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sevick

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About sevick

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  1. So recently I am being made increasingly aware of the difficulty of the task making conversion rules. One being soak, damage reduction, natural armor, and spell resistance. Since soak in genesys reduces magic damage and physical damage. It's hard to make conversion from a system that separates them. One of the only ways I thought this could be done is to have separate soaks one for magic and one for magic. Well I wasnt about to do that. The problem lies if you increase the soak based on natural armor or Damage Reduction. That same soak blocks magic as well as physical and isnt a very good representation of the creatures defenses. So long story short, I looked at the pathfinder 2E Bestiary and it seems to move closer to the narrative system than Pathfinder 1E. So I have decided to make conversion rules to go from 1E to 2E. I don't even know if anyone actualy uses these rules but it might take sometime for me to get the 2E conversion guidelines to where I want them especially since my life has gotten more crazy.
  2. That's awesome. Thanks
  3. Awesome and the thing about getting the outline effect on the Dice Symbols?
  4. I never appreciated how awesome this is until I got Photoshop. Awesome work. Somethings I am curious about. I had previously downloaded some files from your cloud that had a tutorial and they showed the backside of the card. Now it's just 1 file? How do show the opposite side of the card for additional information? It seems you streamlined the whole thing just trying to figure out how everything has changed. I am trying to figure out how you added the outer glow effect so the dice symbols have boarders. Also have you thought about making a template for spells? Thanks BTW
  5. Yeah I forgot about ensnare. Thanks. Also there are weapons that have the Disorient quality. As for Unarmed Strike I think Martial Grace is a good fit, just reskin it as Unarmed strike. You have given me some good feed back thanks. So this is the revised version. Stunning Fist Tier: 2 Activation: Active (Incidental) Ranked: No Effect: Spend 3 strain and give your next unarmed brawl check the Disorient quality, with a rating equal to your ranks in Coordination. Stunning Fist (Improved) Tier: 3 Activation: Active (Incidental) Ranked: No Effect: Once per encounter you may spend 3 strain and give your next unarmed brawl check the Ensnare quality, with a rating equal to your ranks in Coordination Stunning Fist (Supreme) Tier: 4 Activation: Active (Incidental) Ranked: No Effect: Once per session you may spend 3 strain and give your next unarmed brawl check the Concussive quality, with a rating equal to your ranked in Coordination.
  6. Right now Monks are the focus. Stunning Fist Tier: 1 Activation: Active (Maneuver) Ranked: No Effect: Spend 2 strain and give your next unarmed brawl check the Disorient quality, with a rating equal to your ranks in brawl. Stunning Fist (Improved) Tier: 2 Activation: Active (Maneuver) Ranked: No Effect: Once per encounter you may spend 2 strain and 2 advantage to have your next successful unarmed brawl check immobilize your target a number of rounds equal to your brawl rating. Stunning Fist (Supreme) Tier: 3 Activation: Active (Maneuver) Ranked: No Effect: Once per season you may spend 2 strain and give your next unarmed brawl check the Concussive quality, with a rating equal to your ranked in brawl. There wasn't a item quality except tractor that immobilizes so I just was more specific for Stunning Fist (Improved). All the tallents require the 2 advantage per usual.
  7. So was thinking about doing this. Unarmed Strike Tier: 2 Activation: Passive Ranked: Ranked Choose one when you take this talent. Your unarmed attacks now deal +1 damage or need 1 less advantage to activate a critical to a minimum of 1.
  8. Yes those talents do have 2 setback, but all the talents pointedly avoid removing setback for combat and magic checks for balance reasons. True there is a limiting factor of choosing a school of magic, but I am not sure it is enough to warrant 2 setback removal and especial adding 2 boost. When all the spells are converted there will be no shortage of spells they will benefit from this talent. I find for the most part when dealing with magic its best to error on the side of less powerful, then if it doesn't feel worth it raise it. Thanks for the advice I will keep it in mind .
  9. So I think talent choices can help here. Magic Scholar Tier: 2 Activation: Passive Ranked: No When you choose this talent pick a school of magic. You may remove a [Setback Die] when casting a spell of that type. Magic Scholar (Improved) Tier: 3 Activation: Passive Ranked: No With your chosen school of magic you may add a [Boost Die] when casting a spell instead of removing a [Setback Die]. This is a big deal since removing setback dice from spells is not allowed with talents like Knack for it. If I did this I wouldn't add the ignoring Despair rule.
  10. Removing a difficulty die, that wouldn't work since all known spells have a set difficulty based on the class that is casting it and I think it might be a bit too op for something that is automatic. As far as the boost die idea, I did think of a boost die at 1st but thought it might not be a big enough incentive. The boost idea could work.
  11. I think since a lot of time seems to pass between uploads I think it would be a good idea to let you know what I have been working on. That way I can get feed back. ---Magic Item Charges-- Wands: wands will no longer have charges per-say, but you may spend a Despair for a wand to run out of charges. Staffs: Same as wands except you may spend 3 Threat or a Despair for it to run out of charges It seemed to make the most sense use charges as ammo, since it's one less thing you need to track. The difference between wands and staves; pathfinder staves only have 10 charges and wands 50, it makes sense they staves are more likely to run out. ---Improvised spells vs. Known Spells--- I have deiced for awhile know to make the Genesys spell casting system merge with pathfinder spells. I have come to realize that most people would just try to imitate a known pathfinder spell using the Improvised rules. To discourage this I have added an intensive to people who use known spells. Which is, whenever a Despair is rolled when making a spell check with a known spell the caster may flip a story point to avoid the narrative effect of the Despair. The Despair, however still adds a failure to the pool. This could also be explained that known spells have been carefully studied and crafted and proven to avoid some of the more common pitfalls. Yes I could have made the Improvised spells roll an automatic upgrade to their difficulty, but I don't want the Improvised spell caster to feel like I am unfairly putting restrictions on the spell casting from Genesys.
  12. Bare with me but I think I may finaly have it. Strain exspenature seemed unavoidable but then I came up with this. Let me know what you think. Weapons You may roll a magic die with your attack roll once per encounter per +1 enchantment bonus. With the magic die you spend white pips to add success or advantage to your roll. For example if you have a +3 Longsword you have 3 magic die expenditures per encounter. Armor You may roll a magic die after an attack targeting you once per encounter per +1 enchantment bonus. With the magic die you may add failure or threat to the attack targeting you after it has been rolled. For example if you had +5 Scalemail you have 5 magic die expenditures per encounter. These expenditures may be spent throughout the encounter or used all at once.
  13. *FG Hotfix Update* Added a hotfix patch to the Fantasy Grounds extension. You should be able to drag weapons die from Melee (Light) or Melee (Heavy) weapons now from the combat tracker.
  14. I am still not satisfied with the Enchantment bonuses rules since it requires adding a magic effect or attachment to a weapon or armor regardless of wheather or not the weapon being converted has a magic effect. So back to the drawing board for weapon enchantments. I had posted a solution in this post earlier but decided against it. Just incase you were wondering what happened to it.
  15. Sorry forgot to add the stuff necessary to run all the Fantasy Grounds content. If you are familiar with Fantasy Grounds you will know what to do with these files. If you are unfamiliar you will need to do the Following: 1. Run Fantasy Grounds and click the folder icon in the top right coroner of the banner. 2. Copy all the folders inside of the Fantasy Grounds folder that I uploaded. 3. Paste them into the folder you opened in step 1. 4. Run fantasy grounds, select a campaign and check the extensions you want. Genesys Core and the Pathfinder setting extension are required though. Thanks goes to Finding the Narrative Podcast for the modified Genesys Core. I couldn't have do it without them.
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