- Worked out my setting's vampires, mixing and matching aspects of Pathfinder's moroi, nosferatu, jiang shi, vetalas, and psychic vampires. One thing it did was make me realize how much of an advantage the "template" system is, for making things like vampires. You just create a normal character and then apply the template; it was like falling off a log.
- Decided my setting does not include the Harrow deck, as such, though it probably can use the various associated class-archetypes. Tarot, see, is simply not a mystical thing; it's a version of bridge. You can use that for divination, as you can use lots, animal entrails, the flight of birds, or tea leaves, but there's nothing inherently supernatural about any of those things.
The version in my setting will still have each card represented as a combination of an ability score and an alignment, but not named like in the Harrow; basically the abilities are the suits and the alignments are the pip-value, from 1 to 9 (with lawful good as highest and chaotic evil as lowest). The game itself, though, is more like some of the games played with hanafuda.
Soldiers in my setting keep dice and cards among their lucky charms, because getting bored is a jinx, for soldiers: they start wishing something would happen.
- It kinda weird to anyone else that it took till Pathfinder, three reworks into the d20 Fantasy rules, and indeed six years into its run (June 2015, after the debut of the Core Rulebook in August 2009) with the release of Occult Adventures, for there to be definitive rules for possession, despite there being the concept of "being possessed" within the game back to the beginning? They also released a new spell to govern the process, just called possession, replacig the clunky legacy spell magic jar.
- Decided how my elves' bows work: they're two long leaves from their sacred tree, with the fascicle sheath (the thing that holds pine needles together) as the riser. You bend them back opposite their usual direction, to string the bow. One thing this means is that the bow can be stored more easily, since when unstrung it's only half as long, a bit shorter than a longsword.
If it were just a single bow, you can just have a bowcase built into your quiver—a 6 foot bow would be 3 feet folded up, and the average elf in my setting is also 6 feet, and thus has a draw-length (which is roughly the same as the length of an arrow, minus its head) of about 29 inches. But their bows are really two bows, four leaves, one pair half as long, so it might have to be carried slung over the back like a rifle—except they disconnect the fascicle-sheaths of the two bows, and fold them together, so it fits in the bowcase. (Might call it a four-leaf bow, in fact.)
Incidentally, a "reflex" composite bow turns into a weird hoop about a foot in diameter, when unstrung.
- In Pathfinder, a Colossal dragon's claws each do 4d6 points of damage, or the same as the damage dealt by a Large boulder falling at least 30 feet.
A Large object is 8–16 feet in at least one dimension; assuming a roughly spherical boulder, we get a volume of 268 cubic feet, for the 8 foot one. Given the density of feldspar, the most common rock, 2.56 grams per cubic centimeter, that results in a mass of 19,434 kilograms. After a 30-foot fall, that's a kinetic energy of 1,741,468.91 joules—and thanks to the 30 feet thing (joules are newton-meters), we can change that conveniently to a force of 190,449.36 newtons, or 42,814.72 pounds force.
The dragon's bite does 4d8, which results in an average damage two-sevenths higher than that of the claw (not counting the fact the bite gets half-again the Strength bonus and the claw only gets the full one), for a bite force of 55,047.50 pounds—compared to the T. rex's bite force of 12,000 to 14,000 and the Megalodon's of 24,400 to 41,000.
- I gotta say, the central conceit of the Pathfinder core setting is kinda neat. Namely, the "Age of Lost Omens" where, after Aroden failed to return to lead humanity to a golden age (having vanished somehow), no more major prophecies have come true in the ensuing 113 years. That's a really cool idea.
- In my own setting I'm averse to the concept, inherited from Hesiod by way of Augustine, that you can divide history into "Ages"; while the inhabitants of my setting do speak of "ages", they use a Romance-language definition, equivalent to "century" in English (or some other big, regular-sized chunk of time; my elves' "ages" are 1728 years, the dozenal equivalent of a millennium).
The closest I get is that the various cultures base their dating systems on events like the (main) humans covenanting with the animal-gods or the elves and dwarves coming to the planet from the moons, or (in the case of the thalassocratic Valyrians and hydrocratic Púkel-men) the founding of their empires.
The two human empires also describe eras in terms of their dynasties, which are numbered, but also often referred to by their capital, among the thalassocratic Valyrians, and ruling clan, among the hydrocratic Púkel-men.
- I have eight human cultures in my main setting. There's the urban, settled rural, and nomadic branches of the main protagonist culture(-complex), whose languages are based on Adûnaic, and then the nomadic seagoing descendants of the thalassocratic Valyrians, the halflings (a branch of the thalassocratic Valyrians engineered to be small, as a sort of "toy"-breed novelty), and then the successor-states to the thalassocratic Valyria, one aquatic (as gillmen), one subterranean (as dark folk), and one ruled by dhampirs, tieflings, and what D&D proper calls genasi.
There are actually multiple offshoots of each—nineteen nations of the urban main culture, eleven of the settled rural, and seven of the nomadic, plus four of the halflings. A lot of those have their own dialects (though you also get things like Austria and Bavaria sharing one group of dialects), but for simplicity I treat each major group as only speaking one. I also have a dialect for each of the three successor-states of the thalassocratic Valyrian empire, each of which modifies its grammar in certain ways. It just now occurred to me to have the sea-nomad descendants of the thalassocratic Valyrians have 81 clans or tribes, say one for each Craft, Perform, and Profession subskill listed in the Core Rulebook, like how Romanian Roma (Gypsy) subgroups are named according to their traditional profession.
I really need to come up with cultures for the other continent. Maybe I'll divide the nomadic "barbarians" into a couple different groups, and perform some sound-changes on their language. Hmm. Maybe also a single big division in the hydrocratic Púkel-men culture, analogous to something like Northern and Southern Chinese? Maybe a tripartite one, there are a lot of those, too.
Playing with Fantasy XXV
More Pathfinder thoughts.