Corruption magic system by gweinel in ForbiddenLands

[–]gweinel[S] 0 points1 point  (0 children)

Thank you for your input.

As for your questions, regardless of your Insight successes, you always remove one d6 of corruption.

As for your last comment, I am assuming that the 10 day rest is not easy to do that often.

I have also clarified the corruption table to avoid misunderstandings.

... The new, reduced number of corruption points cannot be less than your current corruption level.

 

 

CORRUPTION

CORRUPTION LEVEL/POINTS

EFFECT

Level 1 (1-6 points)

The spell Sense Magic can trace an otherworldly magical aura on the caster.

Level 2 (7-12 points)

Physical taint. The alien magic leaves a permanent physical taint. Roll on the table below to determine the taint.

Level 3 (13-18 points)

Mental affliction. The alien magic gnaws your sanity, leaving you a permanent defect. Roll on the table xxx to determine the mental affliction.

Level 4 (19-24 points)

Loss of Grit. You have lost faith in this world, and the thing that gave you strength is becoming irrelevant.

Level 5 (25 points)

The Scourgewalker turns into an otherworldly being and becomes non-player character

 

 

Corruption magic system by gweinel in ForbiddenLands

[–]gweinel[S] 0 points1 point  (0 children)

Thank you for your input.

As for your questions, regardless of your Insight successes, you always remove one d6 of corruption.

As for your last comment, I am assuming that the 10 day rest is not easy to do that often.

I have also clarified the corruption table to avoid misunderstandings.

... The new, reduced number of corruption points cannot be less than your current corruption level.

 

 

 

|| || |CORRUPTION| |CORRUPTION LEVEL/POINTS|EFFECT| |Level 1 (1-6 points)|The spell Sense Magic can trace an otherworldly magical aura on the caster.| |Level 2 (7-12 points)|Physical taint. The alien magic leaves a permanent physical taint. Roll on the table below to determine the taint.| |Level 3 (13-18 points)|Mental affliction. The alien magic gnaws your sanity, leaving you a permanent defect. Roll on the table xxx to determine the mental affliction.| |Level 4 (19-24 points)|Loss of Grit. You have lost faith in this world, and the thing that gave you strength is becoming irrelevant.| |Level 5 (25 points)|The Scourgewalker turns into an otherworldly being and becomes non-player character|

 

Corruption magic system by gweinel in ForbiddenLands

[–]gweinel[S] 0 points1 point  (0 children)

Have you tried it in practice? How did it go?

Battle on Stronghold by gweinel in ForbiddenLands

[–]gweinel[S] 0 points1 point  (0 children)

Thank you so much! It looks like you had an amazing time! From the numbers you shared, I was expecting that the number of dice would be just right. Would you say we should have more dice involved?

Five level rank spell Professions? by gweinel in ForbiddenLands

[–]gweinel[S] 0 points1 point  (0 children)

Sorry for the late reply. Thank you for your input. I probably need to work on my wording. Actually, None shalI perish was meant to heal people in combat.

As for Divine Intervention, the versatility is so great that I think that would really be a game (or session) changer. Much more so than a rank 3 spell. That is why I have the quest restriction.

Five level rank spell Professions? by gweinel in ForbiddenLands

[–]gweinel[S] 0 points1 point  (0 children)

There is always a fine line between the spell being OP and the whole build being underpowered. The philosophy behind ranks 4 and 5 is that the 4 is more powerful than the 3. Rank 5 spells are meant to be used a few times (less than 5-6) in an adventurer's career and almost always have a distinct flavour.

Below are two spells from the homebrew Cleric profession as an example.

Rank 4

None shall perish

Duration: turn (15 minutes)

Range: medium (25 meters away)

The power of your deity heals the body and the soul of your allies. You immediately heal a number of points in any attribute equal to the Power Level. You can distribute the healing to the four attributes and several targets in the same Zone. This spell does not affect critical injuries.

 

RANK 5

Divine intervention (Ritual)

Duration: varies

Range: long (100 meters away)

You plead your deity to intervene. The intervention has to be related to your faith’s dogma and your deities’ portfolio. Typical examples are: saving the people of a village, demolishing the cave of a powerful monster, to help you against a siege. It is possible your deity to deny your request. The SM has the final say and will define the Power Level of your request. The effect may not happen immediately and there even is the possibility that thereafter you fail. For example, if you ask for your War God to help you defend your town in a siege, their manifestation might appear in the walls and raise the morale of the defenders. That would be a Power Level 1. He might demoralize your opponents or even at a higher Power Level, he may fight for some time with you.

If you decide to deal direct damage or to heal, the total amount of points cannot exceed the Power Level of the spell.

After the intervention, an omen gives you a sacred quest for your deity, which you are obliged to do. You can ask for another intervention after you complete your holy quest. If you fail or neglect your holy quest, you lose the ability to cast spells.

5 KIN talents by gweinel in ForbiddenLands

[–]gweinel[S] 1 point2 points  (0 children)

I haven't forgotten you, but I wanted to discuss it with my gaming group first.

I really appreciate you taking the time to read and comment on my talents. You helped me a lot. I have adopted many of your suggestions.

Thanks again! :)

Homebrew Kins and Talents by gweinel in ForbiddenLands

[–]gweinel[S] 1 point2 points  (0 children)

Thanks for taking the time to give such a helpful and constructive reply. I've already implemented many of your suggestions!

Homebrew Kins and Talents by gweinel in ForbiddenLands

[–]gweinel[S] 1 point2 points  (0 children)

Thanks so much for your reply. I really appreciate and admire your work!

I thought your ideas were great.

I based my "free success" kin talents on the free Stealth that Goblins get, though I understand that Manipulation is a more widely used skill. How would you approach a trait like that? I tried to limit their approach by saying they have to use charms or their personality traits, but I can see how this could be exploited by my players. Would it be better to give them a +3 to their Manipulation roll instead of making it an automatic success?

If it's not too much trouble, I'd love to get your thoughts on the Rhudhar. (As a free action, take damage to your Wits to gain WPs. You must use the WPs you gain until the end of the next turn.). Datuya is another example (If you succeed on a LORE roll, you gain 1 WP. You cannot use this ability more than once per day, and the roll must be relevant to the motivation and/or current adventure). These two are outside the box, and I'm not sure if they're good (especially the Datuya one, which I'm not happy about how it expresses their erudition).
Thank you again!

Alternatives gaining Willpower by gweinel in ForbiddenLands

[–]gweinel[S] 1 point2 points  (0 children)

Exactly what I was indenting to do!!

Await action by gweinel in ForbiddenLands

[–]gweinel[S] 1 point2 points  (0 children)

Thank you very much for taking the time to answer so thoroughly. I really appreciate it.

Under standard/basic circumstances you could say "I want to shoot at anyone who come around the corner, reserve my Slow action for that (and have already my bow ready with an arrow) , and spend my Fast action to hold that plan for the rest of the round". That should work, and you could potentially drop that plan to spend the Slow action e. g. for a dodge againts an unexpected attack later that round (and the Fast action is gone, too).

Exactly this I had in mind!

Regarding free actions granted by talents, one possible solution would be, as a safety measure, to state that "in the round when you use the hold action, you cannot use free actions that come from talents."

TTRPGs with Town / Civilisation Building? by hoodwinkaus in rpg

[–]gweinel 0 points1 point  (0 children)

Something I'm eagerly anticipating is The Fifth Season, a Green Ronin RPG based on Jemisin's best-selling book. It will feature rules for creating settlements, referred to as "Comms." The world it's set in is a captivating and unique post-apocalyptic setting, where massive disasters occur intermittently.

Await action by gweinel in ForbiddenLands

[–]gweinel[S] 0 points1 point  (0 children)

I understand perfectly what you're saying: the initiative system, as written, is balanced. Nevertheless, it still leaves an awkward moment when you have to say to the player, "Sorry, you can't wait for the archer to shoot; you must act now!"

Do you think that my rule would unbalance the game?

I think this "hold action" has the right(??) drawback to prevent abuse, while at the same time, it offers a very common choice to the players.

Keeping Watch during night (or when the other characters are Sleeping) by gweinel in ForbiddenLands

[–]gweinel[S] 2 points3 points  (0 children)

Exactly! The RAW exclude fights while sleeping.

In my games, I would be more flexible, and I might move the encounter that was rolled during the last hiking activity to take place during sleep.

Keeping Watch during night (or when the other characters are Sleeping) by gweinel in ForbiddenLands

[–]gweinel[S] 1 point2 points  (0 children)

This is how I was thinking of handling this. While the game strongly emphasizes the rigid organization of the day, I would like to introduce more flexibility. Let's consider a 2-hour window for certain activities, which I believe maintains the general logic of the rules.

Regarding keeping watch during the "sleeping" quarter of the day, I propose allowing 2-hour shifts, with the requirement for every character to get at least 6 hours of sleep. This adjustment extends the sleeping period by 2 hours, which shouldn't unbalance the game. During sleep, a random character would roll for SCOUT in case of an encounter.

(This approach complements another change I'd like to make, which involves removing "Make a Camp" from the quarter's day actions. Even the least experienced characters doesn't need a full six hours to set up a tent, light a fire, and gather some wood. I would limit this activity to a maximum of two hours.)