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| JoAT02-24-04, 06:31 AM | Well, this is my play list, so far: *Indicates house rule, either in the book, or of my own. Races: Bloodlines Racial Paragon Classes *No Subraces Classes: Totem Barbarian Cloistered Cleric Monk Fighting Styles Paladin Variants Urban Ranger Specialist Wizard Variants Favored Environment Whirling Fury Aspect of Nature Shadowfoot's Swashbuckler (http://boards1.wizards.com/showthread.php?s=&threadid=126263) Hexblade *Extra Skill based classes (Not completed, or even started yet, but something along the line of: Noble, Wanderer and Artificer) Gestalt Classes Building Characters Complex Skill checks Character Traits (Customize the character, but less abuseable than flaws, yay!) Spelltouched feats Weapon groups (Note: Because of the extra variant classes, here's the grouping I'll be using: Cloistered Cleric: Basic plus one. Hexblade: Basic plus three. Swashbuckler: Basic Plus three.) Craft Points (Note: Somewhat diffrent approach than taken in UA - I'll expand on this later) *Bonus Starting Feats: You can never have enough feats. So, I hand out a couple extra at character creation, to help simulate the background element of the characters. These feats can only be spent in two categories - Background feats, which are specific to race or region. Or talents, which are a small group of feats that tend to say '1st level only'. Adventuring Defense Bonus: Altered somewhat - Here're the progressions that I use. Defense progressions Good Medium Poor +1 +1 +0 +2 +2 +1 +2 +2 +1 +3 +3 +1 +3 +3 +2 +4 +3 +2 +4 +4 +2 +5 +4 +3 +5 +5 +3 +6 +5 +3 +6 +5 +4 +7 +6 +4 +7 +6 +4 +8 +6 +5 +8 +7 +5 +9 +7 +5 +9 +8 +6 +10 +8 +6 +10 +8 +6 +11 +9 +7 Good progression goes to classes with both a good reflex save and either an evasion or Uncanny dodge type ability. Classes with Good progression: Monk, Ranger, Rogue, Swashbuckler. Medium progression to classes with either a good reflex save or an evasion or uncanny dodge type ability. Classes with Medium progression: Barbarian, Bard. I'm thinking that I should put Hexblade in this group - it just seems to fit the flavor. Poor progression goes to classes with neither. Classes with Poor progression: Cleric, Cloistered Cleric Druid, Fighter, Paladin, Sorcerer, Wizard. Armor as Damage Reduction Armor Damage Conversion (Note: This does stack with Armor as damage reduction. However, it uses the new AC bonus, effectively halving the conversion number - also, see notes below on how all of these defense variants interact) Reserve points (Note: Reserve points become a class ability of the fighter. Rather than the full = HP reserve presented in UA, I'm thinking that Reserve points are equal to the Fighter's Con Modifier, plus 2, for each level.) Action Points (Note: I'm imposing the 'level limit' I've seen mentioned in some Eberron related stuff.) Magic Metamagic Components Recharge Magic (Note: There are also some special notes and perhaps house rules for this variant...) *Recharge Magic Items Legendary Weapons Item Familiars Incantations *Quest items (Notes: Basically, Quest magic items are a variant way of creating magic items. Instead of plopping down gold an experience, characters must find rare components that are related to the item that they're trying to create. This does not need to happen all the time, however - if a particular item is fairly common (such as potions and scrolls), there may be places that sell the ingredients. This is designed to work with Craft points 'Burned Magic' Variant, so that, while making magic isn't going to be as easy as normal, it is going to have less overall 'cost'.) Campaigns Taint Sanity Test-based Prerequisites (Note: PrC dependant.) DMG and other Variants *Take the progression, not the number (Notes: Kinda a weird name, but basically, a good rule. This rule was originally proposed for a game that had some serious multiclassing issues - everyone had excellent saves, but BAB was often in the crapper. So, it was proposed thusly: A character always takes the progression path that his class indicates, rather than the number in the table. Thus, a rogue always levels in the Average BAB table, the Good Reflex save and Poor Fort and Will. When he multiclasses into Monk (or something similar), instead of looking at the level 1 monk's BAB, he checks out how many levels he has in classes with the average BAB, and uses that number - to be somewhat more clear, a Monk 1/Cleric 1/Rogue 1/Bard 1 has 4 levels in classes with an average BAB - rather than an attack bonus of +0 (the starting bonus of all of those), he has a BAB of +3 - four levels up the Average BAB progression. Saves work the same way. Rather than adding the +2, +2, +2 for having three good Reflex saves, the character has a +3 - the result of having three levels of Good Progression.) Striking the Cover Automatic Hits and Misses (or, rather, lack thereof) Skills with Diffrent abilities. Power Components Summoning Individual Monsters Slower Experience (Notes: Experience is likely to be going down to 1/4) What Disabling a Device Means Upkeep New Magic Items Separate Ability Loss *Automatic Eschew Material Components. (Notes: All spellcasters are considered to have the Eschew Material Components feat.) [size = 1] Craft Points Notes: Burned Magic Variant Here, I'm not entirely certain where to begin. When I first heard about this option, I thought that it was going to be something like leveling up, and all of a sudden, you've got some magical stuff that you've been working on. I wasn't even thinking in terms of masterwork items and the like, but just, pure magic. So, I thought for a while, and rather quickly came up with a justification for it - something I call 'Burned Magic', and it works something like this: Over the course of a wielder of magic's life, magic ebbs and flows within their blood, and from time to time, it peaks, coming so strongly that it has to be let out, released. Normally, it's released into items, burning the magic into their very structure, changing them, and allowing them to replicate some of the magical effects known by the users of magic. That would be the flavor text... or something like that, anyways. Mechanically, what would happen is that, upon gaining a new level, a spellcaster is given their craft points (2-5 times the normal amount, perhaps), which they can immediately spend in order to enchant an item, not requiring the gold or experience normally associated with such, or perhaps some create some other effects, though they could only use the spells currently memorized in order to do so. The spellcasters would of course, be able to sense when this is happening, and prepare before-hand. I know, it's not very coherent, or well thought out, which is why this one is, at the moment, something I'm merely toying with. It's also designated specifically for use in games where crafting magic items is normally hard - I'm not too interested in giving out free magic items, but I am interested in making crafting an option - a more 'flavorful' option, I suppose, in games which rule that most magic items require rare components. I'd appreciate any help or comments on the matter. Armor and Class Defense bonus notes: Additional Class abilities: Armor compatibility(EX): This ability allows a character to utilize any armor worn to it's best effect, overcoming the defense bonus limit of most suits. Characters with this ability may add their Armor Compatibility number to the maximum defense bonus of any armor worn, for purposes of determining how much of their defense modifier applies. With this ability, the fighter's progression chart looks like this: Table: The Fighter Level BAB Fort Ref Will Special Defense 1st +1 +2 +0 +0 Bonus feat, Reserve +0 2nd +2 +3 +0 +0 Bonus feat +1 3rd +3 +3 +1 +1 Armor Compatibility +1 +1 4th +4 +4 +1 +1 Bonus feat +1 5th +5 +4 +1 +1 +2 6th +6 +5 +2 +2 Bonus feat +2 7th +7 +5 +2 +2 Armor Compatibility +2 +2 8th +8 +6 +2 +2 Bonus feat +3 9th +9 +6 +3 +3 +3 10th +10 +7 +3 +3 Bonus feat +3 11th +11 +7 +3 +3 Armor Compatibility +3 +4 12th +12 +8 +4 +4 Bonus feat +4 13th +13 +8 +4 +4 +4 14th +14 +9 +4 +4 Bonus feat +5 15th +15 +9 +5 +5 Armor Compatibility +4 +5 16th +16 +10 +5 +5 Bonus feat +5 17th +17 +10 +5 +5 +6 18th +18 +11 +6 +6 Bonus feat +6 19th +19 +11 +6 +6 Armor Compatibility +5 +6 20th +20 +12 +6 +6 Bonus feat +7 Armor compatibility is also added to the Paladin, starting at level 5, and going up another +1 at levels 10, 15 and 20. Hexblades gain Armor Compatibility at the same rate as a Paladin. Besides the DR/ Damage conversion rules, armor undergoes a secondary change, albeit smaller than the other two. The maximum Dexterity bonus is changed to read maximum defense bonus. Defense bonus is defined as class defense bonus + Dexterity modifier. Recharge magic notes: Vitalizing Variant Recharge magic seems to me, to be quite a powerful option - I'm probably reading it wrong, but it seems to me that it supports recharging the spell slot, although there are some mentions of spell level, instead. The problem I have with this is the fact that characters will likely still be able to get off fireball after fireball after fireball - just use a diffrent spell slot, or prepare multiple slots. So, after debating with my chief spell-caster, here's what we came up with: Vitalizing Recharge Magic: Every hour, a primary spellcaster can cast spells equal in total spell level to his caster level + con modifier. There after, he needs to make a fort save equal to 14+spell level. If he fails, he is considered fatigued. When fatigued, he can cast spell levels equal to his caster level plus his Constitution Modifier, minus the level of the highest level spell he can cast, before he needs to make another save. Failing that drops him to exhausted. Once exhausted, he can cast spell levels equal to his previous total (caster level + Con mod - highest spell level castable), minus a third of the highest spell level he can cast (round up). After that, he begins making fort saves to avoid becoming staggered. Once staggered, he can cast spells levels equal to his previous number, minus one (or, one third of the number previously subtracted, if using epic levels, and the epic level metamagic spell slots, rounded up.) If he fails this save, he is at 0 hit points and disabled. At this stage, he can still casts spells, though it's quite likely that anything he casts will push him over the edge. At this point, the spellcaster makes a fort save every time he casts a spell. If he fails, he's at -1 hit point, and dying. Note that all status effects are cumulative - an hour's rest can typically cure the first three (It takes three hours rest for all of them - one to go from Staggered to Exhausted, one to go from Exhausted to Fatigued, and one to go from Faulted to normal). The spellcasting limitations from these status conditions apply, no matter the source of the condition - it's just that spellcasting can drive them into exhaustion, or even death, too. I'm still not sure about these rules - I don't know whether they favor the spellcasting classes, or not, and I'm not too sure that I like the amount of extra record keeping that'll have to happen mid-game... But, this does seem like a fun way to do it.... And that's all, Ffolks. If anyone wants to comment, criticize, tell me where I went wrong in life, I'd be glad to hear it, especially if it happens before I actually attempt to fully implement these rules. |
| Greyman02-25-04, 02:37 AM | Originally posted by JoAT Recharge magic notes: Vitalizing Variant Recharge magic seems to me, to be quite a powerful option - I'm probably reading it wrong, but it seems to me that it supports recharging the spell slot, although there are some mentions of spell level, instead. The problem I have with this is the fact that characters will likely still be able to get off fireball after fireball after fireball - just use a diffrent spell slot, or prepare multiple slots. Yeap, you are reading it wrong. In the recharge variant the caster prepares or knows spells in slots as normal. However, the caster does not cast from slots. When you cast a spell of a certain level you cannot cast any spells of that level until the recharge time passes. In effect it is as though casters have either spells-prepared or spells-known slots, and only one spell-cast-per-recharge slot per spell-level. So, a 5th level wizard can prepare fireball in his highest spells-known slot. He can cast this spell as often as he likes in a day, but has to wait the prescribed period between casting. Because this is the highest level spell he can cast, it take the longest time to recharge. A 6th level wizard has two 3rd level spells-prepared slots available. However, after casting a fireball, he cannot cast either of these prepared spells until the prescribed time passes. Recharging means that you can cast many more spells per day, but limits the spell options per encounter. Thus it is a variant to consider if you plan to expose your party to heavily encounter-intensive days. |
| JoAT02-25-04, 04:28 AM | Yeah, but..... *goes back, reads the rules, again.......* OKay, how the helll did I miss that? Grrrrrr... Thanks, Greyman. I reall have no ideaa how I missed that... Must have willingly, mentally mis-interpreted the rules or something. I think it was some confusion over how the specific recharge spells worked in conjunction with the idea of rechargeing the spell level, rather than the spell slot. This leaves me with a couple naggin concerns about the system, though, specificly, with it and sorcerers. First off, why be a sorcerer? From the begining, I mean. I know that spells have a shorter re-set time for the sorcerer, but, on the other hand, you gain access to your next spell level just as slowly as normal - it may onyl be a level behind, but if you're only still casting at most 2 spells in succession, and the wizard can whip off three, then you may begin to feel inadiquite. Secondly, why would a sorcerer (once again) learn a spell with a specific recharge time? The wizard has the benefit of being able to switch spells in and out of his repitoire on a daily basis, and has no real problem with taking the time to learn the extra spells, but the sorcerer's selection is already limited as it is - why even attempt to learn something that goes against your strengths like that? I kinda think that the level delay would be enough to conpencate for the slow casting time, but... Oh, and thirdly, why the hell am I waking up every three hours and finding myself unable to go back to sleep? It's playing havoc with my bloody scedule, and leaving me even lesss coherent that normal! Uh.... no need to answer that, I felt that I just had to vent.... *goes off to read the spell point rules instead, deeply disapointed...* |
| Greyman02-25-04, 05:15 AM | True, if you use the Recharge magic option the sorcerer takes a huge hit. I'd suggest use the features of Battle Sorcerer but with the ordinary sorcerer's spell progression. You could also let the bards and sorcerers use the spells-per-day progression to store spells rather than spells-known. That way they have a wider selection of higher level spells. |