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  • VladGenX's Houserules Dump

    I have a great idea. post your houserules here for ease of access. Only one major rules: Have fun!
    Any idea, race, background, setting, Arcana/Spells, anything you wish to add to other peoples games, do it here. i will add links to my stuff from both here and Dragon Age forums. have a great time. (Links will work or you can repost them as well)
    [URL="https://drive.google.com/open?id=0ByE2hNokDtpAR0pWWHBadjJQdkU"]Age of Alchemy[/URL]
    [URL="https://drive.google.com/open?id=0ByE2hNokDtpAY1JteV9mQjhxamc"]Battlemap Rules based on HeroScape[/URL]
    [URL="https://drive.google.com/open?id=0ByE2hNokDtpAVzNDRUtWT0pjSnM"]Kingdom Hearts/Final Fantasy - Playtest version[/URL]
    [URL="https://drive.google.com/open?id=0ByE2hNokDtpATDZrZUhXaHBJd00"]Magic Items Repository Volume 1[/URL]
    [URL="https://drive.google.com/open?id=0ByE2hNokDtpAcHVOdVUtajJnV1k"]Magic Items Repository Volume 2[/URL]
    [URL="https://drive.google.com/open?id=0ByE2hNokDtpAcWM5VWFhcXVZUEU"]FAGE-TitansGrave Random Character Generator[/URL]
    [URL="https://drive.google.com/open?id=0ByE2hNokDtpANUxzNHo2aDYxejA"]20 races for FAGE...enjoy[/URL]
    [URL="https://vladgenx.wordpress.com/"]https://vladgenx.wordpress.com/[/URL] This is my new log Site i just created. it is going to have fantasy short story snippets for you guys. Enjoy

  • #2
    Re: VladGenX's Houserules Dump

    I dont know if new specializations/talent we're ok for your post, just let me know if you want me to remove them. Sorry for the wall of text.
    Edit 1: Added Improvised weapon talent.
    Specializations

    GUNSERKER TALENT
    Class: Warrior
    Requirement: You must have Accuracy 2 or
    higher and Black Powder Talent (novice).
    Your foes face a wave of iron.

    Novice: You give up yourself to your inner madness. First you
    must use the activate action to enter the Shooting Spree mode. Your blast from your
    blunderbuss is now 3 yards wide and 7 yards long and you can reload a blunderbuss
    as a free action as long as the mode is active. You also receive a +1
    bonus on your damage rolls from the sheer power of your blasts. However, you
    suffer a –1 penalty to Defense and to Accuracy tests while
    in a Shooting Spree. You return to normal at the end of the encounter or
    if you force yourself out of the mode with another activate
    action.

    Journeyman: No one's gonna take you alive! When you drop to 0 hit points, you can act immediately
    and make one last attack before you start dying. This attack can generate stunt points and does not
    count as your turn.

    Master: It's vicious, but it gets the job done. When in Shooting Spree mode, you can use
    a special stunt called Kneecaper for 5 SP. Choose one target you hit in your blunderbuss blast.
    The target moves at half speed unless it chooses to take 1d6 penetrating damage for the rest of
    the encounter and takes -1 penalty to any Dexterity (Acrobatics) and Constitution (Running) tests.


    BOMBARDIER TALENT
    Class: Warrior
    Requirement: You must have Constitution 2 or higher
    and Alchemy Talent (novice).
    You become a weapon of mass destruction.

    Novice: You are made of cast iron. You can add your Constitution to your armor rating
    against explosives, even your owns.

    Journeyman: Get down! You can make your grenade attack miss your allies by adding +2 per
    ally you want to avoid in the blast to your TN for the throw .

    Master: You've become Death, destroyer of world. You can augment the radius of your grenades
    by adding +1 to the TN per yard added to the blast.

    GRENDELMANCER TALENT
    Class: Mage
    Requirement: You must have Constitution and Willpower 2 or higher
    You know the secret of controling Goblinoids with the aid of magic.

    Novice: Lesser Goblinoids are yours to command. You can summon a loyal Goblin (Core rule book p. 108)
    to your sides. Start by making a Willpower (Self-Discipline) test, which takes 2d6 minutes. The TN is
    13 and cost 8 MP. For each degree of success, you reduce the time the test takes by 1 minute.
    If the test is successful, you summon a Goblin and can control it during the
    next combat encounter. When that’s over or after half an hour has elapsed, the Goblin
    is banished.

    Journeyman: The powerful Troll may be out of your reach, but you can bind to you some of
    the creature's abilities. You can transform your skin into Trollbark, the legendary resistant
    leathery skin of the Trolls. Start by making a Consitution (Stamina) test, which takes 1d6 minutes.
    The TN is 13 and cost 5 MP. For each degree of success, you reduce the time the test takes by 1 minute.
    If the test is successful, your skin hardens, gaining an armor rating of 3 and you regenerate 3 lost
    hit points per round for 1 hour. The caster can spend 3 extra mana for every extra hour
    he wish to extend the effect up to a maximum of his Constitution rating in hours.

    Master: Even the mighty Ogre is no match for your power. You can summon a loyal Ogre (Core rule book p. 111)
    to your sides. Start by making a Willpower (Self-Discipline) test, which takes 2d6 minutes. The TN is
    15 and cost 12 MP. For each degree of success, you reduce the time the test takes by 1 minute.
    If the test is successful, you summon an Ogre and can control it during the
    next combat encounter. When that’s over or after half an hour has elapsed, the Ogre
    is banished.


    SILVER-TONGUED DEVIL TALENT
    Class: Rogue
    Prerequesite: You must have Communication 2 and Intrigue Talent (novice)
    Your wits strike true.

    Novice: You are impervious to your opponent slander. Enemies must spend +1 stunt points while
    trying to affect you with a roleplaying stunt.

    Journeyman: Your presence is imposing. You can perform a special stunt called Dramatic Performance
    for 4 SP. Until the beginning of your next turn, anyone attempting to make a melee attack against
    you must make a successful Willpower (Courage) test. The target number (TN) is 10 + your Communication
    ability. Those who fail must take a move or Defend action instead.

    Master: Treachery is your best weapon. You can try to bluff your opponent with a minor action.
    Make a Communication(Deception) or Communication (Seduction) test against your opponent Willpower
    (Self-Discipline). If the test succeeds, you add 2 to your attack roll and may add your Intelligence
    rating to your damage roll.

    SHADY SURGEON
    Class: Rogue
    Prerequesite: You must have Dex 2 and Chirurgy Talent (Novice)
    You might not have been to school, but you know a thing or two about bodies.

    Novice: Your pinpoint accuracy is useful when trying to close wounds. When performing
    the Heal action, you can add your Pintpoint Accuracy extra damage to the hit points regained.

    Journeyman: You are used to work in blood and gore. You gain a +2 bonus to tests against Disease,
    Poison and every test against shocking imagery related to blood, gore or sickness.

    Master: Your mastery of anatomy is welcome even in combat. You can perform a new stunt
    called Inflict Injury for 6 SP when you hit with an attack. The enemy must make a roll on the
    injury chart. The enemy must make a Constitution (Stamina) test against a TN of 10+Int. The
    enemy suffer from the injury until healed by an Heal action or Spell (the enemy
    do not regain Hit points when the action is used to cure an injury). Injuries are cumulative.

    1d6 Roll
    1-3 Roll Again on the Table Below:

    1 Concussion -2 Int
    2 Head Trauma -2 WP
    3 Deep Wound -1d6 to Healing
    4 Broken Bone -2 Dex
    5 Gaping Wound -10% max Health
    6 Deafened -2 Per

    4-6 Roll Again on the Table Below:

    1 Coughing Blood -2d6 to Healing
    2 Cracked Skull -4 Int
    3 Crushed Limb -2 Str
    4 Damaged Eye -2 Acc
    5 Mauled Throat -2 Con
    6 Wrenched Limb -2 Fig

    MYSTIC ARTISANT
    Class: Mage
    Prerequesite: You must have Intelligence 2 and Focus: Dexterity(Crafting)
    You are no mere toymaker.

    Novice: You can craft some simple enchanted items. You know the way to make those common
    temporary magic items (Core rule book p120): Mage Tent, Arcane Light, War Paint. The making of
    such items takes one hour and the caster must succeed on a Dexterity(Crafting) test on a TN 13.

    Journeyman: You can easily unweave the magic of your rivals. You can use the Distrupt magic
    stunt for 4 SP instead of the usual 5 SP.

    Master: You are the best of your craft. You know the way to make those uncommon
    temporary magic items (Core rule book p120): Warding Amulet, Potion of Might, Arrows of Piercing
    Arrows of Accuracy, Arrows of Wounding. The making of such items takes one hour and the caster
    must succeed on a Dexterity(Crafting) test on a TN

    Talent

    ARTISANT TALENT
    Class: Warrior, Rogue or Mage
    Prerequesite: Focus: Crafting or Focus: Smithing

    Novice: You can repair weapons and armors in half the usual time.

    Journeyman: You can make a Dexterity(Crafting) or Strength(Smithing) test with a TN 13
    to turn an Improvised Weapon into an (almost) usable weapon. An improvised weapon improved this
    way is no longer subject to the 16-1 damage maximum. The GM determine the new damage.

    Master: You are a skilled craftsman. You can re-roll a Dexterity(Crafting)
    or Strength(Smithing) test, but you must keep the results of the second roll.



    Improvised Weapon Fighting Talent
    Classes: Warrior, Rogue, Mage
    Requirement: Trained in the Brawling Group

    Improvised Weapons use DracoDruid's rules:
    1d6-1+X, Str requirement X
    ''IMPROVISED WEAPONS can be anything, from a broken bottle (X=0) to a bench (X=4). The GM sets the MINIMUM
    STRENGTH requirement and adjusts the DAMAGE accordingly''. The STRENGTH requirement represent the object's general structure.

    You're never unarmed

    Novice: You grab the first weapon you lay your eyes on. At the start of the fight, when you roll initiative, you can ready a generic improvised weapon with a Str requirement of 2 as a free action.

    Journeyman: You can sacrifice your weapon to save yourself. You can add your IMPROVISED WEAPON's STRENGHT requirement to your armor against one attack. If you do so, your weapon breaks and you cant use it anymore.

    Master: You can break your weapon on your enemy. When using the ALL-OUT ATTACK action, you can add your weapon's STRENGHT requirement to damage instead of +1. If If you do so, your weapon breaks (even if the attack do not connect) and you cant use it anymore. You still get the penalty to defense.
    Last edited by vincegetorix; 15th October 2015, 08:13 AM.

    Comment


    • #3
      Re: VladGenX's Houserules Dump

      no, no anything is available to place here. if it's an idea, please feel free. the more the better. by the way, i like your specializations here. they are very good.
      [URL="https://drive.google.com/open?id=0ByE2hNokDtpAR0pWWHBadjJQdkU"]Age of Alchemy[/URL]
      [URL="https://drive.google.com/open?id=0ByE2hNokDtpAY1JteV9mQjhxamc"]Battlemap Rules based on HeroScape[/URL]
      [URL="https://drive.google.com/open?id=0ByE2hNokDtpAVzNDRUtWT0pjSnM"]Kingdom Hearts/Final Fantasy - Playtest version[/URL]
      [URL="https://drive.google.com/open?id=0ByE2hNokDtpATDZrZUhXaHBJd00"]Magic Items Repository Volume 1[/URL]
      [URL="https://drive.google.com/open?id=0ByE2hNokDtpAcHVOdVUtajJnV1k"]Magic Items Repository Volume 2[/URL]
      [URL="https://drive.google.com/open?id=0ByE2hNokDtpAcWM5VWFhcXVZUEU"]FAGE-TitansGrave Random Character Generator[/URL]
      [URL="https://drive.google.com/open?id=0ByE2hNokDtpANUxzNHo2aDYxejA"]20 races for FAGE...enjoy[/URL]
      [URL="https://vladgenx.wordpress.com/"]https://vladgenx.wordpress.com/[/URL] This is my new log Site i just created. it is going to have fantasy short story snippets for you guys. Enjoy

      Comment


      • #4
        Re: VladGenX's Houserules Dump

        MYSTIC ARTISANT
        Class: Mage
        Prerequesite: You must have Intelligence 2 and Focus: Dexterity(Crafting)
        You are no mere toymaker.

        Novice: You can craft some simple enchanted items. You know the way to make those common
        temporary magic items (Core rule book p120): Mage Tent, Arcane Light, War Paint. The making of
        such items takes one hour and the caster must succeed on a Dexterity(Crafting) test on a TN 13.

        Journeyman: You can easily unweave the magic of your rivals. You can use the Distrupt magic
        stunt for 4 SP instead of the usual 5 SP.

        Master: You are the best of your craft. You know the way to make those uncommon
        temporary magic items (Core rule book p120): Warding Amulet, Potion of Might, Arrows of Piercing
        Arrows of Accuracy, Arrows of Wounding. The making of such items takes one hour and the caster
        must succeed on a Dexterity(Crafting) test on a TN
        For Journeyman, i would let one make uncommon temporary items and for master they can make Rare. they can never make legendary items but keep the stunt bonus at journeyman as well. this way, with time and practice, a mage can craft some pretty powerful sh-t but not game-changing. but i like this one the best. they are all good, but this one is awesome.

        EDIT: ignore this comment. i looked through the book and realized, there are no rare temp magic items. hey, i feel like a dork. but hey, live and learn.
        Last edited by VladGenX; 14th October 2015, 05:10 PM. Reason: read the rules
        [URL="https://drive.google.com/open?id=0ByE2hNokDtpAR0pWWHBadjJQdkU"]Age of Alchemy[/URL]
        [URL="https://drive.google.com/open?id=0ByE2hNokDtpAY1JteV9mQjhxamc"]Battlemap Rules based on HeroScape[/URL]
        [URL="https://drive.google.com/open?id=0ByE2hNokDtpAVzNDRUtWT0pjSnM"]Kingdom Hearts/Final Fantasy - Playtest version[/URL]
        [URL="https://drive.google.com/open?id=0ByE2hNokDtpATDZrZUhXaHBJd00"]Magic Items Repository Volume 1[/URL]
        [URL="https://drive.google.com/open?id=0ByE2hNokDtpAcHVOdVUtajJnV1k"]Magic Items Repository Volume 2[/URL]
        [URL="https://drive.google.com/open?id=0ByE2hNokDtpAcWM5VWFhcXVZUEU"]FAGE-TitansGrave Random Character Generator[/URL]
        [URL="https://drive.google.com/open?id=0ByE2hNokDtpANUxzNHo2aDYxejA"]20 races for FAGE...enjoy[/URL]
        [URL="https://vladgenx.wordpress.com/"]https://vladgenx.wordpress.com/[/URL] This is my new log Site i just created. it is going to have fantasy short story snippets for you guys. Enjoy

        Comment


        • #5
          Re: VladGenX's Houserules Dump

          Well,

          since I am already mentioned, I could just as well leave a link to the Free-Form Fantasy AGE.

          (In signature below)

          Happy Gaming everyone!
          Fantasy AGE Homebrew Wiki: Take me to the wiki!

          Free-Form Fantasy AGE System: Essentials - Version 2.5

          DracoDruid's Fantasy AGE: The Thread | Version 2.4

          Fantasy AGE - Revised Alchemy Rules: The Thread | Version 2.0

          Free-Form Dragon Age System: The Thread | Essentials

          Comment


          • #6
            Re: VladGenX's Houserules Dump

            Originally posted by DracoDruid View Post
            Well,

            since I am already mentioned, I could just as well leave a link to the Free-Form Fantasy AGE.

            (In signature below)

            Happy Gaming everyone!
            just so you know, i got both the dragon age and fantasy age freeform some time ago and i really like the things you have done with it. it makes it interesting and fun on a class-less system. this is actually going to be a base for when i do an Elder Scrolls conversion. same basic free-form idea with the Elder Scrolls flavor. Thanks for them, keep up the good work.
            [URL="https://drive.google.com/open?id=0ByE2hNokDtpAR0pWWHBadjJQdkU"]Age of Alchemy[/URL]
            [URL="https://drive.google.com/open?id=0ByE2hNokDtpAY1JteV9mQjhxamc"]Battlemap Rules based on HeroScape[/URL]
            [URL="https://drive.google.com/open?id=0ByE2hNokDtpAVzNDRUtWT0pjSnM"]Kingdom Hearts/Final Fantasy - Playtest version[/URL]
            [URL="https://drive.google.com/open?id=0ByE2hNokDtpATDZrZUhXaHBJd00"]Magic Items Repository Volume 1[/URL]
            [URL="https://drive.google.com/open?id=0ByE2hNokDtpAcHVOdVUtajJnV1k"]Magic Items Repository Volume 2[/URL]
            [URL="https://drive.google.com/open?id=0ByE2hNokDtpAcWM5VWFhcXVZUEU"]FAGE-TitansGrave Random Character Generator[/URL]
            [URL="https://drive.google.com/open?id=0ByE2hNokDtpANUxzNHo2aDYxejA"]20 races for FAGE...enjoy[/URL]
            [URL="https://vladgenx.wordpress.com/"]https://vladgenx.wordpress.com/[/URL] This is my new log Site i just created. it is going to have fantasy short story snippets for you guys. Enjoy

            Comment


            • #7
              Re: VladGenX's Houserules Dump

              Here is the magic system we've been toying with. It's a mix of DracoDruid's Free-Form AGE, Fantasy AGE's native magic system, and D&D 3.5's psionics. Take note that the spells are undergoing a massive overhaul to take this new system into account. I've been working on lowering the MP Costs and the rate at which MP is gained via Magical Training, as it just simplifies the math.

              Also, some of my home-brewed Talents do not have degrees (Novice, Journeyman, Master). They act more like feats in D&D.

              • Birthright: This is a special rule I've made that is part of the Background. Examples include Magic Bloodline, Moonborn, Skillful, Vampyr Bloodline (Dhampyr), and Warbred.



              • Magic Bloodline (Birthright): Magic runs in your blood. You may now take Arcana and other magical talents. You have a pool of Magic Points (MP) equal to your Willpower score (this is superseded by Magical Training, if applicable). You immediately know if you're in an area of suppressed or dead magic. You can tell if an item is magical just by touching it (although you cannot learn its properties in this way).



              • Arcana and Spells: Each degree of Arcana has a list of associated spells, similar to how D&D has spells categorized by School.



              • MP Expenditure Limit: You may not spend more MP than you have character levels at any one time, for any reason. For example, an 8th-level character with Magical Training cannot spend more than 8 MP at once, even if he has more in his MP pool. This applies to spells, augmented spells, and other magical abilities that require the spending of MP.



              • Overchannel (Talent): Whenever you spend MP, you may exceed your normal MP Expenditure Limit by up to an amount of MP equal to your Willpower score. For each 1 MP you spend beyond your normal limit, you lose 5 Health. This loss of Health cannot be prevented (i.e. immunities and resistances do not apply), although it can be healed normally afterwards.



              • Talented Spell Channeling (Talent, requires the Overchannel talent): You gain the Talented Spell Channeling spell stunt. This spell stunt costs 3 Stunt Points (SP), and it prevents you from losing Health for using the Overchannel talent in casting the spell that generated the stunt.



              • Learning Arcana: You may only take Arcana talents if you have the Magic Bloodline birthright or the Magical Training talent. When you learn an Arcana, you may choose a number of its associated spells - two with Novice, one with Journeyman or Master. You learn those chosen spells as well.



              • Expanded Arcana (Talent): Choose a spell from among the spells associated with any degree of Arcana that you already know. You learn the chosen spell. You may take this talent multiple times, but only up to twice at each level. You may take this talent at the same time that you learn a new degree of Arcana to learn more spells from that Arcana.



              • Augmentation: Some spells can have their effects heightened for a higher MP Cost, as specified in the spell description.



              • Concentration: Some spells require concentration for you to maintain their effects. You may only concentrate on one spell at a time. Casting a new spell while concentrating on an existing spell does not break your concentration. If the new spell is also a concentration-based spell and you successfully cast it, your concentration on the old spell is immediately broken, and your concentration transfers to the new spell.


              My characters are at 8th level now, and we haven't run into any serious issue yet. I'm putting these up in here just in case you good folks might spot a problem so I can try to stem it before it rears its ugly head in our game.
              Last edited by TheGreyWulf; 14th January 2016, 05:10 PM. Reason: Clarifications

              Comment


              • #8
                Re: VladGenX's Houserules Dump

                I'm new to FAGE so I'm unsure of what effect a house rule of mine might have, but I was thinking of changing the Human racial power of +1 to Fighting to +1 to an ability of the player's choice, to simulate a human's flexibility

                Would that be ok?

                Comment


                • #9
                  Re: VladGenX's Houserules Dump

                  Originally posted by TheGreyWulf View Post
                  My characters are at 8th level now, and we haven't run into any serious issue yet. I'm putting these up in here just in case you good folks might spot a problem so I can try to stem it before it rears its ugly head in our game.
                  Very interesting. I'm not sure how accurately we can check for mistakes without seeing the reworked spells. While reading most of the time I kept thinking - 'that would work depending on the MP cost of the spell'. Perhaps with some examples (spells for 1 or 2 arcana) can help us figure out any possible issues, if any.

                  The only thing I can think of, which might be an issue, are novice spells in an arcana at early levels compared to high levels. To give an example.

                  At level 1 you would need some spells to be 1 mp - otherwise you'd not be able to use any spell whatsoever (unless this is something you aim for and want players to learn along the way). As such these spells will most likely not be very strong and would need to scale (damage and mp cost) heavily into the later game or become obsolete very quickly.
                  At the same time learning more spells in an arcana, i.e. journeyman, master spells - is only usefull if you have enough MP to spend on them. If you're level 3 and all spells in the journeyman are 4+ mp, then there's no use to pick up journeyman yet.

                  But like I said, that all heavily depends on what the MP cost will be, how the spells will scale etc..
                  If that is done correctly I think you've covered most of your bases.

                  All in all I think the only problem you can get with this is that mages have more complicated choices compared to the other classes while leveling up - when to get what, does it fit with my MP? No I couldn't cast that, then perhaps I would need to get the "Overchannel' talent first etc. Not really a bad thing, but something to keep in mind.

                  One thing I'd like to note about the talents with just one degree - If EVERY mage ends up picking those up to function 'properly' (not sure if this is/will be the case) then you might want to consider removing it as a talent and simply 'giving' it to them in the mage class at specific levels. That way you don't have to 'explain' it's a talent without degrees and that way mages who don't really look at the leveling process in-depth won't be able to mess up by overlooking them (unlikely but still).

                  Comment


                  • #10
                    Re: VladGenX's Houserules Dump

                    Originally posted by Warden-UK View Post
                    I'm new to FAGE so I'm unsure of what effect a house rule of mine might have, but I was thinking of changing the Human racial power of +1 to Fighting to +1 to an ability of the player's choice, to simulate a human's flexibility

                    Would that be ok?
                    There are several people who have done this to get the 'adaptability' feel most human races have in RPGS. A +1 ability is strong at level one and in the human benefits one can possibly get +1 intelligence, strength or constitution, so if you want players to get a +1 as a choice I would suggest you make a small rule that states that if you roll +1 intelligence, you can't add another +1 intelligence.
                    +2 to an ability simply from a race would be VERY powerful.

                    I've also seen a slightly different option, instead of a +1 ability some changed it to a focus of their choice.

                    Comment


                    • #11
                      Re: VladGenX's Houserules Dump

                      Originally posted by Gerben View Post
                      There are several people who have done this to get the 'adaptability' feel most human races have in RPGS. A +1 ability is strong at level one and in the human benefits one can possibly get +1 intelligence, strength or constitution, so if you want players to get a +1 as a choice I would suggest you make a small rule that states that if you roll +1 intelligence, you can't add another +1 intelligence.
                      +2 to an ability simply from a race would be VERY powerful.

                      I've also seen a slightly different option, instead of a +1 ability some changed it to a focus of their choice.
                      Thanks Gerben, I think I prefer the Focus option you mention the best.

                      Comment


                      • #12
                        Re: VladGenX's Houserules Dump

                        Originally posted by Gerben View Post
                        Very interesting. I'm not sure how accurately we can check for mistakes without seeing the reworked spells. While reading most of the time I kept thinking - 'that would work depending on the MP cost of the spell'. Perhaps with some examples (spells for 1 or 2 arcana) can help us figure out any possible issues, if any.

                        The only thing I can think of, which might be an issue, are novice spells in an arcana at early levels compared to high levels. To give an example.

                        At level 1 you would need some spells to be 1 mp - otherwise you'd not be able to use any spell whatsoever (unless this is something you aim for and want players to learn along the way). As such these spells will most likely not be very strong and would need to scale (damage and mp cost) heavily into the later game or become obsolete very quickly.
                        At the same time learning more spells in an arcana, i.e. journeyman, master spells - is only usefull if you have enough MP to spend on them. If you're level 3 and all spells in the journeyman are 4+ mp, then there's no use to pick up journeyman yet.

                        But like I said, that all heavily depends on what the MP cost will be, how the spells will scale etc..
                        If that is done correctly I think you've covered most of your bases.

                        All in all I think the only problem you can get with this is that mages have more complicated choices compared to the other classes while leveling up - when to get what, does it fit with my MP? No I couldn't cast that, then perhaps I would need to get the "Overchannel' talent first etc. Not really a bad thing, but something to keep in mind.

                        One thing I'd like to note about the talents with just one degree - If EVERY mage ends up picking those up to function 'properly' (not sure if this is/will be the case) then you might want to consider removing it as a talent and simply 'giving' it to them in the mage class at specific levels. That way you don't have to 'explain' it's a talent without degrees and that way mages who don't really look at the leveling process in-depth won't be able to mess up by overlooking them (unlikely but still).
                        Thanks for the analysis.

                        Please take note that I'm adopting DracoDruid's "classless" Free-Form FAGE, which means there's no "simply giving it" to the Mage class because the Mage as a class does not exist.

                        As a rough guideline, here are the MP costs for my "revised" spells. Augmentations usually (not always) come in stages of 2 MP (e.g. increase radius by 2 yards for every additional 2 MP you spend).
                        • Novice: Most start at 1 MP, with many augmentable to about 7 MP. You're correct in that I try to make them only useful up to the lower-mid levels.
                        • Journeyman: Most start at 3 MP, with many augmentable to about 13 MP. You can get a bit of juice from 3rd level, but they really shine at about 7th level, and top out at about 13th-15th level.
                        • Master: Most start at 5 MP, with many augmentable to 20 MP. Like the Journeyman spells, you can wring something from 5th level, but they start shining from 11th level on.
                        • Epic: All of them start at 20 MP, with many augmentable to 30 MP. Just a concept I'm playing with right now. Since we're only at 8th level, these are just ideas for now, not presented to the players just yet.


                        Regarding single-degree talents: I don't intend for these to be 'fixes'. I mean for them to add a certain flavor to each character, just like most of the existing talents. It's just that I can't think of expanding them into trees. I'm lazy that way, hehehe

                        Overchannel and Talented Spell Channeling (which I'm now considering to combine into a talent tree, and add another one to complete the tree) seem to be attractive only to power-gamers. My less powergaming-inclined Mage-type player seems to have no issue being effective in or out of combat without 'em, with the other Mage-type only being slightly better damage-wise, and even then, he only Overchannels during clutch situations (primarily because of the Health burn and the unreliable nature of Talented Spell Channeling, being a stunt and all).

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                        • #13
                          Re: VladGenX's Houserules Dump

                          Right, freeform would prevent you from adding it to a class, I overlooked that. I don't think single-degree talents are a bad idea, but perhaps they shouldn't be called talents to prevent confusion and also because they use a 'different' format i.e. no degrees, they are more along the lines of "Pinpoint attack" in the core rules - which in freeform is added as a talent I believe. But that's a minor issue. That said, combining "Overchannel" and "Talented Spell Channeling" into a single talent seems like a good idea aswel especially since they are related to one another.
                          On a side note: the health burn is an interesting concept on it's own, it could be tweaked to be a separate houserule, something like: "if you have spent all your MP you may cast spells by burning up your lifeforce (health) this way you can keep casting but at a very hefty cost."

                          Looking at the rough guidelines, the MP cost seems to have logical increments and in general makes sense, basically if you would 'level' your arcana at levels 3 and 5, you'd be able to use the spells you just obtained at their 'minimum strength' - which sounds absolutely fine. I like that they scale up quite a lot aswel, basically 3 upto 7 increments which gives the player quite some options. The only other thing I can think of which might be a minor problem is the "Fast Casting" stunt at low levels - for example at level 1 you can't use it without either also using the "Skillfull casting" stunt or by Overchanneling, but that's more nitpicking and it automatically solves itself the higher level you obtain.

                          One thing I am curious about is, with the core system people have mentioned that mages run out of MP fairly quickly. With your changes do you aim for Something similar - i.e. that the player will have to pay attention what they spend their MP on and in general don't have a ton of MP to spend or more along the lines of, you should have enough MP to cast whenever you want, unless you 'go crazy' and start augmenting/overchanneling spells a lot.


                          I'm not sure if this topic was meant to also discuss the houserules or simply just dump them here - I don't mean to clutter the thread with feedback and comments on the rules, if that's not what it was intented for.

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                          • #14
                            Re: VladGenX's Houserules Dump

                            Originally posted by Warden-UK View Post
                            I'm new to FAGE so I'm unsure of what effect a house rule of mine might have, but I was thinking of changing the Human racial power of +1 to Fighting to +1 to an ability of the player's choice, to simulate a human's flexibility

                            Would that be ok?
                            what i use is a +1 to either Intelligence or Perception and humans gain a unique gift: ADAPTATION: You gain a free focus at character creation, representing the free Feat in D&D.
                            [URL="https://drive.google.com/open?id=0ByE2hNokDtpAR0pWWHBadjJQdkU"]Age of Alchemy[/URL]
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                            • #15
                              Re: VladGenX's Houserules Dump

                              Originally posted by VladGenX View Post
                              just so you know, i got both the dragon age and fantasy age freeform some time ago and i really like the things you have done with it. it makes it interesting and fun on a class-less system. this is actually going to be a base for when i do an Elder Scrolls conversion. same basic free-form idea with the Elder Scrolls flavor. Thanks for them, keep up the good work.
                              Thank you very much!

                              Knowing that people actually use really it is great.

                              If you like and can, please feel free to get over to the Free-Form Threat and leave some feedback on the rules.

                              I am especially interested in game experience with the new/revised talents.

                              Are they better, worse, etc...

                              Other than that,

                              Happy Gaming!
                              Fantasy AGE Homebrew Wiki: Take me to the wiki!

                              Free-Form Fantasy AGE System: Essentials - Version 2.5

                              DracoDruid's Fantasy AGE: The Thread | Version 2.4

                              Fantasy AGE - Revised Alchemy Rules: The Thread | Version 2.0

                              Free-Form Dragon Age System: The Thread | Essentials

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