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ahanna12345

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  1. That is indeed spheres. It is a little complicated when you first start but everything is pretty modular and really fits together well. I'll pm you if the game ever gets off the ground. I've never actually heard of this series I'll check it out.
  2. Thanks for the interest, I'm excited to see where it will go. I will absolutely check that out more AI generation means less work for me as the DM. Ehh I've been playing with it. It can do low level npcs like level 1-4 pretty well but casters and anything with complexity are a crapshoot. It also frequently invents new talents. Great questions and problems here and something I've already considered a bit. my solutions are a combination of reskining, accepting some balance over lore-realism and custom traits with the spellcasting/spellcrafting mechanic. This is something true for all rpgs. HOw accurate can you make your simulation without bogging you down to much in minutia. I think spheres of power does the strongest job of any rpg in giving you the abilty to take a top down idea a character concept and make it into a mechanically viable character. Systems like GURPS does this but i feel that all of the characters feel kind of the same. Spheres I believe gives players and DMs more interesting and engaging ways to make their own characters mechanically. Spheres is also unique in rpgs in having the mechanics work with the roleplaying as well as the combat. I am in love with the spheres of guile and ultimate intrigue supplements, and the ways they make npc conversations much more dynamic. So let me address these first I'm planning on stripping away all of the fluff from all of the abilities. Only the mechanics will matter, so if you want to reflavor leaves as mist or chains as vines all of that is ok. Also some things from worm like the inviolability of most powers are plain just not balanced mechanically. Heartbreaker for example is basically just an infinite spellslot sorcerer with a spell list of dominate person and all of the other emotion spells without any saves. yes thats true to the story but utterly broken. So for the sake of game balance I was just planning on having saves and everything. If we want I can have villians with powers like that have no saves or just work in other ways, but those sorts of powers are just too strong for players in what is still in part a tactical combat game. But some ideas players have just cant be done with the rules and I want each character to have a feeling of uniqueness that you only get from worm so I'm thinking of a very small amount of homebrew. Each player starting with one of these starting traits. most of them have to do with spellcraft to make a power. This is very much WIP if any of these are over/underpowered It would be easy to change the numbers. Note Choose vs gain. when you gain a talent it is yours like normal. When you choose a talent you get to use it for this ability but not otherwise. I also need to go over the complexity math. Natural Trigger: Honestly not sure Gain a Talent. and 3 custom "spells" using the spellcrafting system (Unlike normal, you can use marital, skill, or magic talents, treat as a different sphere but remember the ranges) for 2 spells for your power each with -2 complexity (cannot be reduced below 0) Grab bag: Gets multiple smaller custom powers (Skill/magic/martial we can mix em and make it work) Gain a Talent. and 5 custom "spells" using the spellcrafting system (Unlike normal, you can use marital, skill, or magic talents, treat as a different sphere but remember the ranges) for 2 spells for your power each with -1 complexity (cannot be reduced below 0) 2nd Gen Bud: gets a power modified by a talent from another sphere Gain the spellcrafting feat for 1 spell, Gain a sphere and a talent in that sphere. , Craft 1 spell for your power modified with the chosen talent from without raising the complexity -. (chosen talent has to be from a different sphere then the base spell) Vial Cape: Gain the spellcrafting feat for 1 spell and you can take 1 advanced talent as if you were 5 levels higher in your build. You also get to use that talent for your 1 spell without raising the complexity. Case 53 (Monster cape): Choose alteration sphere and 1 alteration talents. choose a shape with up to 3 traits from those talents that is your new base form. (You dont get to use the talents for other things) (I have no idea for the balance on this one, I kind of like it though) Case 70 (Twins) Gain the Dvarti racial abilities from dnd 3.5. You play as twins, two characters with less health and you have to use both twin's actions to cast a spell, but basically double actions for combat. Fun stuff.
  3. Calling all Movers and Shakers, Brutes and Strangers Weary from years of rolling dice in the tangled sprawl of Dungeons & Dragons, I'm making a play that might just inject some fresh life into our game. I've got a taste for the mechanics, a knack for throwing you into the deep end of challenging combat, but the damn dialogue and scene-setting descriptions... they're like trying to navigate the back alleys of Brockton Bay blindfolded. Enter ChatGPT, my chrome companion in this quest for narrative salvation. Every NPC decision will ride the currents of its enigmatic responses, with my worn-out hand only giving it a nudge here and there to keep the story on track. Now, before we jack into this new matrix, I need to know if any of you are game. Picture this: a Pathfinder 1e campaign riding the Spheres system, set against the gritty backdrop of the Wormverse. Starting level in the range of 4-6, an extra custom trait sculpting your essence—vial, natural, case 53, bud, and whatnot. Earth GPT, a new world rising from the ashes of the digital crucible. Here's where I need your shards connected. Do we dive into the aftermath of Gold Morning, where powers are sparking chaos left and right? Or do we hit the streets of a city shackled by a hierarchy of heroes and villains, or maybe we embrace the Wild West of uncertainty? The kicker? ChatGPT and the Spheres will whip up villains on the fly, a few talents and feats slapped onto a generic build. A semi-complex backstory will be woven in realtime, right before your augmented eyes. So, Tinkerers and Thinkers , are you ready to ride the neon-lit datastreams of this experiment? Your input could shape the very code of our digital journey. About the Game: System: Spheres Pathfinder 1st Edition Starting Level: 4th-6th Decision-Making: Dice and ChatGPT will puppet the NPCs. I'll keep an eye on the strings for a world that makes sense. Player Agency: We're talking thematic reskins for powers, but let's stay true to the Worm vibe. Your Input Matters: Interest Check: You down for a Spheres Pathfinder Worm gig where ChatGPT spins the tale? Silliness Tolerance: ChatGPT's gonna make this a twisted carnival. Are you in for the chaos, or you want a structured ride? And how much should I babysit ChatGPT? Setting Preferences: What's your flavor - rebuilding, primitive/modern, or cyberpunk? How messed up and organized should parahumans be? Player-Centric Storytelling: What questions should I shoot at the players? What themes, elements, or crazy specifics do they want in this trip? Drop your thoughts in the mix, and let's crank up the chaos. Can't promise a smooth ride, but it's gonna be one helluva trip. Stay Wired, Ahanna
  4. Another couple questions on the home brew guns. Q1. How does reloading work with rapid reload and Musket master. Musket master lets you reload a two handed firearm as a 1 handed firearm. Does that even apply here? Should it be just two handed firearms reload goes down 1 step. (Full/standard/move/free)   Fast Musket Fast Musket (Ex) At 3rd level, as long as the musket master has 1 grit point, she can reload any two-handed firearm as if it were a one-handed firearm. Edit new to Baldr and not sure why my spoiler tag isn’t working aww well.  Edit 2 Fixed thanks @Grudge
  5. Hey this game looks awesome.    Q. For the extra shot on the semiautomatics can you use that ability for standard actions or only full attacks.  
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