Wednesday, October 10, 2012

Campaign character guidelines

So I've thought some things over and decided that I wanted to change things up a little with my guidelines for character creation for my upcoming campaign. After digging into Pathfinder more and seeing how much it balances things out, I've decided to change a few things from my earlier post about the guidelines for character creation.


I'm changing the starting stats from the static 13-18 to the Epic Fantasy level of the point buy system. This gives 25 points for the player's to work with, that should achieve the epic feel for the characters and fits with the power level of the pre-designed mobs with PC classes well enough that they don't need a complete restat. I still need to recreate the various premades using Pathfinder's classes but at least I can keep their stats.
I'm going to keep my Max Hit Die at each new level because I'm accidently too brutal to PCs sometimes.
My original idea for having double starting gold was to give the fresh adventurers enough magical tools that I could throw anything at then. That was before I started implementing the magic system changes. Double starting gold doesn't do the player's much good in a world with no real magic items so I'm going to nix that idea for now which leaves you with your standard 3rd level starting gold of 2,700.
I'm going to maintain the ability to select any class, race, etc from before if people want to use something specific. I just want things run by me beforehand so that I can veto something that doesn't fit (doubtful, but there are somethings I'll probably say no to) and to make sure I have a good idea of what your characters are capable of to tailor the modules to you. Oh and letting me know the race is really important, some races are going to be slightly different builds than their core counterparts.
Psionics are up in the air right now, they might not be allowed. Flaws and traits will be allowed, 2 of each (possibly a 3rd trait will be allowed, not sure yet), let's see, what else would you need to know?
Oh yeah, guns! In this world guns and cannons are common weapons. I am using a modified version of the Commonplace Firearms rules for Pathfinder. All firearms are considered Martial Weapons and do not require Exotic Weapons Proficiency (Firearms) unless specifically noted in a racial description (I think that will be Elves, a few of the more savage or nature-friendly races, and some of the monstrous races). Early firearms cost 25% of what their list price is while advanced firearms are their full price under those rules normally, but advanced firearms (revolvers, non-misfiring single shots, cartridge based ammunition, etc) are a little bit too high tech for this setting. So what I'm doing is just ignoring the existence of the advanced guns for right now. Maybe some will become available at double list price or something later on.


Starting level will be changed from 5 to 3. This is because the scenario I had designed as the first module is more for the groups I was playing with while in Washington rather than a group that still hasn't been completely settled upon. I also got to thinking about how I was forcing a pretty hefty storyline piece cold turkey upon the player's and decided that they need to establish their characters and goals first before they get shoved into the story.





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