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The biggest reason is that, as you have stated, it is primarily useful against people who are defense-shifted. There's already a bias in the game towards toughness shifted characters since Area attacks bypass your active defenses (which isn't quite offset by the fact that active defense don't degrade as they're beaten, like toughness does). The biggest ...


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Hopefully, Paranet will give some more guidelines on creating powers in a more concrete manner, but this is how I framed psychic phenomena in my game. One of the characters is a shadow of the Archive- a failed experiment in creating the same sort of entity. At the beginning, he had some minor psychic abilities- different than the ones that you speak of, ...


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Questions & Answers Question: Can everyday items function as foci and material components? Answer: Yes, unless the DM determines otherwise. The only reason I can think of for a DM to determine otherwise is if the DM says spell component pouches are themselves unique creations (e.g. they're connected to a plane of magic, they're specially prepared to ...


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The fact that, lore-wise, a swordsage could be a member of the broken ones does not imply he could take a variant tought for a specific class. What you need to acknowledge is that monks between the Broken Ones take the Broken One variant and this does not bar vanilla swordsages to be Broken One members. If you wanted to get a swordsage variant for Broken ...


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In addition to all of the above plus the simple 1 per 4 levels of the d20 OGL you might look at a game called Chronicles of Ramalar. It had a system called Demeanor and Theme which each character had four circles with 12 dots around them. A goal was written in each circle and every time the character did something to advance to that goal a dot was colored ...


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Material components are actual items—that's what the name means. The rules for spell-component pouches are just there to abstract away the details, so that you don't have to track (and play out restocking!) your pouch with exact quantities of spider webs, vials of mercury, bits of cloth, and other weirdness. If you don't have your spell component ...


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Kelgore's Firebolt - No The material component for Kelgore's Firebolt is "a handful of ashes", and the spell effect says that it "conjures a shard of red-hot rock." So no, there is no RAW way to substitute your own pebble in there and have it work. Spells only do what they say they do, and the spell says quite clearly that it conjures a red-hot pebble. It ...


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I've once made a whole quest around a set, so the meaning of it (hence the cost/balance) was something else. The set was also partly a McGuffin: "The legend goes that only with the Light-Powered-Sword held with the Light-Powered-Gloves one may break the Wall-of-Shadow, all around the Lichs-Dark-Castle" KRyan pointed out something very nice about sets: In ...


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The best design is to minimize the impact of “setness” Sets are a neat idea, but ultimately you run into real design problems if their full power depends much at all on having multiple items in the set. You want flavor and fun from the set bonuses more than you want power. Ideally, each item on its own is, or very nearly is, worth its cost, and ...


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Diaspora has an excellent space combat system that is non-trivial, but is still relatively fast to play. Ships are all represented as characters with several skills and stress tracks. Ship crews are important because use of ship skills is limited or amplified by the associated crew skill. If a ship has a Beam skill of 4, but it's gunner has only a ...


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By RAW, we have only this: Action: Creating a disguise requires 1d3×10 minutes of work. Using Alter Self or activating some effect on a magic armor to look different is one thing, to look exactly like someone else is a completely different matter. When you create an elaborate disguise, such mimicking the appearance of someone, you are not just using ...


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The general idea that you have is an interesting one, I would caution you to not make it too complicated for players. The point of getting a magic item creation feat is to make it easier to get just the right magic item that you want. If your component rules make it more difficult to craft a magic item than it is to buy it or commission it, then the player ...


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You could borrow from an earlier edition of D&D. In AD&D 2e, to make magic items you had to first get the recipe, which was quite difficult (searching ancient tombs, tracking down a sage and convincing them to answer your questions) or you could research it if you were a Wizard or Priest. Then you'd have to find the materials, and then go through a ...


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I would suggest trying the "Legendary Material" Variant that I created for my tables. It's simple, but need some criativity from part of the master and the players. It is a 3-step process, and it goes like this: Step 1: Research The players research a library, buy a scroll from a wanderer, found the schematichs in a stash. Somehow, they are handled a ...


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Personally I'd remove the advancement every 4 levels and automatically give them 20 points each level to assign to one stat of their choice. You can give them those 20 points retroactively so they won't feel cheated, in fact they will see an immediate gain so feel like you are being generous. I suggest 20 points (rather than 25) since you said you don't ...


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If the players like the rule, there are two things which occur to me in this specific case: Allow players to roll 2d10, six times, then allocate them to preferred stats. That will lead to faster progression on stats that each player wants first, whilst keeping most elements of the rule. There is one minor mechanical problem - PCs with 18/xx strength will ...


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Firstly, don't your characters have at will attacks which do something besides damage? Is your entire partly comprised of slayers and Rangers? Leaders, Controllers and many defenders get add ons to their at-wills. Even many strikers who mostly do hp damage require specific setups for that damage, which makes their attacks more complicated than "I hit for ...


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Abstractions Before you tweak the combat system, make sure you understand how its abstraction works. A single attack roll is not necessarily a single swipe of a character's sword. Rather, it represents your character trying hard to kill his opponent for the round. It could be a single slash, or it could be a lengthy clash of steel-on-steel coupled with ...


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The possibility of unpredictable, improvised consequences is actually something D&D 4e was designed to eliminate, so it's hard to implement on purpose. And not just hard—it's potentially game-breaking as well, because 4e can only afford to be so tightly balanced because it assumes that the rules work a very certain way. Adding "well, you could ...


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There's an excellent look at how to do this in Dark Star, a space-fighter-pilot based setting in the March issue of Magpie Games' Fate Codex. Here's a summary of the rules: Starships are extras, using the Fate fractal to treat each as a character. Ships have their own skill list, representing systems and their operators (Engine, Sensors, Weapons, etc.) ...


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Have you considered re-designing that rule so that it does what you intended? If you wanted them to gain a point of everything every 10 levels on average, you could play with the random number generator so that that's what they get (10+2d10, for example), or reduce the randomness of the amount they get to add. (10+1d10) If you just think it was a bad ...


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Give them something better. If you're removing the rule because it's not worth it, why not just replace it with something that is worth it? That way they won't feel cheated. Like, every two levels, pick an ability score. Roll 3d6, and if it's higher than your current score, it goes up by one. Lets you improve your crappy scores, but prevents you from ...


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How do I tell the players "This house rule sucks and we shouldn't do it anymore?" That's exactly how you do it! Say, "This house rule sucks and I think we shouldn't do it anymore." If they object, well... then they don't mind the paperwork. If they agree, then you don't have a problem. Either way they don't feel cheated, because they're part of ...


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I haven't found anything I truly liked along those lines, but Fate Core does have the tools to build an air/space craft fighting system when you focus on what a system is trying to show. Especially in the references you've given, space combat piloting is about trying to maneuver yourself and your opponent so they're in the right place for you to bring your ...


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Fate Worlds: Kriegszeppelin Valkyrie You might find what you want in Fate Worlds Vol.1, specifically "Kriegszeppelin Valkyrie" (KV). It is a mod/campaign where PCs are WWI pilots. Their planes are stationed on a giant flying aircraft carrier, the eponym Kriegszeppelin Valkyrie. Change "planes" to fighters and "flying aircraft carrier" to "capital ship", and ...


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Try Starblazer Adventures. That and Legends of Angelterre for fantasy have more mechanical detail for their respective genres while still being Fate derived games. On page 286, Fate Core states that Vehicles are given character sheets and their options are fleshed out like any other character. Starblazer Adventures gives not only worked examples of ...



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