Pathfinder Overhauled (Done)(For now, at least)
May 31, 2014 0:30:24 GMT -6
Post by BulletSponge95 on May 31, 2014 0:30:24 GMT -6
I had not realized that the game actually went through 10 years of playtesting, nor had I fully read most of the core rulebook. I find that the game truly is rather balanced, but I'll still make a few changed, for simplicity's sake and for spellcasters' health pools.
Inventory Space:
I have never seen anyone calculate their maximum weight for storage, so I thought I'd dumb it down a bit.
- All players start with a Simple Cloth Bag[4 slot] and a simple weapon holster[2 equipped weapons] unless the GM says otherwise.
- Players may have a maximum of 3 different bags.
- Players must make note of which bag they put which items in.
- Very small or very thin items may stack, for example, having arrows stack up to 50 or so before requiring another inventory space, or having daggers stack to 5, etc.
- One Regular sized weapon takes one slot of space in bags and on holsters.
- two handed weapons take up two slots of space in bags, but one slot on a holster.
- XL two handed weapons take 3 slots of space in a bag.
- Essential items, such as bedrolls, waterskins, and the like, attach to bags and thus do not take up inventory space.
- Bandoliers and coats/cloaks/shit with pockets do not count as backpacks/bags, and thus can offer extra inventory space, with some exceptions, as you aren't going to store a greathammer inside of your coatpockets, now are you?
Health
Magic Casters should have lower health than rogues and the like.
- Sorcerer: base hit die= 1d4
- Wizard: base hit die = 1d4
- Summoner: base hit die = 1d4
et cetera et cetera
[b]Mana System[/b]
I felt like this was missing.
I will add this section when it is complete
[/s]
Stamina System
Likewise with the mana system, I still need to work on this.
Weapons & Armor
- No more Simple, Martial, Exotic. Certain classes will be proficient with certain types of weapons, be it, something like, all one handed swords, or all axes, etc.
- Weapon Classes consist of: Polearm, sword, curved sword, greatsword, curved greatsword, ultra greatsword, curved ultra greatsword, mace, hammer, two handed mace, two handed hammer, greatmace, greathammer, whip, gauntlet, scythe, greatscythe, bow, crossbow, greatbow, back-mounted balista, shoulder-mounted cannon, black powder pistol, black powder rifle, etc.
- More two handed weapons: greatmaces, ultra greatswords, etc.
- Bastard swords in one hand is no longer an exotic weapon, one must have a strength of at least 16 to effectively one hand any two handed weapon, unless otherwise stated in the weapon's description.
Inventory Space:
I have never seen anyone calculate their maximum weight for storage, so I thought I'd dumb it down a bit.
- All players start with a Simple Cloth Bag[4 slot] and a simple weapon holster[2 equipped weapons] unless the GM says otherwise.
- Players may have a maximum of 3 different bags.
- Players must make note of which bag they put which items in.
- Very small or very thin items may stack, for example, having arrows stack up to 50 or so before requiring another inventory space, or having daggers stack to 5, etc.
- One Regular sized weapon takes one slot of space in bags and on holsters.
- two handed weapons take up two slots of space in bags, but one slot on a holster.
- XL two handed weapons take 3 slots of space in a bag.
- Essential items, such as bedrolls, waterskins, and the like, attach to bags and thus do not take up inventory space.
- Bandoliers and coats/cloaks/shit with pockets do not count as backpacks/bags, and thus can offer extra inventory space, with some exceptions, as you aren't going to store a greathammer inside of your coatpockets, now are you?
Health
Magic Casters should have lower health than rogues and the like.
- Sorcerer: base hit die= 1d4
- Wizard: base hit die = 1d4
- Summoner: base hit die = 1d4
et cetera et cetera
[
I felt like this was missing.
I will add this section when it is complete
[/s]
Likewise with the mana system, I still need to work on this.
- No more Simple, Martial, Exotic. Certain classes will be proficient with certain types of weapons, be it, something like, all one handed swords, or all axes, etc.
- Weapon Classes consist of: Polearm, sword, curved sword, greatsword, curved greatsword, ultra greatsword, curved ultra greatsword, mace, hammer, two handed mace, two handed hammer, greatmace, greathammer, whip, gauntlet, scythe, greatscythe, bow, crossbow, greatbow, back-mounted balista, shoulder-mounted cannon, black powder pistol, black powder rifle, etc.
- More two handed weapons: greatmaces, ultra greatswords, etc.
- Bastard swords in one hand is no longer an exotic weapon, one must have a strength of at least 16 to effectively one hand any two handed weapon, unless otherwise stated in the weapon's description.