Page 1714 in Little Garden
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By the same author as Grand Line 3.5

Red Regent

16th Mar 2022, 2:31 AM
"Symbol of Persuasion"

Symbol of Persuasion has a 10-minute casting time and costs 5,000 GP in material components. Putting one in an open field would be a bit silly...

Unless one's able to use it as a spell-like or supernatural ability, in which case they'd bypass those restrictions. Such a caster, if particularly wanton, might end up with quite an absurd quantity of these symbols at their disposal; they're permanent until triggered, after all.

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16th Mar 2022, 11:02 AM
"“10 minute casting time”"

Dollars to donuts, “she has a feat for that.”

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16th Mar 2022, 5:38 PM

She managed to cast create food and water in one turn too, right? I bet she does have something that drastically improves her casting speed.

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16th Mar 2022, 1:21 PM

A simple way to balance that would be having a limited number that can be active at any point, instead of simply handing out x/day. Though 3.5 does seem more likely to lean more towards whatever is most exploitable.

Also, though Cory made the assumption it's a Symbol of Persuasion, this seems more like Suggestion (that stretches the 'reasonableness' requirement) that has a breakable physical medium. Though obviously it's all something similar to fit an anime that has nothing to do with D&D to the comic.

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17th Mar 2022, 7:27 AM

I basically (having gotten sick of the constant rule switching and actually having liked 4e rules) made my own homebrew system based on 3.5e/4e/console game (mostly a mashup of BotW and Bravely Default)/religious book (mostly Taoism). Don't ask. Anyway, everything was based on half levels (by that, mean you'd need two levels to learn a new skill, attack point, etc because that is totally what "half" means). So for devil fruit powers at level 20, 10/day seemed reasonable. It was only later that I realized between a difference in what sounded great on paper and what actually worked was huge.

Also, nobody would play it with me cuz I kept updating the rules. In particular, I was trying to make the system more like Turn Based/ATB blocks than loose initative, with more potential for interrupts and dodging, but never figured out when you do/don't get opportunity to block stuff. The last player got fed up when he figured that guarding was enough to block flying glass shards, and I was working out the mechanics of whether he could even act (despite saying he wanted to keep his guard up, which he interpreted to mean a prepared attack, but he had phrased as "guarding" as in interposing oneself to block an attack for another, and then he kinda moved, attacked, and still wanted to hold defensive position, even though he'd used a move action and a standard action, I think my rule for interrupts was kinda that you could do it, but there were a certain number of turn points set aside, and interrupts used points. Also, I forbade contradictory actions like blocking for someone in position A, moving to position B, and expecting to block anything. Especially with a tower shield, which I think he was holding (btw, shield deflection or parrying deflection was a percent roll)).

The game's called New Gaia, and is published on Amazon if you're interested. (type in B08995JRGG or you'll never find it). That is, if you're fine with possibly having different sets of rules than the ppl you play with depending on whether or not I updated that week.
It didn't work for us, but maybe you can figure out some house rules. I'd love to see someone come up with a working system from the constant tweaked mess.

I think there was a Sigil cantrip/encounter ability (the way I worked things, all encounter abilities were on the same list as cantrips, awarded by class and race, so your class could have Sigil as one or the other; cantrips typically don't increase in power or range, while encounter abilities increase in stats that have an upward triangle, so if I say 1(upward triangle) arrow of light fired at an enemt that means later you get two or three or whatever). But I honestly would need to check the rules to see what Sigil does again.

None of my spells had material components, so that would make something that cost money and time a ritual. Unless he doesn't get a Will Save, that's an extremely underpowered ritual (most of my rituals were like, "Okay that sorcerer affected an entire town with a plague").

...I digress. And digress more, I guess. The point being, I probably would have given her level/day or half level/day uses of this (I also had the 4e style cantrips, encounter abilities, and daily abilities as well as rituals and 3.5e/console spells (some classes had mana points, much like the SNES era Final Fantasy games)).

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17th Mar 2022, 4:42 PM

I think Hackmaster actually uses a system similar to what you are talking about. Each action takes time to wind up and you have to declare them in advance. If you switch actions you get a penalty of some sort. I've never really played with the system though to be honest.

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19th Mar 2022, 1:31 AM

It was actually more insane probably.

I legit had the "ATB bar" using stopwatches or hourglass, if you played with this house rule.

As for normal turns, it was based on points but I kept getting confused. I think I finally decided that:
Minor Actions -1 point (up to 3)
Standard - 1.25 point (up to 1)
Move - 1.25 point (up to 1)
Double - 2.5 point (up to 1) typically either you run or you kinda
Interrupt - 0.5 point I think
Reaction - 0 (unlike the interrupt, it's passive I think)
Free Action (0), Full (3, allowing interrupts), Combined (2.5, something like a charge attack), etc...

You can use a minor action (of the other type), either making a minor step before/after a double attack (New Gaia is really into DPS), or running then making only a single attack (ignores stuff like extra attacks or flurry of blows).

I had to actually set a hard cap on attacks to about 11. I think you manage that by jamming a bunch of arrows into a bow or something of the sort. Then there was modern and future weapons, like chainsaw or gatling gun, which do steady damage even during other turns.

You could also technically use actions up to short rest (a round is about 6 minutes here) but you have to basically guard that character for 10 rounds.I guess that would either involve some strong creature with freakish hp or an army of undead. This means you can basically craft an item, perform certain rituals, or cook a meal while a battle was going on. I got the idea from anime, between Lina Inverse pulling out huge spels and Naruto doing sage meditation. Speaking of huge spell rituals, I had stuff like certain cosmic events (like the stars being right) aiding the ritual or having a coven of up to twelve people (I think the thirteenth screwed it up somehow).

When is designing the game, "Is it cool? Add it! Ummm does it make any sense? Who cares! Add it!"

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Crazy Lou

19th Mar 2022, 3:12 AM

I love your enthusiasm (if you want to call it that). I'm honestly curious about the system but I wish there was a PDF on offer instead of a full 300+ page book.

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16th Mar 2022, 4:28 PM

Suggestion spell Story time!!

I once GM'ed a Pathfinder quest where, unbeknownst to the PCs, the dungeon's boss was a decrepit lich (AKA, has lost many caster levels due to dormancy, but still exists as a cunning undead mage with a philactery), and he had been observing them. And learning.

The group boasted a barbarian optimized for a TON of damage, sometimes even one-shotting bosses. I didn't mind too much, because the player enjoyed it a lot, but he still was the main source of danger for our lich.

During the dungeon crawl, the PCs activated an event that causes the leach to teleport up and engage them in combat early, retreating back to the boss room if brought below a certain HP threshold. For some reason (see the barbarian, above), I figured he'd only have a single round to act.

As per the plan, he showed up, cast a single spell on the Barbarian who failed his Will save, and then retreated and used ALL his possible healing to get back up to full HP. Curiously, the spell had no visible effect on the barbarian...

Fast forward to an hour in-game, when the party erupt in the boss' room. Then, the lich tells the Barbarian to prove he's the strongest by defeating the party's tank (a Fighter), and he obeys.

That was because of the wording of Pathfinder's version of Suggestion, which lasts up to an hour per level. It says the caster suggests a course of activity to the target, but doesn't give a timing to give the order. You'd usually infer that you make your suggestion during, or right after the spell's incantation, but it not at all stated either way, letting the lich sit on his unspent Suggestion until the right moment.

I guess some might consider this interpretation is stretching it a little, but I'd allow it for a player too. It makes the spell more flexible and opens up a lot of opening Rp opportunities if you can make Suggestions without casting a loud and visible incantation 5 seconds prior.

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17th Mar 2022, 7:35 AM

I thought lich template could basically revive as long as they had a phylactery. I feel like you could have said that this one had a feat that allowed him to revive quicker, and just keep the barbarian busy while the rest of the party searches for the phylactery (I don't accept the "don't split the party" rule). That or have him die, then come back to sorta chase the party around.

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17th Mar 2022, 7:38 AM

Sorry, I commented before finishing reading. But yeah that's a long window of suggestion. Early fight, retreat, resting up, effect is still active.

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