RPG Crossing Home Forums Register Site Rules & Help

RPG Crossing
Go Back   RPG Crossing > Discussions > House Rules
twitter google facebook

Notices

Reply
 
Thread Tools
  #1  
Old 06-17-2012, 10:33 PM
Artificer's Avatar
Artificer Artificer is offline
Player
 
Tools
User Statistics
Last Visit: 02-01-2013
RPXP: 0
Artificer
Posts: 65
SRD/Pathfinder Rules subset?

I am trying to choose a very small group of SRD/PATHFINDER rules. The whole idea is to choose a subset of the rules that could be used as a “simple to learn RPG”. Instead of creating a new system for casual gaming I just want to create a list of “allowed” rules. That way the core rulebook will still be used but only as a reference book. Any recommendations about the rules that should be included? If this conversation becomes popular and I get enough feedback I will try to compile the recommendations in a document for anybody to use.

After choosing the rules we could move to choosing a subset of races,classes, spells,etc.
I understand that the final system will be too simple for some people taste but I still think it could be used for casual players.

Also if this idea is a mistake please tell me why!

Guidelines:

1.All rules should be taken from Pathfinder or a DND SRD.

2.New rules should be avoided

3.The system should still be compatible with DND and Pathfinder. That way if a group of players wants to add rules they will be able to.

4.The whole system should be small so any new player could use it without dedicating a big amount of time learning the rules.

5.You don’t have to suggest a whole system just one or two rules you think that should be included. Or you can comment in favor or against rules suggested by others.

Last edited by Artificer; 06-17-2012 at 10:58 PM.
Reply With Quote
  #2  
Old 06-17-2012, 11:19 PM
ShadowcatX's Avatar
ShadowcatX ShadowcatX is offline
Great Wyrm
 
Tools
User Statistics
Last Visit: 06-19-2013
RPXP: 3836
ShadowcatX ShadowcatX ShadowcatX ShadowcatX ShadowcatX ShadowcatX ShadowcatX ShadowcatX ShadowcatX ShadowcatX ShadowcatX
Posts: 2,856
I'm not sure if you're aware but Pathfinder has a beginner's box.
__________________
Are you a Pathfinder GM? Join the team at Eternity's End
Reply With Quote
  #3  
Old 06-17-2012, 11:36 PM
Artificer's Avatar
Artificer Artificer is offline
Player
 
Tools
User Statistics
Last Visit: 02-01-2013
RPXP: 0
Artificer
Posts: 65
Quote:
Originally Posted by ShadowcatX View Post
I'm not sure if you're aware but Pathfinder has a beginner's box.
I know but the beginner's box is intended as introduction for player level 1-4. What I am trying is to create a simple system that could be used at all levels.
Reply With Quote
  #4  
Old 06-18-2012, 04:18 AM
chaosaccountant's Avatar
chaosaccountant chaosaccountant is offline
Anarchic Actuary
 
Tools
User Statistics
Last Visit: 06-14-2013
RPXP: 2744
chaosaccountant chaosaccountant chaosaccountant chaosaccountant chaosaccountant chaosaccountant chaosaccountant chaosaccountant chaosaccountant chaosaccountant chaosaccountant
Posts: 3,121
This can work really well, at low levels. But then, at low levels it's been done. At high levels, not having a whole pile of options can be a major problem; the fighter, for example, needs to be able to keep picking feats relevant to their combat style. That's hard enough in a normal game, and down-right impossible in a stripped down version.
Similarly, the wizard need enough spell options to have more versatility than the sorcerer, and there aren't that many high-level spells in the first place.
Finally, spending high-level gold on a stripped-down item list is going to result in everyone having one of two or three gear load-outs; you're necessarily going to have to drop the 'interesting' or 'niche' items in favour of +to hit, +to damage, + to AC, + to stats; otherwise everyone gets way off the curve.
My suggestion would be to take the beginners box (I haven't read it, so I don't know what's included), and add material for levels 5-8. I doubt you'll be able to create a 'stripped down' list that's effective past that level, and I wouldn't suggest a beginner start beyond there anyway.
90% of the time, you don't actually need to learn all the rules, at least as a player; you learn how your class works, how your feats (and feats you might want) work, what the spells on your spells know/spell book do, and what your combat options are. That's already a fairly short list, especially for a simple class.
__________________
For the Night is Dark and full of Terrors

Last edited by chaosaccountant; 06-18-2012 at 04:18 AM.
Reply With Quote
  #5  
Old 06-18-2012, 11:28 AM
RonarsCorruption's Avatar
RonarsCorruption RonarsCorruption is offline
Worldcrafter


 
Tools
User Statistics
Last Visit: 06-17-2013
RPXP: 14013
RonarsCorruption RonarsCorruption RonarsCorruption RonarsCorruption RonarsCorruption RonarsCorruption RonarsCorruption RonarsCorruption RonarsCorruption RonarsCorruption RonarsCorruption
Posts: 23,806
Well then, perhaps the problem is the high levels themselves, then. What if your stripped-down game only focused on things available to players up to level... 6? Or, 5, as that's a better number, but the level 6 abilities, like a second attack per round and level 3 spells. You could remove 90% of the feats and spells right off the bat as they become irrelevant.
__________________
*complains about work, money and other things.*
Great Player || Great DM || Great Guy || Published Author || Ronar's Twitter
Reply With Quote
Reply

Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off



All times are GMT -4. The time now is 11:13 PM.
Skin by Birched, making use of original art by paiute.(© 2009-2012)


RPG Crossing, Copyright ©2003 - 2013, RPG Crossing Inc; powered by vBulletin, Copyright ©2000 - 2013, Jelsoft Enterprises Ltd. Template-Modifications by TMB