7+11)=<br/>36 || 2(12+11)=<br/>46 || colspan="3" | 12+11=<br/>23
|-
| '''Lostwhite w/ +1 battleaxe''' || 1d8 || +7 || || '''&times;3''' || 1+7=<br/>8 || 4.5+7=<br/>11.5 || 8+7=<br/>15 || 3(1+7)=<br/>24 || 3(4.5+7)=<br/>34.5 || 3(8+7)=<br/>45 || colspan="3" | 1.5(8+7)=<br/>22
|-
| '''Caralaria w/ fist and vital strike''' || 1d10 || +6 || +1d10 || &times;2 || 1+6+1=<br/>8 || 5.5+6+5.5=<br/>16 || 10+6+10=<br/>26 || 2(1+6)+1=<br/>15 || 2(5.5+6)+5.5=<br/>28.5 || 2(10+6)+10=<br/>42 || 10+6+1=<br/>17 || 10+6+5.5=<br/>21.5 || 10+6+10=<br/>26
|-
| '''Scoffney w/ +1 rifle''' || 1d12 || +1 || || '''&times;3''' || 1+1=<br/>2 || 6.5+1=<br/>7.5 || 12+1=<br/>13 || 3(1+1)=<br/>6 || 3(6.5+1)=<br/>22.5 || 3(12+1)=<br/>39 || colspan="3" | 1.5(12+1)=<br/>19
|-
| '''Scoffney w/ +1 rifle and sneak attack''' || 1d12 || +1 || +3d6 || '''&times;3''' || 1+1+3=<br/>5 || 6.5+1+3(3.5)=<br/>18 || 12+1+3(6)=<br/>31 || 3(1+1)+3=<br/>7 || 3(6.5+1)+3(3.5)=<br/>24.5 || 3(12+1)+3(6)=<br/>44 || 1.5(12+1)+3=<br/>22 || 1.5(12+1)+3(3.5)=30 || 1.5(12+1)+3(6)=37
|-
| '''Oreni's ''scorching ray''''' || 4d6 || || || &times;2 || 4(1)=<br/>4 || 4(3.5)=<br/>14 || 4(6)=<br/>24 || 2(4(1))=<br/>8 || 2(4(3.5))=<br/>28 || 2(4(6))=<br/>48 || colspan="3" | 4(6)=<br/>24
|}


The moral of all this is that if you have a decent chance to hit, you will likely do more damage using the standard rules, but if you need a good roll to hit, you are better off with the house rule. Also, the larger your bonus damage is, the more advantage you will get from using the standard rule.
Relegated to being a hireling.<br/>
Cost: 0<br/>
Loyalty: 2<br/>
Protector: 3<br/>
Warrior: 5<br/>


== Sneak Attacks and Ranged Weapons ==
== Sikarsis ==


Just a clarification to the standard rules on sneak attacks:
Relegated to being a hireling.<br/>
Cost: 0<br/>
Loyalty: 1<br/>
Priest: 6<br/>
Protector: 2<br/>


* Sneak attacks ''can'' be made with ranged weapons, so long as the rogue is within "point-blank" range (30').
== Group Moves ==
* Sneak attacks are allowed if the target is denied a Dex bonus, or if the rouge flanks the target.
* You cannot normally flank a target with a ranged weapon.


So, as practical matter, the only way you can typically sneak attack with a ranged weapon is by denying the target a Dex bonus (or by using Furtive Shot, below). Targets lose their Dex bonus to AC in any of the following situations:
Possibly some number of moves that anyone in the group can use. Such as:


* Target is [http://www.d20pfsrd.com/gamemastering---final/conditions---final#TOC-Blinded blinded]
* Moves that reflect the presence of Lostwhite.
* Target is [http://www.d20pfsrd.com/gamemastering---final/conditions---final#TOC-Cowering cowering]
* Moves that reflect the presence of Sikarsis.
* Target is [http://www.d20pfsrd.com/gamemastering---final/conditions---final#TOC-Flat-Footed flat-footed] and does not have [http://www.d20pfsrd.com/classes/basic-classes/rogue#TOC-Uncanny-Dodge-Ex- Uncanny Dodge]
* A move showing how Cassiodora's bag of goodies helps the party.
* Target is [http://www.d20pfsrd.com/gamemastering---final/conditions---final#TOC-Helpless helpless]
* Moves reflective of their estate and house in the Noble Quarter.
* Target is [http://www.d20pfsrd.com/gamemastering---final/conditions---final#TOC-Stunned stunned]
* Possibly some moves reflecting their interaction with the public.
* Target is [http://www.d20pfsrd.com/skills/climb climbing]
* A move or two specific to using memberships, such as with the Delver's Guild.
* Attacker is [http://www.d20pfsrd.com/gamemastering---final/conditions---final#TOC-Invisible invisible]
* "Keys to the City", which allows you to capitalise on celebrity.
* Attacker successfully [http://www.d20pfsrd.com/gamemastering---final/combat---final#TOC-Feint feints] against the target.
* Attacker or ally uses [http://www.d20pfsrd.com/feats/greater-feint-combat---final Greater Feint] against the target.


== Touch Attack Effects ==
== Special Moves ==


Not sure if this is actually a house rule or just a clarification. Certain powers require a successful touch attack. For such powers that have a limited number of uses per day (e.g. ''[[pfsrd-spell:p/produce-flame|produce flame]]'', ''[[pfsrd-spell:c/chill-touch|chill touch]]'', the touch power from the Evil domain, etc.) we allow these powers to activate on standard natural weapon attacks as well. (If the user is willing to expend a use of the power, why not?) Further, if the user has several of these effects available, they can activate as many of them as they like on the same attack (provided they expend a use of each power, of course). Such activations can also be stacked on top of "always on" effects of a touch attack (e.g. a lich's paralyzing touch, a spectre's energy drain, etc.).
Likely need to customize the special moves from the book a bit, and add a couple extra moves specific to Ptolus as a city.
 
None of these effects can be used during attacks of opportunity.
 
Note that this rule tends to be much more useful for monsters than it does for PCs.
 
== Feats and Such ==
 
=== Reach Spell ===
 
''Warning: this house rule is broken (you can tell because it is hard to imagine any caster that wouldn't take this feat). It also changes magic a bit (particularly for clerics and other healers). We know. We don't care. It's fun.''
 
This one started as a mistake, but was active for long enough to make us keep it. Reach Spell is no longer a metamagic feat. It is a standard feat that lets the caster cast any touch spell as a ranged touch attack if within "point blank" range (30').
 
=== Intensified Spell ===
 
Since, as written, intensified spell applies to such a small number of spells, we allow it to extend the level caps for certain spells beyond just damage dice. It now explicitly applies to spells that generate a level capped number of items per casting, including ''magic missile'', ''scorching ray'' and ''call lightning''.
 
It also applies to spells with damage formulae such as "2d8 + caster level (max ''x'')", increasing ''x'' by five (i.e. most cure spells, ''produce flame'', ''fire shield'', etc.). This change is not all that useful in most cases (e.g. healing spells), as often you are better off casting a higher level spell instead of adding paying the one level metagmagic penalty. Might be worth it for druids casting heals or when using a metamagic rod. This feat still does not apply to non-damage formulae of this form (e.g. ''ray of enfeeblement'').
 
=== Vital Strike ===
 
From the look of the errata, looks like we read this one wrong as well, but we're keeping it too. We allow any attack to be declared (post attack roll) as a vital strike, but only once per round.
 
=== Arterial Strike ===
 
This is a new feat, adapted from (but a bit more flexible than) the feat of the same name in ''Complete Warrior''.
 
'''Prerequisite''': Sneak attack ability, base attack bonus +4.<br/>
'''Benefit''': If you hit with a sneak attack, you may choose to forgo one or more +1d6 of extra sneak attack damage to deliver a wound that won't stop bleeding. For each die forgone, the target takes 1 [http://www.d20pfsrd.com/gamemastering/conditions#TOC-Bleed bleed]. Bleed from multiple arterial strikes stacks with each other, but not with other bleed effects that deal damage.
 
=== Close Shot (Combat) ===
 
This is a new feat, which extends "point blank" range.
 
'''Prerequisite''': base attack bonus +3.<br/>
'''Benefit''': Any effect which specifically only works within "point blank" range may be used from an additional 30' away. That is, "point blank" range becomes 60'. Situations that benefit from this feat include:
* Using [http://www.d20pfsrd.com/feats/point-blank-shot-combat---final Point Blank Shot].
* Sneak attacking with ranged weapons.
* Using the Reach Spell feat (see above).
* Casting touch spells from wands (see above).
* The Furtive Shot rogue talent (see below).
'''Normal''': Point blank range is normally 30'.
 
=== Iron Rage ===
 
Based on the background of one of the characters, we made an exception to various rules that prevented that character from multi-classing barbarian/monk. Following the general pattern of d20, we added some restrictions, then created a feat that allows the character to get around them. In particular, the ruling was that, normally, while raging the character would lose monk abilities, but this feat (representing special training to "harness your rage") would avoid that. Sort of cheesy, but works in this particular game.
 
'''Prerequisite''': monk, rage special ability, member of the Path of Iron.<br/>
'''Benefit''': Retain monk benefits while raging. While raging, add barbarian and monk levels to determine unarmed strike damage and damage reduction ability (if any). Multiclass freely between the monk and barbarian classes. Must remain lawful.
 
=== Furtive Shot ===
 
This is a new [http://www.d20pfsrd.com/classes/basic-classes/rogue#TOC-Rogue-Talents rogue talent]:
 
''Furtive Shot ([http://www.d20pfsrd.com/basics-ability-scores/glossary---final#TOC-Extraordinary-Abilities-Ex- Ex])'': If within point-blank range of a target that is flanked by two or more of your allies, you may sneak attack that target with a ranged weapon.
 
== Magical Items ==
 
=== Pearl of Power ===
 
Spontaneous casters can use a [http://www.pathfindersrd.com/magic-items/wondrous-items#TOC-Pearl-of-Power pearl of power] to restore a spell slot, with one restriction: that slot can only be used to cast a specific spell that the user has already cast that day (specified when the perl is used). Also, anyone using a pearl must spend a full action to do so.
 
=== Wands ===
 
We treat wands as if they all have the Reach Spell feat (see above). That is, if they cast a touch spell, they can do so as a ranged touch attack from 30 feet away.

Revision as of 08:51, 26 December 2014

This page is an experiment, contemplating how the characters of the Dissolution campaign could be converted to the Dungeon World system, specifically using the variant character rules from Class Warfare as described in the Ptolus Dungeon World conversion document.

As 13th level Pathfinder characters, all of the characters will be converted into 7th level Dungeon World characters. I'm thinking of handling gear and magic items by saying each character can have a number of custom moves equal to their level that are supplied by their gear. Most characters would probably also get a couple of moves related to their social background as well.

Caralaria

Warrior: Destroyer, Martial Hero, Acrobat, (Flux??)
Base damage: d8
Load: 10+STR
HP: 8+Constitution

Oreni

Magician: Shield Arcanus, Prepared Caster-ish, some sort of dragon/electricity thing, (Psi-Knife)
Base damage: d4
Load: 6+STR
HP: 6+Constitution

Build a spontaneous caster specialty that works by gaining hold each day, and spending hold equal to spell level on casting @ 7-9. Only know a limited number of spells. Maybe call the hold "reserve" and have other moves use it in some way.

Naerai

Disciple: Elementalist, Vancian Caster-ish, Friend of the Wild sorta
Base damage: d6
Load: 9+STR
HP: 6+Constitution

Build a Hierophant caster type that works something like Prepared Caster, but can choose a mix of schools and spheres. Can only cast spells of level-1.


Scoffney Shever

Rogue: Theif, custom alchemy/ranged traps moves, Sharpshooter, (Engineer)
Base damage: d8
Load: 8+STR
HP: 6+Constitution

Lostwhite

Relegated to being a hireling.
Cost: 0
Loyalty: 2
Protector: 3
Warrior: 5

Sikarsis

Relegated to being a hireling.
Cost: 0
Loyalty: 1
Priest: 6
Protector: 2

Group Moves

Possibly some number of moves that anyone in the group can use. Such as:

  • Moves that reflect the presence of Lostwhite.
  • Moves that reflect the presence of Sikarsis.
  • A move showing how Cassiodora's bag of goodies helps the party.
  • Moves reflective of their estate and house in the Noble Quarter.
  • Possibly some moves reflecting their interaction with the public.
  • A move or two specific to using memberships, such as with the Delver's Guild.
  • "Keys to the City", which allows you to capitalise on celebrity.

Special Moves

Likely need to customize the special moves from the book a bit, and add a couple extra moves specific to Ptolus as a city.