Drinking & Dragons

Difference between revisions of "Disposable:Words of Power"

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=== Potential Times ===
=== Potential Times ===


* Sat, 24 Sept, 9am–3pm: Randy, Ankur
* <strike>Sat, 24 Sept, 9am–3pm: Randy, Ankur</strike>
* Sat, 24 Sept, 11am–5pm: Randy, Ankur, Ian, Brad*, Tim
* Sat, 24 Sept, 11am–5pm: Randy, Ankur, Ian, Brad*, Tim
* Sat, 24 Sept, 1pm–7pm: Randy, Ankur, Ian, Brad*, Tim
* <strike>Sat, 24 Sept, 1pm–7pm: Randy, Ankur, Ian, Brad*</strike>
''<nowiki>*</nowiki> Possible +1''
''<nowiki>*</nowiki> Possible +1''


* Location: Butler University seems likely
* Location: Butler University


After the gameday I would like everyone to go out and share a post-game meal. The details for that can be determined during the gameday.
After the gameday I would like everyone to go out and share a post-game meal. The details for that can be determined during the gameday.

Latest revision as of 12:18, 21 September 2011

Theme

We will be using the Pathfinder ruleset and exploring optional rules.

  1. Explore Words of Power optional spellcasting system.
  2. Continuous initiative (rolled every round by Web app)
  3. Critical Hit and Fumble cards

Event Info

Potential Times

  • Sat, 24 Sept, 9am–3pm: Randy, Ankur
  • Sat, 24 Sept, 11am–5pm: Randy, Ankur, Ian, Brad*, Tim
  • Sat, 24 Sept, 1pm–7pm: Randy, Ankur, Ian, Brad*

* Possible +1

  • Location: Butler University

After the gameday I would like everyone to go out and share a post-game meal. The details for that can be determined during the gameday.

Chargen

All characters need to be reviewed by Randy prior to the start of the gameday for planning purposes, so more lead time will be more helpful. There will be no roleplaying. Keep the cheese to a manageable level.

Abilities

Use Epic Fantasy (25) point buy.

Races

All races in the Pathfinder Core Rulebook are permitted.

Level: 8

Everyone must play a class that has spellcasting and that spellcasting uses the Words of Power variant from Ultimate Magic. (Full rules are available at the link.) This can be as little as a single level of Wizard though playing a more full-fledged spellcaster is encouraged.

The only classes permitted are the ones in the Pathfinder Core Rulebook and the Magus from Ultimate Magic. To reduce complexity no other classes are permitted, nor are archetypes. Minor exceptions (such as use of additional bloodlines) could be made with a good argument.

Feats

Feats are permitted from the Pathfinder Core Rulebook, Advanced Players Guide, Ultimate Magic, and Ultimate Combat.

Ban list
Leadership

Hit Points

Assign your character the maximum hit points possible for the first level of the chosen class. For each additional character level, use the following: d6=4, d8=5, d10=7, and d12=8.

Equipment

Each PC has 19,800 gp (.6*PC level wealth) to spend and 6,600 gp (.2*PC level wealth) that can only be spent on consumables. These are each separate pools of cash.

Magic items and equipment can be purchased from the Pathfinder Core Rulebook, Advanced Players Guide, Ultimate Magic, and Ultimate Combat. Don't purchase anything abusive or blatantly above your level, such as a scroll of Meteor Swarm.

House Rules

Save vs Die agreement

First, Save or Die spells and abilities are ones that remove a character or monster from play for an entire encounter or more. Some example spells are Slay Living, Flesh to Stone, and Baleful Polymorph and the Witch's Slumber hex. Disintegrate is not a Save or Die spell as it does damage and spells like Hold Person provide a saving throw every round and are thus not Save or Die.

Now that Save or Die spells are defined, as a DM I prefer not to use them. They remove PCs from play making the rest of the encounter boring for that player and often have costly repercussions in the game. This usually reduces the fun of the game. Thus I have the Save or Die agreement: If you don't use them, I won't use them.

If you choose to use Save or Die spells, make me aware of it and I'll adjust accordingly.

Death

In the event of PC death during the disposable gameday, your character will get an attempt to reinvigorate it's body with it's spirit every round by making a Will save DC20. Each time that your character fails you gain a +2 bonus to the next save. These bonuses are cumulative and reset once your character is successfully revived.

Once successfully revived your character has a number of hit points equal to it's Constitution score and one negative level. The negative level remains for the remainder of the game.

Will was chosen over Fort to reward characters with high Will saves, i.e. spellcasters.


Disposable Gamedays

  • Upcoming
    • Have an idea? Suggest one!