Friday, February 26, 2010

Magic Casting Alternative (d20 system)

This variant adds a new ability score called (magical) "Aptitude" and divorces it from traditional physical attributes.

During character creation you roll 5d10. For every 1 you roll you get a +1 modifier to a your "Aptitude" score. (Your character is considered the lowest score that would grant that ability modifier) This represents a supernatural almost "destiny" element to your character.

Skill wise "Spellcraft" and "Use Magic Device" are no longer "Int"/"Cha" but "Apt" based.





























Sorcerer Variant Class: Destined Sorcerer
Alignment: Any
Weapon & Armor Proficiency: As Sorcerer
Spells:
A Destined Sorcerer casts arcane spells drawn primarily from the sorcerer/wizard spell list presented in Chapter 10 (Pathfinder CRB). She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a Destined Sorcerer must have a Aptitude score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer’s spell is 10 + the spell level + the Destined Sorcerer’s Aptitude modifier. Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 3–14 (Note: as sorcerer). In addition, she receives bonus spells per day if she has a high Aptitude score (see Table 1–3).

A Destined Sorcerer’s selection of spells is extremely limited. A Destined Sorcerer begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new Destined Sorcerer level, she gains one or more new spells, as indicated on Table 3–15. (Unlike spells per day, the number of spells a Destined Sorcerer knows is not affected by her Aptitude score; the numbers on Table 3–15 are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of through study.

Upon reaching 4th level, and at every even-numbered Destined Sorcerer level after that (6th, 8th, and so on), a Destined Sorcerer can choose to learn a new spell in place of one she already knows. In effect, the Destined Sorcerer loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. A Destined Sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

Unlike a wizard or a cleric, a Destined Sorcerer need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.






(Chart looks the same as Sorcerer)

Special
1st Level: Touch of Destiny, Cantrips, Eschew Materials
2nd Level:
3rd Level: Aura of Destiny (+1), "Alarm" (Spell)
4th Level:
5th Level: "Blur" (Spell)
6th Level:
7th Level: Destined Feat, "Protection from Energy" (Spell), Aura of Destiny (+2)
8th Level:
9th Level: It Was Meant To Be (Once per day), "Freedom of Movement" (Spell)
10th Level:
11th Level: "Break Enchantment" (Spell), Aura of Destiny (+3)
12th Level:
13th Level: Destined Feat, "Mislead" (Spell)
14th Level:
15th Level: Coming Destiny, "Spell Turning" (Spell), Aura of Destiny (+4)
16th Level:
17th Level: "Moment of Prescience" (Spell), It Was Meant To Be (Twice a per day)
18th Level:
19th Level: Destined Feat, "Foresight" (Spell), Aura of Destiny (+5)
20th Level: Destiny Realized



Cantrips: Destined Sorcerer learn a number of cantrips, or 0-level
spells, as noted on Table 3–15 under “Spells Known.” These
spells are cast like any other spell, but they do not consume
any slots and may be used again.


Eschew Materials: A Destined Sorcerer gains Eschew Materials as
a bonus feat at 1st level.

Touch of Destiny (Sp): At 1st level, you can touch a creature
as a standard action, giving it an insight bonus on attack
rolls, skill checks, ability checks, and saving throws equal
to 1/2 your Destined Sorcerer level (minimum 1) for 1 round. You can
use this ability a number of times per day equal to 3 + your
Aptitude modifier.

Destined Feats:
Arcane Strike, Diehard, Endurance, Leadership,
Lightning Reflexes, Maximize Spell,
Skill Focus (Use Magic Device), Skill Focus (Spellcraft)

Aura of Destiny (Su): Starting at 3rd level, you gain +1 natural armor
At 7th level and every four levels thereafter, this
bonus increases by +1, to a maximum of +5 at 19th level.



Coming Destiny (Su): At 15th level, your ultimate destiny
is drawing near. Once per day, when an attack or spell
that causes damage would result in your death, you may
attempt a DC 20 Aptitude roll. If successful, you are instead
reduced to –1 hit points and are automatically stabilized.


Destiny Realized (Su): At 20th level, your moment of
destiny is at hand. Any critical threats made against
you only confirm if the second roll results in a natural
20 on the die. Any critical threats you score with a spell
are automatically confirmed. Once per day, you can
automatically succeed at one caster level check made
to overcome spell resistance. You must use this ability
before making the roll.

Monday, February 22, 2010

I was challenged to make a game based on the concept of "Growth" (evolution, ect).As soon as I heard the word “growth” I immediately thought of John Conway’s “Game of Life” model. I was always interested in his model and thought it could be used for a myriad of applications in the field. (Same thing with Fibonacci Sequence, but I'm working on applying that right now into SOMETHING) This is really a half-hearted attempt (because it was a rush job for a class) but it illustrates the point.





You play a President in the US. Each cell is a politician you are familiar with. Their location on the grid details their views. If a cell is far to the left on the x-axis, the politician is very liberal. If they are far to the right they are very conservative. The y-axis represents states right vs. governmental authority. Every 5 generations you make a decision. Certain politicians (the ones who agree with you) light up. The lit cells follow the Conway “Game of Life” formula to try to survive. If 10 (adjustable number, but reasonable percent of grid size) survive after 5 generations the bill passes.


Four or more politicians together will become unlit because they see the opinion as to much of a sure thing. (They can’t be the “hero”)
A politician who is stranded with no support will lose faith. (Become unlit)
A politician with three neighboring politicians will give birth to a new lit politician who wants to jump on the bandwagon.
A politician with two or three neighbors will stand strong and support the bill together and remain lit.


This might not be a game in its own right, but perhaps a smaller component to a much larger game (like a RTS) due to its simplicity. The player itself would not know the rules the model runs by, to make it appear “random” or “chaotic” but still retain some element of growth/detriment.