You are either not logged in or not registered with our community. Click here to register.
 
December 07, 2016, 10:38:47 AM

Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length

Click here if you are having problems.
Default Wide Screen Beige Lilac Rainbow Black & Blue October Send us your theme!

Hark!  The Herald!
Holiday Issue 2016

Wiki Blogs Dicebot

Author Topic: Game of Thrones with DnD 3.5/Pathfinder flair?  (Read 894 times)

0 Members and 1 Guest are viewing this topic.

Offline Zaer DarkwailTopic starter

Game of Thrones with DnD 3.5/Pathfinder flair?
« on: July 05, 2014, 08:58:14 AM »
Now, I have watched all 4 seasons of GoT but haven't read the books but I know GoT sounds very wonderfully detailed with history and lore, but what interests at most is interaction and intrigue between the characters while conflict surrounds on who sits on most uncomfortable chairs in existence :P.

I tried to run GoT setting as it was with by pathfinder rules but it did not quite work out as intended. So I am pondering a alternative approach; take inspiration from GoT to create setting similar but different from the GoT series.

In short I am speaking of DnD universe which has thematics from GoT but so that it's not low magic setting; meaning there are traditional representatives of four pillars; Fighter, Cleric, Rogue and Wizard/Mage equal standing.

Ancient Valyria may had been kingdom of high magic (a place where everyone had access to magic items like in Eberron) but then it descended but magic never disappeared albeit it's more rarer than during it's high peak. Dragons are literally source of all magic and thus when dragons fly in skies their very existence works as means to increase magic in the world.

But even without dragons there are clerics and sorcerers around, but not as much when compared to when there are dragons around (like, now there is 1/10 magic users compared to population but presence of dragons moves it up to 4/10 where in Valyria it was 8-9/10). Because of low sum of magic the folks have learned to live without 'magical miracles' in their daily lives. But compared to GoT canon, the magic would not be 'unknown' nor counted as 'no longer exist' but more as 'you be very lucky if you got a spellcaster in the keep' as a noble. So thus there is high value for genuine spellcasters and one reason why this DnD variant Draenarys stayed so long in power because they purposefully did inbreeding to keep their sorcerous bloodline alive and virile. So thus Maesters would present the non-magical scholars who found non-magical solutions to solutions which were once solved by magic (during Valyria there was no need for maesters as magic solved everything).

So because of low magic the magic items are also rare but not so hard to find compared to GoT, any spellcaster who takes item creation feats are guaranteed to become highly wanted and on demand and they could demand double of the standard DnD price on their goods (so to get +1 sword it costs 4,000gp and cold iron one a 8,000gp). So magic items and trinkets would be more common among nobility and great houses in Westeros than with any layman personnel. So in DnD variant of Lannisters would have most 'bling' in family in form of magical arms and weapons thanks their immense wealth and they may have monopolized magic item trade partly.

But as part of the game what I am thinking I wonder would this idea appeal to most players; that they build the great houses (design them but not lead them as I generate their elders NPC's based on their ideas, players would play heirs or younger members of the house or house retainers). Or would it be better I build all great houses based on GoT inspirations but make them more DnD alike (example Starks could be family of half-orcs living in north).

Offline Zaer DarkwailTopic starter

Re: Game of Thrones with DnD 3.5/Pathfinder flair?
« Reply #1 on: July 10, 2014, 09:14:53 PM »
From views I can tell more than I have peeked in :P. Give comments, ideas, suggestions or just say 'I would join if it opens up in player's wanted'. Knowing if there is high interest would encourage open this sort game sooner.

Offline Thufir Hawat

Re: Game of Thrones with DnD 3.5/Pathfinder flair?
« Reply #2 on: July 11, 2014, 05:07:02 PM »
Well, I've been reading Game of Thrones long before it became cool to do so. I was holding back in order not to write a post about square pegs and round holes, but if you insist, here's my opinion.

First comment, magic item trade screams NOT Game of Thrones to me, magic item creation feats are next in the line, and I don't even want to think what kind of pruning you should do to the spell lists before they couldn't break the setting.
Seriously, we can adapt systems to do other settings. They just have to be reasonably universal systems. PF is focused on D&D fantasy, and could possibly do some linked genres, but no guarantees.
If we're trying to adapt the setting to the system, it's good to know the core precepts of the setting. And it's good to keep asking yourself, at what point does it stop being the same setting and becomes a bait-and-switch? Because IMO, you're past this point already.

A typical element of the setting is that an ancestral Valyrian steel blade is something that poor nobody nobles refuse to trade away to the Lanisters. And now it's got a price tag - why? Because you want to play it with Pathfinder?

I'm not even going to touch at what havoc clerical magic is going to deal to the themes of the setting. Suffice it to say that in your setting Drogo lives. Oh, and the dragons don't hatch because of this, and a lot of fans are happier ;D! Well, except the ones that wanted to play in a Westeros-like setting.

Seriously, magic in Westeros is a plot device. You can't produce it until the dragons return, or until the Winter comes, or both. Whatever parts of it work, work by rote, and mostly because of alchemy and still-remaining artefacts. And no, you can't produce artefacts, and they do one specific simple thing - like liquid fire, or being a peerless blade. You take them as granted, work with or around them, and that's it. The setting is what it is because of the low magic!

Second comment, and here's the positive part. A system that's not going to fight you all the way through exists, or rather, several exist. Two of them just happen to be called Pendragon and Runequest 6 (with magic systems simply not being used), not to mention A Song of Ice and Fire RPG itself >:)! Personally, I'd rather use Pendragon, but either one would work.

Hope that gives you some food for thought!
« Last Edit: July 11, 2014, 05:52:34 PM by Thufir Hawat »

Offline Zaer DarkwailTopic starter

Re: Game of Thrones with DnD 3.5/Pathfinder flair?
« Reply #3 on: July 12, 2014, 02:08:15 AM »
Very good points there Thufir, now my comments;

I earlier tried to run a Game of Thrones game here on E with no magic classes allowed, but still people wanted play 'red priests' or other 'mystics' and such I became bit lenient on it with terms that they gain no spells till dragons hatch and that upset some players to leave (overall disaster).

Overall it felt very cluttery and clumsy and I do not have money nor time focus on studying and learning other systems, so it must be in frames of 3.5 or pathfinder.

However the main deal is that the game is GoT inspired, not a GoT game.

In short I speak a low magic (but fantasy themed still) DnD game which has some inspirations and themes from GoT implanted on it. Things would have different names, the great houses would have different names and themes to them (no Lannisters but in their place could be a noble family renown for calvary units as they ride on atop lions onto battlefield).

It could be ruled that there are spellcasters (few in number mind you) which none know how to make magic items (and thus no wizards). All magic is spontaneous (sorcerers and favored souls, no clerics or wizards). So finding a caster who knows how to cast remove/cure poison (or curses or what not) is matter of luck and extreme effort.

Not to mention compared normal setting you do not 'chose' to be spellcaster; you most be literally born into said role (meaning you cannot multiclass into it after 1st level). Not to mention rarity itself (in metropolis it's considered lucky to have single spellcaster who is able cast 2th level spells). A birth of spellcaster to great houses is considered as rare boon (but also life of polite imprisonment as your considered as major asset in the house and if commoner acquired this gift it's instant promotion to nobility).

So overall it's not GoT game but more a unique setting which has similarities to GoT is what I am saying :P

Offline Kolbrandr

Re: Game of Thrones with DnD 3.5/Pathfinder flair?
« Reply #4 on: July 12, 2014, 03:07:47 PM »
You could always wait and hope that chronicle of sorcery from green ronin eventually hits, which promises to expand the SIFRP system with low magic-y options suitable for that kind of world.

Offline Zaer DarkwailTopic starter

Re: Game of Thrones with DnD 3.5/Pathfinder flair?
« Reply #5 on: July 12, 2014, 03:11:02 PM »
You could always wait and hope that chronicle of sorcery from green ronin eventually hits, which promises to expand the SIFRP system with low magic-y options suitable for that kind of world.

Yeah but as said; no time nor money to learn new system. So would need shuffle it with 3.5 DnD or Pathfinder and 3.5 there was rules and suggestions how run low magic setting.

Offline Thufir Hawat

Re: Game of Thrones with DnD 3.5/Pathfinder flair?
« Reply #6 on: July 14, 2014, 03:01:12 AM »
Yeah, I get what you wanted to do. My point is you need very serious houseruling and reskinning, or the system will destroy the inspiration source.
I'm going to write you a set of houserules, but that will take a while.

Offline Zaer DarkwailTopic starter

Re: Game of Thrones with DnD 3.5/Pathfinder flair?
« Reply #7 on: July 14, 2014, 03:06:36 AM »
Ok, can wait.

Offline HairyHeretic

  • Lei varai barbu - The true bearded one
  • Knight
  • Addict
  • *
  • Join Date: Dec 2006
  • Location: Ireland
  • Gender: Male
  • And the Scorpion said "Little frog .. I can swim."
  • My Role Play Preferences
  • View My Rolls
  • Referrals: 1
Re: Game of Thrones with DnD 3.5/Pathfinder flair?
« Reply #8 on: July 14, 2014, 12:51:17 PM »
There was a D&D expansion years ago called Birthright which might suit your needs.

http://en.wikipedia.org/wiki/Birthright_%28campaign_setting%29

It plays at a pretty high level though.

If I wanted to do a GoT system, I might actually use the mechanics from L5R, as to me GoT political goings on would seem hard to reflect elsewhere. I'd cut down the number of shukenja available to reflect a lower magic setting and see how that went.

Offline Thufir Hawat

Re: Game of Thrones with DnD 3.5/Pathfinder flair?
« Reply #9 on: July 15, 2014, 12:47:37 PM »
I'd bet on Pendragon doing a better job, HH. It fits the general time period better, it's set up for a dynastic game, and it includes an opportunity for death from sickness for the scions of a noble house-which all fits GoT to the letter.

Ok, can wait.
That said, how would I do it with d20-style system? Well, reskinning what isn't banned, and banning what's not reskinned is the name of the game. First off, banning.
We ban races, except humans. 'nuff said.
We ban all the PHB1 classes, except the bard. The bard gets, well, Bardic Knowledge, but he also starts getting spells 3 levels later than normal. No cantrips before that, either. Instead, they get 2 Skill points per level (8 at first) more. Because bards casting spells comes from Celtic tradition, and Celtic tradition isn't a major influence on ASoIaF.
All broad-magic classes are banned (especially wizards). There's a reason for that, and it's a simple one: specialisation to a theme (the theme usually being linked to how the powers are acquired and manifested) is common in ASoIaF. In fact, it's a defining theme of all similar settings. (Want broad, reliable magic? You're not playing anything remotely ASoIaF-like). Want your magic to be able to handle everything? Play another genre.
Oh, and spells above 3rd level? They don't exist as spells. Instead, you can potentially achieve the same effects with a ritual. Except it requires tough to get ingredients. (If you get two rituals in one session, you're making it too easy to obtain them). Blood of kings is a popular one for certain people, and it entails permanent loss of Hit Dice. This can result in death.
And of course, the spells above 6th level don't exist, period. Wishes aren't spells, they're what beggars get when there's a siege.
So, what do we get instead?
Barbarian remains as a strictly NPC-only class. Because it fits Tyrion's men, and for that matter, it fits The Riding Mountain.
Everyone gets one level of Sneak Attack, and one level only, with their first level. Don't get flanked.
Instead of fighters and barbarians (all the PCs should have some combat ability), we introduce Tome of Battle. No, these aren't mystical classes, they're normal swordsmen who have actually learned to use more than "I strike, I strike again" maneuvers...which is to say, normal swordsmen, period.
Crusaders and Warblades get to be knights, religious knights, dothraki, gladiators, experienced Nighht Watchmen, and so on. Swordsages are Braavosi fencers. Need I continue? Probably not.
Duskblades and Hexblades (except Hexblades with the errata!) are the noble scions with sorcerous blood. Some can get a level of Beguiler, too, if it fits (group votes on a case-by-case basis). You can't have more than one of those, nor can you have one, ever, unless you started with it (this can be waived after some PCs get to survive through life-changing experiences-if they didn't have one of those already. Training of the right kind can be a life-changing experience, and possible a life-ending one).
You can add the following as well: Dragonfire Adept (Dragon Magic), Dread Necromancer (Heroes of Horror) (NPC-only recommended), Totemist (Magic of Incarnum) and maaybe Wilder (Expanded Psionics Handbook).
(Originally Posted by Mike Mearls
The hexblade suffers a little because he came on the scene relatively early in 3.5's life. As R&D pushes the boundaries of the game, we learn that some things we thought were risky or potentially broken aren't. Other times, we learn things that look fine don't actually work in play. Armored mages fall into the first category. Them seem really powerful, but in the long run they aren't. Spells and magic items allow an unarmored mage to build great defenses. The spell mage armor is as good as medium armor, and its duration allows most mages to keep it active at all times. If you compare the hexblade to the duskblade from PH 2, you can see how the thinking has changed. If you want to boost the hexblade, I'd try the following changes:
Good Fortitude save
Curse ability usable 1 + the hexblade's Cha modifier per day
Curse ability usable as a swift action
Curse ability does not count as used if the target makes his saving throw
Ability to cast in light or medium armor and while carrying a light shield or buckler
At 6th level, the hexblade can cast one hexblade spell per day as a swift action, as long as its original casting time is a standard action or faster. He gains an additional use of this power at levels 8, 11, 14, and 18.)
Maybe, and that's a big maybe, Favoured soul.
Never more than one magic/psionics-using class per character, though. And never more than one in three characters can have a class that gives spellcasting levels. That rule is still in effect!
Of course, most enemies are going to be humans, and most of them are subject to the same restrictions. But then you know that already, I suspect.

Well, that's about it. Have fun and remember, a game is not only what is allowed, but also what isn't allowed :P!

Offline Zaer DarkwailTopic starter

Re: Game of Thrones with DnD 3.5/Pathfinder flair?
« Reply #10 on: July 15, 2014, 01:11:34 PM »
Well, instead of bard we could use Master class from dragonlance as bard (or Maester or master craftsman who knows how forge Valyrian steel, master medic etc). Bardic Knowledge could be one the knack choices for Sage path (replacing Lore knack or re-design it).

However although Tome of Battle classes are pretty nice the problem is perhaps Devoted Spirit which provides Heal of all things as 9th level maneuver. Also provide healing thorough the fight.

One method could be that those strikes provide temporal HP (and it does not stack; only largest amount rolled only applies). So it does not cure people but more rather gives them adrenaline which lasts until end of combat. Heal is exception though and considered as miracle strike. But same applies also for desert wind maneuvers which are more inspired by fire god type artists (or dragon weavers).

Also considering there are no ways increase AC much, how sounds that armors give DR like in one unearthed arcana ruling? Less AC but DR vs physical hits overall.

We could include Shadowcasters, Warlocks, Dragonfire Adepts/Dragon Shamans (Vigor aura only works in above 0 HP and up to 50% HP) and Favored Soul is a thing also (for Red Priests or other such entities). Also good calling that 3th level or above spells are rituals which need expensive and rare components to cast them (magical beasts may be common and thus give source for casters to get them or add hindrance if they nest on spot where rare material needs collected). Example to cure level drain from a vampire you may need said vampire ashes to cast Restoration (and even then find a favored soul who knows it in first place).
« Last Edit: July 15, 2014, 01:14:20 PM by Zaer Darkwail »

Offline HairyHeretic

  • Lei varai barbu - The true bearded one
  • Knight
  • Addict
  • *
  • Join Date: Dec 2006
  • Location: Ireland
  • Gender: Male
  • And the Scorpion said "Little frog .. I can swim."
  • My Role Play Preferences
  • View My Rolls
  • Referrals: 1
Re: Game of Thrones with DnD 3.5/Pathfinder flair?
« Reply #11 on: July 15, 2014, 04:05:57 PM »
I'd bet on Pendragon doing a better job, HH. It fits the general time period better, it's set up for a dynastic game, and it includes an opportunity for death from sickness for the scions of a noble house-which all fits GoT to the letter.

I've no knowledge whatsoever of Pendragon, so couldn't comment on it :) L5R would be the best fit I know from the games I am familiar with.

Offline Kolbrandr

Re: Game of Thrones with DnD 3.5/Pathfinder flair?
« Reply #12 on: July 15, 2014, 06:05:51 PM »
Guardians of Order released a modified 3.5 using Game of Thrones rpg when they still existed as a company if you're that doggedly intent on this. It was relatively decent, though it's just the one book, is out of print from a no longer existing company, and you'd thereby have to make use of the internets to find yourself such a thing.

It has no particularly pc usable rules for magic or any such thing, as it works closer at approximating the setting.

this thing: http://awoiaf.westeros.org/index.php/A_Game_of_Thrones_(game)

Several rules changes are to compensate for that the workings of d20 flat out assume you will be able to buff your capacity with magic items.
« Last Edit: July 15, 2014, 06:07:19 PM by Kolbrandr »

Offline Thufir Hawat

Re: Game of Thrones with DnD 3.5/Pathfinder flair?
« Reply #13 on: July 16, 2014, 04:35:55 AM »
Well, instead of bard we could use Master class from dragonlance as bard (or Maester or master craftsman who knows how forge Valyrian steel, master medic etc). Bardic Knowledge could be one the knack choices for Sage path (replacing Lore knack or re-design it).

However although Tome of Battle classes are pretty nice the problem is perhaps Devoted Spirit which provides Heal of all things as 9th level maneuver. Also provide healing thorough the fight.

One method could be that those strikes provide temporal HP (and it does not stack; only largest amount rolled only applies). So it does not cure people but more rather gives them adrenaline which lasts until end of combat. Heal is exception though and considered as miracle strike. But same applies also for desert wind maneuvers which are more inspired by fire god type artists (or dragon weavers).

Also considering there are no ways increase AC much, how sounds that armors give DR like in one unearthed arcana ruling? Less AC but DR vs physical hits overall.

We could include Shadowcasters, Warlocks, Dragonfire Adepts/Dragon Shamans (Vigor aura only works in above 0 HP and up to 50% HP) and Favored Soul is a thing also (for Red Priests or other such entities). Also good calling that 3th level or above spells are rituals which need expensive and rare components to cast them (magical beasts may be common and thus give source for casters to get them or add hindrance if they nest on spot where rare material needs collected). Example to cure level drain from a vampire you may need said vampire ashes to cast Restoration (and even then find a favored soul who knows it in first place).
I don't know the master class, but if you want to follow my advice, stick to Tier 3 classes and only Tier 3 classes.
Depending on how you narrate it, Heal might not be an issue. After all, despite the unfortunate name, Hit Points in D&D aren't Wound Points, like they are in GURPS. So lifting someone's spirit and allowing them to last longer is restoring HP by the definition in the SRD.
If it's still an issue to you, I'd suggest outright banning Devoted Spirit, or limiting its techaniques to Level 8 and not being able to go further unless real devotion to a deity is shown during play (in which case you should be able to get Paladin-like healing when you demonstrate combat excellence).

Guardians of Order released a modified 3.5 using Game of Thrones rpg when they still existed as a company if you're that doggedly intent on this. It was relatively decent, though it's just the one book, is out of print from a no longer existing company, and you'd thereby have to make use of the internets to find yourself such a thing.

It has no particularly pc usable rules for magic or any such thing, as it works closer at approximating the setting.

this thing: http://awoiaf.westeros.org/index.php/A_Game_of_Thrones_(game)

Several rules changes are to compensate for that the workings of d20 flat out assume you will be able to buff your capacity with magic items.
Assuming the system has decent math, this would likely be better than straight d20, indeed >:).

Offline Kolbrandr

Re: Game of Thrones with DnD 3.5/Pathfinder flair?
« Reply #14 on: July 16, 2014, 07:48:59 AM »
Oh, it's a decently rigorous d20 system variant really. Maesters, Water Dancers, Knights, raiders of various cultures, nobles, a whole ton of things from social/court influence to world appropriate combat decently expressed through various classes and prestige classes and variant rules (armor works as DR in this game for instance, ability bonuses thereby don't need to add to attack rolls as much, so they don't). House and wealth benefit mechanics, so forth and so on. Feel overall fits the notion of the world. You just basically have to download it from somewhere as the book otherwise doesn't exist (along with the company that made it)

It does have some feats and a particular prestige class ontop of them to represent some of the lower magic stuff that goes on, though they're intended for npc use largely, and they don't include, say, any of the Rh'llor jazz, more the sorts of things Mirri Maz Duur and the Warlocks of Qarth do, the people who can reforge Valyrian Steel, and several other things (you could just rule that pcs can take the feats and or prestige class, I imagine). And pc accessible stuff do include prophetic dreams and animal companions, though the book that was going to have full rules for warging/skinchanging never came out obviously (company folded and all), so there's no help at all there.

Basically a lot of things are done through feats, and the variant rules allow for buying bonus feats beyond the base allotment you get for levelling/class
« Last Edit: July 16, 2014, 08:24:10 AM by Kolbrandr »

Offline Zaer DarkwailTopic starter

Re: Game of Thrones with DnD 3.5/Pathfinder flair?
« Reply #15 on: July 16, 2014, 10:52:40 AM »
Hmmm, some ideas which I pondered on;

Valyrian Steel: It's handled so that it gives flat hardness 20 and makes weapon count to be magical and never rusting nor corroded by acid (everbright treatment basically without flash of light).

Now, determine Valyrian Steel weapon's enchantment bonus? It's equal to item's masterwork quality. Now here the earlier linked Master class becomes important. In Craftsman knack tree there are three knacks which improve quality of items you make; first one allows make items which count as three times better than regular masterwork item, then four times and then five times. To make Item of Legend (a +5 masterwork item) needs master to be 15th level char.

So, if you get hands on Valyrian steel (a rare stuff), you need highly qualified master weaponsmith forge a weapon with it. Most Valyrian Steel weapons do not hold any additional enchantments but some well researched weaponsmiths (basically masters who started as Craftsmen but took then Sage as secondary focus) could know ancient rituals which allowed add some special properties beyond the enchantment bonus (these rituals never replace enchantment bonus, they come atop it).

A components for said rituals are enchantment bonus x 4 CR to acquire (so to get +5 enchantment like vorpal you need a CR 20 challenge to get it).

As said, only Valyrian steel weapons or armor can be enchanted. No other weapons or armor made from other materials.

Magic Items: The method making them is extinct entirely. A ancient forgotten secret and every magic trinket is considered as item of wonder. But they do exist and you can find them in ancient ruins (highly dangerous ruins) or in hands of powerful ancient monsters.

WP/VP: We use Wound Points and Vitality Points. Wound Points are equal to constitution and you got vitality points same as HP. Now there are no spells in setting which can heal Wound Points but recover Vitality Points instead. If you get wound point hit, your actually injured and stage of injury depends how many WP you have lost. Around 25% is fatigued, under 50% is exhaustion and when having under 25% left your actually dying and need stabilized (and likely unconscious).

Now, all weapons crit range is at 20. However there is additional rule that when you do get nat 20 hit, the attack does wound point damage instead vitality points. However amount of damage is 2 with most weapons (instead listed damage dice). Only after target is reduced to 0 VP you can target wound points with weapon damage (and thus foe falls quickly this point). However weapons with higher crit damage like x3 and x4 get to make additional wound damage but also apply a crippling condition along with the crit, I have thought to add a 'crit table' which is used each time crit is done with x3 or greater crit dmg weapon or when you do first time wound point after reducing foe's VP to 0. Meaning you can get permanent injuries like loss of limb, eye, leg chopped off or worst case instant death via decapitation.

Along with this idea the stone dragon's 9th level maneuver instead doing 2d6 Con dmg instead is attack which does flat 2d6 wound point damage on hit and rolls once on crit table with bonus on it to get gruesome as possible result.

9th level maneuvers: There are some crazy stuff before this level (like able air walk with stance in shadow hand style), but most crazy shit comes in 9th level in most schools (100pts damage in 100'ft radius in Desert Wind among other things). You can learn these maneuvers, but instead when you use them you suffer a level drain which thus results in temporal level loss and thus unable to use maneuver again in same encounter. The level drain disappears a day later if you successfully roll fort save vs the DC of the 9th level maneuver (19 + key stat mod). Otherwise level drain is permanent.

Heals, Cures: As mentioned none cure spells heal WP but they recover VP instead (provide adrenaline surge and such). As said most magic is spontaneous and thus each caster is unique. So find a mystic dedicated on healing arts is very narrow but possible. Remove disease is 3th level spell and thus easily casted normally without components. Also cure spells do not harm undead.

But to add a 'grim' factor in, every cure spell (which heals other than VP) asks material component which is CR x 2 spell level (so remove disease needs CR 6 challenge to acquire) and nature of the component is same what it cures. Example using remove disease to cure a disease which is lethal and uncurable by herbical lore needs to kill something powerful (acquire a rare organ) which can equally kill you where as curing wound infection may need just go acquire a rare herb from dangerous forest.

Raise Dead or Resurrection does not exist at all (but animate dead yes).

Armor DR: As said before, thought use this Unearthed Arcana variant to add the fact that big heavy armor helps to deflect VP damage as it helps protect your body (and thus enables last longer in a fight). However it has no protection vs WP hits (and thus critical hit unless it's legendary armor of fortification).

Heal (Skill): Heal becomes important skill to healers as it's only skill which helps recover WP and most of all help deal with wound infections which can cause loss of limbs or rot flesh away. It's far easier to amputate a rot disease catch limb than save it (base DC to cut off successfully rotten limb is 15 where as DC 25 is needed save limb without doing so and you got only single try on this).

Approved mystic classes: Or as mentioned 'spellcasting' classes. Binder, Totemist, Warlock, Hexblade (with the update) and Shadowcaster.

Approved other classes: Or basically classes what most people can get. Martial Adepts (Crusader, Warblade, Swordsage), Master/Maestre, Wildshape variant ranger (skinchanger), non-spellcasting Ranger (complete warrior), Rogue, Noble (only great house scions only and they get Leadership and Landlord feats for free in given levels and in 15th level they can take 10 on any rolls in their class skills and in 20th they get +4 in leadership score and all followers/cohorts get +4 on will saves and +2 bonus to attack&damage rolls and are unyieldingly loyal as default)

Feats: You get feat at every odd level (1, 3, 5, 7 etc) instead every third level.

Overall setup: Point buy and starting in 3th level or so and players can play to be house scions/heirs but never as house heads.

Players get to create their noble houses and I am open to ideas for simple but also rich system for it. So far my own idea is thus; is that every house has a banner/coat of arms (players can google one or create one for themselves) and they get choose one major advantage and two minor advantages for given house. Major advantage is something unique to that house only while minor advantages can be shared with other houses.

So example Lannisters unique major advantage could be 'Wealth' and it can be translated in game terms that any house scion/heirs start with triple amount starting gold. Besides house being wealthy and rich overall.

However no house is perfect so every house also pics single major flaw. You can forsake major flaw by forsaking a major advantage. Lannister's major flaw is 'Debt to Iron Bank' which thus explains that they in past had immense wealth but now are also neck deep in debt. This can be public or secret disadvantage.

One minor advantage to Lannisters is that 'heir is married to the king' (meaning Cersei) and thus their house lineage is connected to royalty. Another minor advantage could be 'fearsome champions' (meaning the Mountain, Hound).

Then final part is 'good and bad' reputation. You can have many as you like, but every one good reputation (like Lannister's always keeping their word) you get two bad reputations (Cersei's incest and child killing for Robert). You get +1 charisma bonus or penalty to your rolls where any parts of reputation are in used somehow. Some cases you can turn negative reputation to advantage (like with intimidate or bluff but never on diplomacy).