SladeWeston

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About SladeWeston

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  1. Spell Lists and Genesys Magic

    Glad you like them. The trick for me has been getting the spell balance right. Because I've bypassed strain, there is little downside to casting a spell. Therefore, to make the non-casters have a reason for existing I've had to put in a lot of checks and balances. For one thing, getting new spells in my setting is harder and more expensive. Clerics have to constantly work to get their reputation with their god/church up, wizards have to do research or spend a lot of money, etc. It's important that it feels like a cost. "ahh man I'd really like to buy that cool magic item but I really need to save that gold to research a better damage spell". I've also worked in component cost into several of the class balances. Artificer's infusions are pretty cheap to learn but almost all of them have material component costs when they cast spells. I even have some higher level divine and warlock spells that cost reputation. Basically, you can resurrect your friend but you're going to be in the dog house for a while. I've also tried to make sure that opportunity cost is felt by casters. Drain Threshold doesn't scale up naturally so casters are going to have to invest xp to cast those high level spells, in addition to scaling up their magic skills to succeed at the high checks required to pull them off. Thankfully, Eberron is very forgiving when it comes to a lot of the system I've put in place. Most of the epic level magics of other settings have been lost (to later be found a loot by the players) but low level magic is plentiful and readily available. This works perfectly with the rarity and restricted rules for equipment in SWRPG. Want an Ice Storm scroll, that's fine ask long as your reputation with the Mages guild is good, otherwise you're going to have to fine one on the open market (average streetwise check). What a Disintegration spell, well those are Restricted in Breland and your going to have to check some of the rogues seedier connections if you want to locate one and it's not going to be easy (rarity 7, Hard Knowledge Underworld). I'm still working on a lot of the mechanics right now so a lot of things are still up in the air. My plan is for each class to have a different feel to their casting and DT recovery, but I'm only done with a couple of them so far. That and non-combat spells are giving me some trouble. Damage spells are fairly easy to balance as SWRPG has loads of heavy weapons, rockets and grenades that won't be getting converted over into equipment that I can use as a base. Non-combat is harder since its harder to put a value on being invisible for example. SWRPG balances invisibility of any sorts as a late game, expensive thing while D&D grants it at reasonably low level. Lastly, I still haven't worked out how to deal with casters multiclassing and drain thresholds. In general, my plan for multiclassing is to give it a small xp cost along with the restriction that now they must have a class specific talent from all their classes before advancing to the next tier. I think the idea works well and provides a subtle penalty for multiclassing that makes sense, but I'm still completely unsure of how to handling multiple DTs. Making them additive seems too powerful but keeping them seperate seems hard on book keeping. Anyway, I'm always interested in exchanging ideas and brainstorming so hit me up if you have any feedback or stuff your working on that you'd like to share.
  2. Spell Lists and Genesys Magic

    So I created a different take on magic for my Eberron setting. The idea was to separate magic from the strain threshold. Have played a few test games, I found the default magic system just didn't feel like Eberron. The system I ended up with gives casters a third threshold that I call a drain threshold. As you case spells you build up drain and if you push yourself beyond your max bad things can happen. At its core its a magic point system but I feel counting up like a threshold makes it fit with the system better. Here is my long winded explanation of the system along with my thought process getting there. Apologies, there are a lot of references to systems that aren't explained. My setting also has a hybrid career system that gives each "class" a base ability and as a character progresses they much take at least one class specific talent at each tier. I also have a system that works a little like duty and obligation rolled together called reputation. It works in a number of ways but for some casters it controls access to new spells. https://www.dropbox.com/s/i5g7w26d8jalywv/Eberron Magic and Spell Casting Primer.docx?dl=0
  3. Genesys Talents Expanded

    My plan is to use this series of talents as a racial, lizardman only, talent, reworked of course to have only a small static bonus.
  4. Another Eberron game

    Well, if you are interested in mechanics, I've thrown together a summary of my Eberron Settings magic system. I'm not sure if it makes a tone of since without the Class and Talent section but it might provide you some ideas. https://www.dropbox.com/s/i5g7w26d8jalywv/Eberron Magic and Spell Casting Primer.docx?dl=0
  5. GMBinder Cheat Sheet

    Thanks for the binder file. That made it a lot easier. I was kind of dreading doing something similar for my own setting and now all I have to do is make some style tweaks. Much appreciated!
  6. Another Eberron game

    Well, I'm in well on my way to creating a Genesys conversion. Unfortunately, I have decided to build out a lot of custom stuff so I'm not really very close to being complete any time soon. I'm always looking for people who are willing to work on the project with me or provide feedback. Here is my Races chapter. https://www.dropbox.com/s/3yp2k5mcyp3bhat/Races of Eberron v1.0.pdf?dl=0 Let me know if you are interested.
  7. Custom Setting: Genesys Eberron

    Why is that? Droid use a 1 stat block to represent their flexibility and the fact they were designed to perform a wide range of tasks. Warforged were designed for war. There would never protical warforged created with 1 agl, 1 brawn and 5 presence. I get that there is always the desire to take the easy way out and duplicate what was already made but I'm only willing to go that route if it makes sense for the setting. Is there a reason to go with a droid stat block apart from the comfort of going with something fully playtested?
  8. Custom Setting: Genesys Eberron

    Okay, I've decided I need to go back and do some research. I built most of my races by memory based on SWRPG balance. I've made a second pass on them with a focus on recreating their D&D feel. This time I paid more attention on the math shooting for about 240-245xp. I'll start with the Warforged. The main changes here were to align better with the 3.5 Warforged while streamlining things a bit. When I crunched the math I found that my original WF was indeed a bit weak. Shooting for a power level of 240xp, I was able to add a Slam attack and the Warforged "don't bleed out" effect. Lastly, I used the template to make a Warforged Scout which while somewhat niche was a player request. Warforged v2.0 3-2-2-1-2-1 (110xp); 90xp; WT 14+Brawn (10xp), ST 10+Willpower Artificial: Warforged do not need to eat, sleep, or breathe, and are unaffected by toxins and poisons. A warforged may have up to six components [cybernetics] installed on it without reducing its strain threshold.(10xp) Composite Plating: Armor may be worn but counts towards component limit, bonus talent: Enduring Light Fortification: (Bonus Talent: Durable)(5xp) Living Construct: Healing Potions [Painkillers] restore one less wound. Heal [Medicine] checks and Healing spells used on a warforged have their difficulty increased by 1. Warforged can be "healed" by using the Craft [Mechanics] skill instead of the Heal skill, but otherwise following the guidelines detailed on page 116.(-5xp) Slam: When making an unarmed combat check, Warforged add +1 to their base damage and have a Critical rating of 3.(5xp) Power Down: Warforged do not take an automatic critical for exceeding their wound threshold. Over their WT they go inert and subsequent hits result in critical hits as usual.(5xp) Warforged Scout 2-3-2-2-2-1 (130xp); 90xp; WT 10+Brawn, ST 10+Willpower Artificial: Warforged do not need to eat, sleep, or breathe, and are unaffected by toxins and poisons. A warforged may have up to six components [cybernetics] installed on it without reducing its strain threshold.(10xp) Composite Plating: Armor may be worn but counts towards component limit, bonus talent: Enduring Light Fortification: (Bonus Talent: Durable)(5xp) Living Construct: Healing Potions [Painkillers] restore one less wound. Heal [Medicine] checks and Healing spells used on a warforged have their difficulty increased by 1. Warforged can be "healed" by using the Craft [Mechanics] skill instead of the Heal skill, but otherwise following the guidelines detailed on page 116.(-5xp) Silhouette 0 1 Rank Stealth (10xp) Power Down: Warforged do not take an automatic critical for exceeding their wound threshold. Over their WT they go inert and subsequent hits result in critical hits as usual.(5xp)
  9. Custom Setting: Genesys Eberron

    Great points. I've made a note to address all of them on my second pass.
  10. Custom Setting: Genesys Eberron

    Thank you for your feedback but this was an intentional choice I made because felt Clawdites don't quite fit with the flavor of Changlings. There are plenty of text describing them as effortlessly changing forms. Having seen them (Clawdites) in action at the table I am confident that my modification is fine. Having a player make a near unfailable check several times during a session is a waste of time and just makes a player feel screwed the one time they do fail it. Besides, by removing the check, I was able to remove the need to grant resilience as a skill which I feel doesn't fit well with Changlings and made room for a bonus social skill. As a side note, I will have them make a social check, likely deception, when attempting to impersonate someone. A check that I required of the Clawdites too of course but I just wanted to point out that I don't plan on granting them a check free way to perfectly impersonate someone.
  11. Custom Setting: Genesys Eberron

    Sorry, I pulled that text from my Reddit post on it and forgot how different the formatting was. Honest it would have been readable there.
  12. Custom Setting: Genesys Eberron

    Good afternoon. Eberron has been my favorite campaign setting since it was released back in D&D 3.5. D&D on the otherhand hasn't interested me since I found SWRPG. Now with Genesys out I figure I can finally bring together my favorite setting with my favorite system. Eventually I'd like to bundle all of these ideas up into a PDF and give it away. Unfortunately, the wife got to my Genesys book first (Thanks Amazon wish list) and I am forced to work with scanned images until Christmas. So I figured, why not knock out some of the low hanging fruit of any setting. This post will be on the Races of Eberron but if people seem interested in them I'll like post on other topics. |B|A|I|C|W|P|WT|ST|EXP Warforged |3|2|2|1|2|1|10|10| 80 Shifter |2|2|2|3|2|1|11| 9| 90 Changling |2|2|2|2|2|2| 8|10|100 Dragonborn |3|2|1|2|2|2|11| 8| 90 Kalashtar |2|2|2|2|2|2| 9|12|100 Elf |2|3|2|2|1|2| 8|12| 90 Drow |2|2|2|2|1|3| 8|11| 90 Dwarf |2|1|2|2|3|2|12|10| 90 Halfling |1|3|2|2|2|2|10|10| 90 Half-elf |2|2|2|2|2|2| 9|11|100 Gnome |1|2|3|2|2|2|10|11| 90 Half-orc |3|2|1|3|2|1|11| 9| 80 Warforged 3-2-2-1-2-1 W: 10+Brawn S: 10+Will XP: 80 Special Ability: Warforged don’t need to eat, sleep, or breathe and are unaffected by toxins and poisons. Partially Organic : Since Warforged are made up of both organic and inorganic components, they can recover with either a medicine or repair check although the difficulty of either check are increased by one. Warforged may gain the benefits of both a repair and a medical check when healing wounds. Warforged recover naturally by resting (system self repair). Warforged start the game with one rank in Enduring talent. When making an attack targeting the Warforged, the Critical rating of any weapon used counts as 1 higher. Shifter 2-2-2-3-2-1 W:11+Brawn S: 9+Will XP: Species Option Longtooth Shifter: 1 Rank Athletics Razorclaw Shifter: 1 Rank Stealth Shift: Shifters may take a maneuver and suffer one strain to gain the following benefits until the end of the encounter: Longtooth Shifter: 1 Rank Resilience, Feral Strength Talent Razorclaw Shifter: 1 Rank Coordination, May use claws when brawling ,their attack deals +1 point of damage and has a Crit Rating of 2 Changling 2-2-2-2-2-2 W:8+Brawn S: 10+Will XP:100 1 Rank Deception As an action, suffer 2 strain to change players appearance to match that of a silhouette 1 character that has previously been seen. Dragonborn 3-1-2-2-2-2 W: 11+Brawn S: 8+Will XP: 90 1 Rank Knowledge:History or Coercion Dragon Breath: Dragonborn have a elemental breath weapon they can call upon when threatened. (Damage 6; Critical 4; Range [Short]; Blast 3, Slow-Firing 2, elemental: acid (Pierce 2), cold (Ensnare 1), electricity (Disorient 3),sonic (Concussive 1,Stun Dmg), or fire (Burn 2), chosen at character creation) Each time the Dragonborn uses this ability, he suffers 3 strain. The element of this attack corresponds to their dragon heritage. Kalashtar 2-2-2-2-2-2 W: 9+Brawn S: 12+Will XP: 100 1 Rank Psionic Skill Kalashtar Mindlink - As a maneuver, a Kalashtar can take 2 strain to initiate a telepathic link with a sentient creature within Medium range. While this bond remains active the Kalashtar can communicate normally without making sounds. This does not grant any special form of understand if the two do not share a language. This link remains until the end of the encounter. A Kalashtar may only maintain one link at a time. OR Sense Emotions: Add to Charm, Coercion, and Deception checks unless the target is immune to magic or is not sentient. Elf 2-3-2-2-1-2 W: 8+Brawn S: 12+Will XP: 90 Bonus Talent: Uncanny Senses Sub-species: Aerenal - 1 Rank Knowledge: History, 1 Rank Perception Valenar - 1 Rank Riding, 1 Rank Any Weapon Skill, Antisocial: Auto threat on non-coercion social checks, auto advantage on coercion checks Khoravar - 1 Rank Stealth, 1 Rank Streetwise Drow 2-2-2-2-1-3 W: 8+Brawn S: 11+Will XP: 90 1 Rank Survival, 1 Rank Coercion, Darkvision Dwarf 2-1-2-2-3-2 W: 12+Brawn S: 10+Will XP: 90 1 Rank Resilience, Bonus Talent: Hard Headed, Darkvision Halfling 1-3-2-2-2-2 W: 10+Brawn S: 10+Will XP: 90 1 Rank Survival or Charm, 1 Rank Medicine, Bonus Talent: Confidence, Sil 0 Half-elf 2-2-2-2-2-2 W: 9+Brawn S: 11+Will XP: 100 1 Rank Perception, 1 Rank Any Social, Bonus Talent: Nobody's Fool Gnome 1-2-3-2-2-2 W: 10+Brawn S: 11+Will XP: 90 Bonus Talent: Eye for Detail, 1 Rank Mechanics OR Arcane, Sil 0 Half-Orc 3-2-1-3-2-1 W: 11+Brawn S: 9+Will XP: 80 1 Rank Survival, Wounded Rage (Wookiee Ability) So that is my first pass at them. Please feel free to provide feedback, critics, or wild flaming insults as the mood strikes you. I'm still a little iffy on how I'm going to do Psionics which could change Kalashtar a lot. I'm also not thrilled about my Stat distribution among the various races but that could get better once I knock out Goblinoids. Also, I'm not overly concerned about balance with the SWRPG races as much as I am with how the races are balanced with each other. Thanks in advance.
  13. Dice question - Dice sides

    Since my dice are wrapped and under the tree, I was hoping you might be able to clarify something for me. Are the Genesys dice functionally identical to SWRPG dice? And by that I mean that not only are there an equal number of corresponding symbols but those symbols are pairs together in identical pairs between the two types of dice. Alternatively, are the symbol counts the same but perhaps the symbol pairs have been mixed up? If this were the case the odds of any given symbol would be identical between SWRPG and Genesys but the probability of the total combination might be slightly different. Thanks in advance, Cody
  14. Another Character Generator

    Right, from a rebuild perspective I agree that the talent system is likely easier. I just meant that 95% of the Genesys system could be done with some clever custom data sets and not requiring any kind of rebuilding. The only thing that really couldn't be handled with a custom data set are the talents and magic.
  15. Another Character Generator

    I think there is a good chance that 95% of Genesys could be created in the current builder. Talent (pyramids?) trees might be a little tricky and magic is going to be different but its all pretty workable.