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| Xeviat-DM10-26-04, 07:44 PM | Having nearly finished my class modifications (I am only left with finalizing Cleric Spirit Companion's Domain Abilities and the Sorcerer spell list), I am turning my sights on what will make my world my world; its magic system. Firstly, many "old folks" (2-3 years ago) on this board may remember my proposed Chakra system. I am still working on it. The basics are this, as characters gain levels, they gain chakra points that may be placed onto their four primary chakras (Air, Earth, Fire, and Water). These chakras resemble skills in a manner of speaking. Your ranks in these "skills" will determine your caster level for spells of each element. Yes, multiclass spellcasters will have the ability to have full character level caster level in a limited number of elements. To balance out some of my varient rules that penalize warriors more than casters (such as fatigue when HP are low, and attacks of opportunity for critical misses), I will be working on similar mechanisms for casters. Firstly, I will be using Spell Points, along with the Vitalizing Magic system. I will be modifying all of the spells in the PHB to follow a system similar to Psionics; spell numbers will be dropped and augmentations added so first level spells are still in use. It also makes the system mesh with Spell Points more so than the old slot system spells do. Additionally comes an idea that is hardly new, but non-the-less radical: Mutliple Ability-point Dependency; but not as it has been in the past. I grew tired of the fact that a good caster only "needs" to focus upon one ability score. My modification will require all casters to at least give a passing nod to each of their mental ability scores. Intelligence will govern highest level spell known; multiclass spellcasters can afford to skimp on intelligence (due to augmentations, even single classed spell casters with lower intelligences won't be entirely ruined). Wisdom will govern bonus spell points, because it is your mental health and similar to constitution in that regard. Everyone has SP, and all SP from all classes pools. Charisma governs your saving throw DC modifier; charisma represents mental power or strength, so it makes your spells more potent. So, the largest portion of this project is modifying the spells from the PHB. Someone on this board has already pointed out the issue of the Cure Wounds chain, and that is something I am seeking to adress (Currently, I think there will have to be a Lesser Cure Wounds spell which is 1st level and unaugmentable, then a Cure Wounds spell which is 2nd level and augmentable.) |
| Vanigo10-26-04, 08:39 PM | So, is this for arcane casters only, or for all casters? The first thing to do is decide exactly how you want to do it. I'd assign each spell a chakra set needed to cast it. For example, magic missile might require one air chakra, while fireball requires three fire chakras. Meanwhile, arcane sight might require any four chakras, lightning bolt could take one fire chakra and two air chakras, and darkness might need two air chakras or two earth chakras. Also, spell augmentations are limited by the number of appropriate chakras you have. You may need five air chakras to augment magic missile up to the full five missiles. Once you decide on a general approach, fill in the details. Maybe a first level caster gets two chakras which must be of different types. Every other level, you get another chakra of your choice. There's an Extra Chakra feat, but you can never have more chakras in an element than half your class level, rounding up. (Of course, you could easily double this and raise the number of chakras most spells need.) Once you're done with that, you can actually start going through the spell list. |
| Xeviat-DM10-27-04, 08:48 AM | This is for all casters. Each casting class (I have 5) draws their mana from a different source, but it is still the power of their chakras that determines how much magic they can draw in and sustain pushing out (which is why overchannel is a feat and allows you to damage yourself in order to allow yourself to spend more MP in one shot). Clerics will be hurt the least by this I think, since clerics are already advised to keep Wis and Cha high, where the other casters can afford to only keep Int, Wis, or Cha high. I am currently debating on if I want to have paraelements in addition to the primary elements. I already know how the majority of spells will be separated, but the inclusion of paraelements would create quite a bit more variety in characters. One character may equally balance out all 4 of their chakras in order to have access to all four elements and all four paraelements, and possibly void element spells which would require ranks in all 4 chakras. Another caster would maximize two (the most I think should be able to be maximized). My original intention was to grant 2 chakra points each level, x4 at first level. Caster level would be Chakra rank-3. But I'm not sure if that is more helpful or pointless to the system, I could do away with the x4 at first level. Additionally, I would like characters to gain certain changes as their chakras increase. These changes could replace the standard +1 ability score every 5 levels. The idea is that your outer appearance, abilities, and personality reflect your inner energy, your chakras. OH, and a quick definition of each of my elements, as well as spells that are tied to them: Air: The Air Chakra governs the quickness and agility of the body and mind, as well as the senses. Air spells involve movement, intuition, influence, divination, and illusion. The energy of Air is Electricity. Earth: The Earth Chakra governs the body's health, strength, growth, and sense of balance. Earth spells involve resilience of the body and mind, health, growth, the body, and its strength. The energy of Earth is Acid (if I choose to do paraelements, Acid will be Earth/Water). Fire: The Fire Chakra governs the mind's intelligence, creativity, and passion. Fire spells involve destruction and passionate emotions (such as lust, hate, and fear), as well as intelligence, inspiration, and creativity. The energy of Fire is Fire. Water: The Water Chakra governs the immune system, and higher emotional qualities (such as friendship and love). Water spells involve transformation, clensing, healing, and friendship. The energy of Water is Cold (if I choose to do paraelements, Cold will be Air/Water). Yes, I did take much inspiration from OA, as it is one of the most consise sets of information I can find on Japanese elemental magic, which is mostly what I've based my system upon. There is some influence from Celtic and Greek traditions, but I have steered clear of Chinese elements (since I don't prefer Wood and Metal being elements, but not Air). |
| Vanigo10-28-04, 08:14 PM | Spellcasters might get special abilities instead of ability increases? How are you going to deal with multiclassed spellcasters? And they'll have to be really good abilities to be remotely worth it; spellcasters have a critical need for those ability points, especially with the crippling MAD you've introduced. Under your variant, the only stat a caster doesn't absolutely, positively, have to have good is strength. Dex and Con would be okay at 12-14, but a spellcaster can't get by with less than 16 Int, Wis, and Cha. At higher levels, it's worse, since you need 19 int and as much wisdom and charisma as you can muster. You're looking at pathetic save DCs, not many spells/day, and not many casters getting 9th level spells. Letting everyone get a headband of intellect +6, periapt of wisdom +6, and cloak of charisma +6 would alleviate matters some, but they're still way behind the game. (Also, it's one ability point every 4 levels, not every 5.) Could you go over the classes? I'd like to see what you've got. |
| Xeviat-DM11-02-04, 09:03 PM | Thanks for the interest and analysis. I noted in my first post (I think) that this system would be "weakening" casters to a certain degree, and that this would be countered by other mechanics I will be using that will "weaken" non-casters. I don't think I want special abilities to go along with the chakra increases. I'm considering actually having each chakra increase a certain ability score. The only issue is that there are 4 chakras and 6 ability scores. Yes, some amount of stat enhancing items will be neccessary. Warriors often want to get Str and Con enhancing items anyway, and warriors in my games tend to enhance Dex as well. But, again, since low level spells can be augmented, it is less neccessary (though not unneccessary) to have high level spells. Many spells don't have saving throws. Basically, enchanters and illusionists will want high Charisma (which fits), evokers and conjurers will want intelligence (for higher spells), and anyone who intends on casting lots of spells each day will want high wisdom. Multiclass spellcasters get the benefit of having full character level as their caster level, so their spell potency will be better than it used to be. Could you go over the classes? I'd like to see what you've got. Yes, I will. There are four types of classes: Base Classes, Advanced Classes, Technique Classes, and Prestige Classes. Base Classes Berserker (Modified Barbarian): Removed Illiteracy (Illiteracy is a character Trait that can be chosen). Berserkers choose one chakra (Air, Earth, Fire, or Water) to be the focus of their "rage". Fire is the core Rage, Defensive Stance is Earth, Whirling Frenzy is Air, and a modification of the Dervish Dance is Water. Additionally, the "Indomitable Will" special is different for each element. The class is described as more of a primal warrior rather than an uncivilized brute. In the Chakra system, berserker's rage will be related to their chakras (perhaps they can choose which rage they want to use, and its potency will depend on their chakra ranks). Cleric: Reduced HD to d6. Increased skill points to 4. Removed Turn/Rebuke Undead. Removed Spontanious cure/inflict spells. Altered Domain powers (Sun grants Turn Undead, Death grants Rebuke Undead, Healing grants Lay on Hands, Destruction grants Painful Touch, Good grants Turn Evil outsiders ...). Added spontanious conversion of Domain Spells. Added Spirit Companion (summonable for 2 hours per day per character level, similar to paladin mount, gains templates or special abilities, based on the cleric's domains). Clerics draw their power from their spirit. Most clerics are animists, though there are angel and demon worshipers. Druid: Reduced HD to d6. Altered Wild Shape (grants ability score adjustments rather than changing their physical ability scores). Druids were the first arcane spellcasters, drawing their magic from the natural world by becoming one with it. Fighter: Expanded skill list. Added additional fighter only feats (Weapon Mastery and Grand Mastery). Alterations made to the proficiency system greatly favor fighters (more on this if anyone's interested; there is a threat on the boards about it, search it). Fighters are the warriors who rely mostly on their technique. Knight: New class. d10 HP, 4 skill points, high Fort, Bonus feat at 2nd level and every 3 levels there after, begins play with a masterwork weapon (passed down from order or family or possibly one that is special to them) that they can enhance (follows the same rules as Craft Magic Arms and Armor, except character level = caster level, there are no spell requirements, and XP cost is not paid until the weapon is destroyed or irrevocably lost), gain immunity to fear at 3rd level, gain inspire courage (like a bard) 1/day/3 levels, increases in power like a bards as well. They have to follow a code of honor requiring Courage, Honor, and Loyalty (other tenants may be required by order). Bonus feats are taken from a list dependant on the Knight's order. Represents the honorable warriors of the world who rely upon their faith in their code, and the spirits of their ancestors and order to aid them. Psion: Gains Psicrystal at level one automatically. Currently the casting is based on Wisdom only. Skill points increased to 4/level. Spellcasters who use their chakra energy to cast spells; they believe in striving for mental perfection. Rogue: Unchanged. Currently considering removing sneak attack, replacing it with bonus feats, and making sneak attack into a set of feats. Savant: New class, replaces the Monk in a way. Bonus Psionic or Fighter feat every odd level, gains Wild Talent at 1st level for free. d8 HD, 4 skill points, high Fort and Ref, special abilities every 4 levels (based on the 6 disciplines; psychokinesis is a ranged energy attack, metacreativity is a mind blade, ect.), and evasion/improved evasion at 2/10th level. The class strives for physical perfection. Sorcerer: HD increased to d6, skill points increased to 4, familiar is a tiny elemental, spell list is based on Shugenja spell list. Like Psions, sorcerers use their own chakra energy rather than outside mana energy, but their energy comes from a mutant, overactive, chakra. This choice of chakra determines what type of spells they will specialize in, and also prohibits them from casting spells of the opposed element (since the opposed chakra is actually dead and its functions are replaced by the mutant chakra). When the chakra system is added, Sorcerers will be required to keep their mutant chakra maximized, and they will not be able to increase their opposed chakra. This mutation can come from birth or later in life from a number of circumstances. Wizard: Currently no mechanical changes. Wizards developed their magic by modifying Druid magic. Note that each caster has a companion of some sort. Multiclassed spellcasters will be able to combine their two companions in some manner. Advanced Classes: Advanced Classes cannot be chosen at first level, though players who intend on playing an Advanced Class should build their character toward the Advanced Class from day one. Modifications to classes (such as the Cleric) have made it so the character feels similar, or even identical, to the ideal of the Advanced Class that they are building towards. All Advanced Classes are 15 levels long, and characters are advised to enter them at 6th character level. Each Advanced class has a class pair that is recomended to use as an entry class, but their requirements allow other paterns, especially if entry is delayed. Bard (Rogue/Wizard): Follows UA Prestige Bard, though the levels which caster levels are gained is more uniform. Channeler (Berserker/Sorcerer): Full BAB, d8 HD, 2 skill points, High Will and other (Earth/Water Fort, Fire/Air Ref). Gains the ability to energize their hand (and later weapon) with elemental energy. Can launch this energy at range at will. Gains resistance to their element. Gains extra power while raging. Monk (Psion/Savant): d6 HD, Bonus feats, Improved Evasion, and Ki Strike, in addition to a caster level progression similar to the Bard's. PHB style Monks can be simulated, but these Monks are more fantastic. Ranger (Druid/Fighter): Similar to UA Prestige Ranger, but replace bonus feats with Uncanny Dodge. Templar (Knight/Cleric): Like Paladin, but all ties to good removed. Gains smite with their coat of arms (or deities favored weapon for non-knights). I'll post later. |
| Vanigo11-04-04, 03:21 PM | Well, don't do all the ability scores, then. I'd do Air - Wisdom; Earth - Constitution; Fire - Intelligence; Water - Charisma. Make it a chakra bonus or something so that you keep con bonuses when polymorphed. About the paraelements: Are you thinking you'd have, say, Smoke X spells that would require both X air and X fire chakras to be at the right level? Why not just say Air X Fire X? More versatile and less remembering which paraelement is which. |
| Xeviat-DM11-04-04, 07:14 PM | Well, don't do all the ability scores, then. I'd do Air - Wisdom; Earth - Constitution; Fire - Intelligence; Water - Charisma. Make it a chakra bonus or something so that you keep con bonuses when polymorphed. About the paraelements: Are you thinking you'd have, say, Smoke X spells that would require both X air and X fire chakras to be at the right level? Why not just say Air X Fire X? More versatile and less remembering which paraelement is which. Not sure why Strength and Dex would be ignored like that. Warriors need to increase those stats, and now they wouldn't have a way to do it. Not sure how else to do it; in my old write ups, Strength and Fire were tied together, but Japanese elementalism uses Earth as Strength and Constitution (though not stated like that). Also, certain abilities seem to be tied to different scores; charisma is both water and fire, intelligence is both air and fire, constitution is both water and earth ... As for the paraelements: For example, if 3rd level Air spells required 3 ranks in Air, a 3rd level Smoke or Ice spell would require 3 ranks in Air and 3 ranks in Fire or Water. ----------------------- Technique Classes: These classes are small, 5 level, prestige classes that represent an extreme focus upon one specific specialization. Out of Complete Warrior, there are several: Master Thrower, Master of the Unseen Hand, Invisibile Blade, Exotic Weapons Master, ect. Classes like the Duelist and Cavalier will be converted to this format as well. These classes have no direct ties to a specific organization, though certain organizations may train them. Though training can be helpful, an individual could very well "unlock" a Technique Class on their own. Prestige Classes: My prestige classes are designed to be, what I believe to be, the true intention of PrCs. They represent specific archtypes that are too uncommon to be true classes. Multiclass-spellcaster PrCs will also exist, though I will attempt to give them more flavor than the bland Mystic Theurge and Eldritch Knight. I have begun design work on several new PrCs, and have also put thought into what other ones I may need. Ninja (the "assassin" of the Eastern Continent; Rogue/Savant focus, though a straight Rogue could enter with the right choices; others may be able to enter if I change Sneak Attack into a feat.) [Name Undecided] (the "assassin" of the Southern Continent; Rogue/Druid focus; utilizes sneak attack, stealth, and wildshape of medium and small forms) Blackguard (the fallen Knight, gains bonus feats, sneak attack, and some abilities that stem from the character's passion but lack of rules. Looses coat of arms and inspire courage abilities of the Knight) Light/Dark Templar (The Paladin and "Blackguard" of my campaigns; servants of the Angelic Choir and Demonic Faction; not entirely sure if these are needed due to customization present from Cleric domains) I'm still working on other PrCs, and converting current PrCs to my vision of the rules and neccessities of my world. |
| Vanigo11-04-04, 09:00 PM | So, wait, every character gets chakras? If that's what you mean, then, yeah, you need some way to raise every stat with them. If it's just for casters, well, how often are they going to want to raise strength? Some might want to raise dex, but, well, those are the breaks. As it is, Earth is much less desireable than the other elements because it doesn't raise a mental stat, and, as I've said, spellcasters have a critical need for every mental stat point they can get. Not much can really be done about it, though, since there aren't any more mental stats. If you're going to give every character chakras, you probably need to either add two more chakras (somehow) or have the abilities unrelated to stat gain. Yeah, if you do paraelements, don't give them special names, just put down Air 3 Water 3. That way, no one will ask "Wait, is Ice Air-Water or Water-Earth?" Plus, you can then have something be Air 3 Water 1 or something if you want. Is there any difference between Advanced Classes, Technique Classes, and Prestige Classes besides the name and flavor? Since Prestige Class is strictly a metagame term anyway, there's no reason to split it into multiple categories for flavor purposes alone. |
| Xeviat-DM11-04-04, 11:58 PM | PrCs are group oriented and require training, representing specialized roles, and are 10 levels. Advanced Classes are basic like Base Classes, but they cannot be taken until a few requirements are ment, and are 15 levels. Technique Classes are specialized styles, but do not require training (though training can make sense), and are 5 levels. Everyone has Chakras, they grow as the character grows. The idea is that they grow based on how the character "excersizes" them, but that amounts to the same end result as having the character choose them and having the chakras alter the character in some way. I'd rather not have multi-level spells, like Air 3 Water 1. I don't think having 4 paraelements would be too confusing, especially since characters can't learn a spell they don't have the chakra to cast. |
| Vanigo11-05-04, 04:31 PM | PrCs are group oriented and require training, representing specialized roles, and are 10 levels. Advanced Classes are basic like Base Classes, but they cannot be taken until a few requirements are ment, and are 15 levels. Technique Classes are specialized styles, but do not require training (though training can make sense), and are 5 levels.So, basically, an advanced class is a 15 level PrC with no associated organization, a technique class is a 5 level PrC with no associated organization, and a PrC is a PrC with a prerequisite like "Must be a member of X"? Why do you feel the need to give them different names? As far as I can tell, the only difference is in the prerequisites and the number of levels. And even if you do give them different names, I'd bet your players would ignore them and call them all prestige classes. Everyone has Chakras, they grow as the character grows. The idea is that they grow based on how the character "excersizes" them, but that amounts to the same end result as having the character choose them and having the chakras alter the character in some way.Hmm. Yeah, I don't see how you can connect them to ability scores, then. You'll have to do something else with them. Maybe skill bonuses or something? Definetly have some feats and PrCs with chakra prerequisites. I'd rather not have multi-level spells, like Air 3 Water 1. I don't think having 4 paraelements would be too confusing, especially since characters can't learn a spell they don't have the chakra to cast.What's wrong with Air 3 Water 1? And the paraelements aren't too confusing, but why add any confusion at all if you have such a simple way to avoid it? |
| Xeviat-DM11-05-04, 07:06 PM | Actually, Advanced Classes have been more often refered to as Classes. Prestige Classes have still been called PrCs, but Technique Classes are widely ignored when a player speaks of their character. We have a Rogue/Master Thrower and a Fighter/Rogue/Duelist; the player of the Master Thrower usually calls himself a Rogue, and the player of the Fighter/Rogue/Duelist usually calls herself a fencer like she always has. As for the world itself, there are many more members of the Advanced Classes than PrCs or Technique Classes. When I generate a city, Bards, Channelers, Monks, Rangers, and Templars all come up. PrCs are specifically placed when their organization or orders are present in the city, and Technique classes can be ignored because they are a small unit for character differentiation and optimization (much like a feat). One thing that came to mind. Because both casters and non-casters are getting some reduction in their power level, it may be possible to have each chakra boost two abilities? Or possibly abilities only increase when two chakras reach the appropriate level. Or, certain things can increase based on a theoretical ability score pairing: Charisma is mental Strength Wisdom is mental Constitution Intelligence is mental Dexterity Thus, each chakra could increase two abilities, and one chakra would perform some other action. Fire could be Cha/Str, Earth could be Wis/Con, and Air could be Int/Dex (but this has some small holes in it). Alternately, a 4th physical ability score could be devised (Agility, take some abilities away from Dexterity to form it), and a mental score could be devised (though I wouldn't know what it could possibly be). As for the proposed Air 3/Water 1, that would complicate things because I want to retain the game's spell level progression. If 3rd level Air spells require 3 ranks in Air, and 1st level Water spells require 1 rank in Water, what level would Air 3/Water 1 be? Besides, Paraelemental spells will probably be more limited. I've also been considering condencing the schools of magic to Conjuration, Enchantment, Evocation, and Necromancy. Conjuration spells summon creatures, objects, or energy from different places, or create conduits between different places for teleportation or planar transportation. Some Conjuration spells create objects or energy, either temporarily or permenantly; either way, the objects or energy created through Conjuration are real, and wouldn't be subject to spell resistance if I were to entirely overhawl the system. Enchantments alter creatures or objects, they will no longer be strickly mental. The term "enchanting an object" will be used. Evocations create magical energy. Necromancy spells affect the life force of creatures. Not only do they have power of death, but power of life; shape altering spells will be Necromantic. Many Abjurations would become Conjuration, Enchantments, or Evocations, based on what they do. Illusions would likewise be reordered. Transmutations would become Enchantment or Necromancy, based on if they effect items or creatures. |
| Vanigo11-05-04, 07:44 PM | Actually, Advanced Classes have been more often refered to as Classes. Prestige Classes have still been called PrCs, but Technique Classes are widely ignored when a player speaks of their character. We have a Rogue/Master Thrower and a Fighter/Rogue/Duelist; the player of the Master Thrower usually calls himself a Rogue, and the player of the Fighter/Rogue/Duelist usually calls herself a fencer like she always has.In character, sure, no one's going to use any of those terms. But for metagame discussions, I'd expect to hear things like: "You working toward a PrC?" "Yeah, I'm going for duelist." as opposed to "TeC. I'm going for duelist." As for the world itself, there are many more members of the Advanced Classes than PrCs or Technique Classes. When I generate a city, Bards, Channelers, Monks, Rangers, and Templars all come up. PrCs are specifically placed when their organization or orders are present in the city, and Technique classes can be ignored because they are a small unit for character differentiation and optimization (much like a feat).Sure, but I don't see why that means you need a different metagame term. One thing that came to mind. Because both casters and non-casters are getting some reduction in their power level, it may be possible to have each chakra boost two abilities? Or possibly abilities only increase when two chakras reach the appropriate level. Or, certain things can increase based on a theoretical ability score pairing: Charisma is mental Strength Wisdom is mental Constitution Intelligence is mental Dexterity Thus, each chakra could increase two abilities, and one chakra would perform some other action. Fire could be Cha/Str, Earth could be Wis/Con, and Air could be Int/Dex (but this has some small holes in it). Alternately, a 4th physical ability score could be devised (Agility, take some abilities away from Dexterity to form it), and a mental score could be devised (though I wouldn't know what it could possibly be).Hmm. That really hurts flexibility. Besides, you wouldn't really expect a giant hulk of muscle to be a brilliant orator, would you? Maybe you could say you get to choose to add one point to either strength or charisma every N fire chakras? (Actually, I'd have Fire being intelligence. You say Fire is associated with intelligence, inspiration, and creativity, after all. Charisma should be Water, which is associated with friendship.) As for the proposed Air 3/Water 1, that would complicate things because I want to retain the game's spell level progression. If 3rd level Air spells require 3 ranks in Air, and 1st level Water spells require 1 rank in Water, what level would Air 3/Water 1 be? Besides, Paraelemental spells will probably be more limited.Wait, you're having the chakra thing determine spell level? I was thinking you'd have the element replace school, and have every spell have a separate level, so spells would look like Fireball Fire 3 [Fire] Class: Wizard 3 or Cone of Cold Water 4 Air 2 [Cold] Class: Wizard 5 I've also been considering condencing the schools of magic to Conjuration, Enchantment, Evocation, and Necromancy. Conjuration spells summon creatures, objects, or energy from different places, or create conduits between different places for teleportation or planar transportation. Some Conjuration spells create objects or energy, either temporarily or permenantly; either way, the objects or energy created through Conjuration are real, and wouldn't be subject to spell resistance if I were to entirely overhawl the system. Enchantments alter creatures or objects, they will no longer be strickly mental. The term "enchanting an object" will be used. Evocations create magical energy. Necromancy spells affect the life force of creatures. Not only do they have power of death, but power of life; shape altering spells will be Necromantic. Many Abjurations would become Conjuration, Enchantments, or Evocations, based on what they do. Illusions would likewise be reordered. Transmutations would become Enchantment or Necromancy, based on if they effect items or creatures. What about divinations? |
| Xeviat-DM11-06-04, 04:03 PM | Woops, forgot Divinations. Divinations wouldn't really work into that condencing, so the condencing itself wouldn't really be possible. Either way, condencing the schools isn't that important, especially since only the Wizard class really deals directly with the schools. As for spell levels, your class level in a spell casting class will determine your spells per day and spells known as normal. Your caster level in your spells is based on your Chakra. For spells which require two elements, if I even do that, your caster level will be based on the lowest rank you possess in each chakra (I may be persuaded to have it use the average, but probably not). Another reason I don't want to use uneven chakra requirements for spells is that it would complicate matters further than I wish. Different 5th level spells, for example, would require different chakra patterns. The requirements are going to need to be uniform; memorizing the difference between 4 class terms and 8 elements is much easier than the hundreds of different spells. It is looking more and more like I cannot directly link ability score gains to the chakra progression. In game, your chakras are suposed to develop based upon the way you exersize them (just like your ability scores would develop in game and IRL). |
| Crashy7511-24-04, 10:03 PM | Base Classes[list] Berserker (Modified Barbarian): Removed Illiteracy (Illiteracy is a character Trait that can be chosen). Berserkers choose one chakra (Air, Earth, Fire, or Water) to be the focus of their "rage". Fire is the core Rage, Defensive Stance is Earth, Whirling Frenzy is Air, and a modification of the Dervish Dance is Water. Additionally, the "Indomitable Will" special is different for each element. The class is described as more of a primal warrior rather than an uncivilized brute. In the Chakra system, berserker's rage will be related to their chakras (perhaps they can choose which rage they want to use, and its potency will depend on their chakra ranks).. A great idea... Also, i like the illiteracy.. Personally, i make all classes illerate exept for the wiz, explorer (a new class which replaces the bard) and that's it. I treat it like a bonus weapon or armor prof... Cleric: Reduced HD to d6. Increased skill points to 4. Removed Turn/Rebuke Undead. Removed Spontanious cure/inflict spells. Altered Domain powers (Sun grants Turn Undead, Death grants Rebuke Undead, Healing grants Lay on Hands, Destruction grants Painful Touch, Good grants Turn Evil outsiders ...). Added spontanious conversion of Domain Spells. Added Spirit Companion (summonable for 2 hours per day per character level, similar to paladin mount, gains templates or special abilities, based on the cleric's domains). Clerics draw their power from their spirit. Most clerics are animists, though there are angel and demon worshipers.. Good stuff... I have a suggestion...looking for my orig post... this would replace turn undead... Channel positive or negative energy (Su): Clerics are particularly proficient in the channeling of both positive and negative energy due to their connection to divine powers. While they usually channel these energies through their spells, clerics also gain the ability to channel this divine energy directly. A cleric must decide at first level which type of energy he is most proficient in, positive or negative. Many faiths produce only clerics of a single type, and a cleric of one of these faiths must choose the energy of his faith. Once this decision is made it cannot be changed later. Using channel positive or negative energy is a standard action. A cleric who channels positive energy can use a healing touch that restores his Charisma modifier + his cleric level in HP. A cleric who channels negative energy can instead use this ability to deal damage. This requires a successful melee touch attack that doesn’t provoke an attack of opportunity. If successful, the touch deals an amount of damage equal to his charisma modifier + his cleric level. If the cleric misses his touch attack, he doesn't expend a touch. A cleric may channel positive or negative energy a number of times per day equal to 3 + his Charisma modifier. Note that positive and negative energy affects undead creatures differently. Positive energy damages undead instead of healing (and requires a touch attack) while negative energy heals undead creatures. The Death domain would grant the ability to turn or rebuke undead (depending upon which type of energy one channels.) and i have no clue at this time about the sun domain... of course i would probably only allow the sun domain for positive energy faiths and increase the damage inflicted to undead (2x maybe?)... oh yeah and one more thing. This ability would probably replace spontanous casting. (clerics are too powerfull anyway) Druid: Reduced HD to d6. Altered Wild Shape (grants ability score adjustments rather than changing their physical ability scores). Druids were the first arcane spellcasters, drawing their magic from the natural world by becoming one with it.. I really liked UA's Variant for Wild shape (aspect of nature or something like that) Fighter: Expanded skill list. Added additional fighter only feats (Weapon Mastery and Grand Mastery). Alterations made to the proficiency system greatly favor fighters (more on this if anyone's interested; there is a threat on the boards about it, search it). Fighters are the warriors who rely mostly on their technique.. Consider me interested!!!! Psion: Gains Psicrystal at level one automatically. Currently the casting is based on Wisdom only. Skill points increased to 4/level. Spellcasters who use their chakra energy to cast spells; they believe in striving for mental perfection.. I like the wiz only idea... or charisma? I like to think of psionics as a different apple than spellcasting (read= mostly non-transparent) Rogue: Unchanged. Currently considering removing sneak attack, replacing it with bonus feats, and making sneak attack into a set of feats.. have you seen szanzy's ultimate classes? I particularly like the rogue. Savant: New class, replaces the Monk in a way. Bonus Psionic or Fighter feat every odd level, gains Wild Talent at 1st level for free. d8 HD, 4 skill points, high Fort and Ref, special abilities every 4 levels (based on the 6 disciplines; psychokinesis is a ranged energy attack, metacreativity is a mind blade, ect.), and evasion/improved evasion at 2/10th level. The class strives for physical perfection.. hmmm sounds interesting.. do you have this class on a word doc. Sorcerer: HD increased to d6, skill points increased to 4, familiar is a tiny elemental, spell list is based on Shugenja spell list. Like Psions, sorcerers use their own chakra energy rather than outside mana energy, but their energy comes from a mutant, overactive, chakra. This choice of chakra determines what type of spells they will specialize in, and also prohibits them from casting spells of the opposed element (since the opposed chakra is actually dead and its functions are replaced by the mutant chakra). When the chakra system is added, Sorcerers will be required to keep their mutant chakra maximized, and they will not be able to increase their opposed chakra. This mutation can come from birth or later in life from a number of circumstances.. Interesting. A sort of sorcerer-elementalist. |
| Thelon Fairblade11-26-04, 10:35 PM | I agree with Vanigo that a separate metagaming term for the different types of PrCs is not necessary. They are all "PrCs", but you simply note that some of them are organizational. If you want to be a Ninja, you have to go to the eastern continent and train there; if you want to be a Master Thrower, just practice (and meet the prereqs). What happened to the Void chakra (from 2-3 years ago)? Personally, I thought Void would boost Charisma, leaving Water open for, say, the smooth DEX moves. Void also would determine meta-magical spells that deal with magic itself (i.e. detect magic, dispel magic, contingency, etc.). I like the 3-way split on spellcasters. Definately a power-down, but an interesting flavor distinction. You could "flavor" each class towards its original primary stat, though, by giving a bonus to teh chart. for example, Sorcerers treat their CHA as being +2 when determing save DCs; clerics treat their WIS as being +2 when determining spell points. |
| Xeviat-DM11-28-04, 02:37 PM | Well, another reason for the separate metagame term for the different PrCs is that I want to definately distinguish the fact that DMs should not restrict the Advanced classes, since they are more like classes in my world than PrCs. Bards, Channelers, Monks, Rangers, and Templar are generated with a city along with the other classes, PrCs are only found in large numbers near their headquarters, while TecCs can be found anywhere. This way, by grouping them differently, I save myself a paragraph of explanation on each PrC discussing where they can be found. As for the Void chakra, I nixed it as I did for several reasons. First off, everyone has void; void is the force that allows the elements to co-mingle and exist within one living creature (remember, air and earth normally do not mix, water and fire don't mix either). Additionally, in all the research I've been doing over the years, I haven't been able to find an adiquate description of what each of the five elements should govern in magic, so I was forced to rely mostly upon the legend of the 5 rings type information. Detect Magic, Dispel Magic, Read Magic, and other non-elemental spells will be in the All elemental category. Their caster level will be determined by one's character level, not chakras. They are Void, and your void is most closely represented by your hit dice. This isn't to say there aren't individuals who use their Void chakras. Psions, Savants, and those who take the feat Void Activation (Modification of the Hidden Tallent feat from XPH) have active Void chakras. Void casters use their own Ki to fuel their spells rather than absorbing Mana. They also have the ability to focus their Ki, allowing them to achieve supernatural feats without spells. Psions are naturally Ki casters, but any spellcaster can become a ki caster (not sure if there will be any differences other than the ability to select Void feats, a number of which act as and can augment metamagic feats). Thanks for the approval/interest in my split. I decided upon it for two reasons: 1) non-spellcasters seem to be forced to care about more ability scores than spellcasters, which isn't really fair, and 2) most crpg systems only have one stat for magic, and no mental stats, so in a system which divides mental stats into three, magic should be divided into three too. Because it will weaken spellcasters to an extent, I will go to some lengths to weaken non-casters through new mechanics, such as battle fatigue; though I am considering using the vitalizing magic along with the MP system; combined with battle fatigue, all characters will become fatigued if their HP or MP drop to half. I am unsure how to have these interact; should character's HP and MP drop to half if they are fatigued by any source, or should that only be for MP? Should battle fatigue be based on time spent fighting, or based on Half HP (I am leaning toward time spent fighting for realism, but toward Half HP for consistancy with the vagueries of the HP system). What do you think? As for different bonuses for the different casters based on their ability scores, I like the idea of encouraging one stat to be highest. Rather than how you have suggested, I would rather encourage the stat to be high, rather than require it. First form of encouragement that comes to mind is through class abilities and class skills; simply make it most beneficial to the character to have another stat high. Druids and Psions would want Wis high, Wizards would want Int high, and Clerics and Sorcerers would want Cha high (I place Clerics to Charisma for two reasons: makes Wis not a overcrowded casting stat, and their domain powers are all tied to charisma). Alternately, I'd consider making a separate chart for bonus spells known/bonus spells prepared for the casters based on their primary ability score. Wizards who are smarter can prepare a wider variety of spells, even though the amount they can cast is still based on Wisdom. Druids and Psions who are wiser are more intune with nature and themselves, and thus are able to unlock more abilities. Clerics who are more charasmatic are gifted more power from their spirits, while Sorcerers who are the same have more influence over their own mutant chakra. This has got me thinking. I'm unsure of how to distinguish Arcane, Divine, and Ki casting in my world. Arcane is manipulating the elemental energies of the world; Druids, Sorcerers, and Wizads. Divine is using energy gifted to you by spiritual sources: Clerics and Druids can fall into here. Ki is using one's own personal energy: Psions fall into here, Sorcerers can too if you assume that the mana their mutant chakra draws in becomes their own power because it isn't drawn in intentionally. Again, thanks for the interest. If you'd like to help more, come to this thread: Three Worlds: My Setting. (http://boards1.wizards.com/showthread.php?t=342226) And I will post more info about my world on a website soon, once I can collect a few people who know how to create them. It will house my classes, races, history information about my world, unique combat mechanics, and other things. I'll need to be sure to leave enough out so poeple will want to buy my setting when I put the e-book together, but since this is mainly a creative outlet of mine, I'd much rather put it up for free than wait another five years. I'll have some more of my classes posted on the boards, with links in my signature. Maybe I can recollect my following. Thanks everyone for the help, keep the feedback coming. I've started to look over the SRD spells, and have realized that I have a lot of work ahead of me to convert the spells into the augmentation system. I'm simply not sure on many spells. Currently, I'd like to kill two birds with one stone on Alter Self, a spell which I find to be very unbalanced as it currently stands in my world (since it would allow someone to fly, swim, climb, and many other abilities by shifting into my Anthro races, which are humanoid and medium). I'd like to make the spell more freeform, allowing you to choose different physical abilities (movement rates and modes, natural armor, additional limbs, disguises, size, ect.) with different mana costs. I have a thread floating around on the Spells board about it. |
| Thelon Fairblade11-29-04, 10:44 AM | IMC, arcane spellcasting is manipulating the field of magic around and within all things, through "science" of rituals, components, and willpower. Divine spellcasting is asking some other being to do the work for you -- your spellcasting stats are your influence with this other being (nature spirits, gods, whatever). Psionics (KI) is using the energy within -- I handicap psions by using the fatiguing rules for them, but I feel this is balanced by their ability to function in magic-dead areas and the fact that all their powers are Stilled and Silent for "Free". Limiting the casters at higher levels doesn't require much counterbalance to the non-casters, IMO. Battle-fatigue is a bad plan, I think... casters are going to get even more fatigued since they aren't built to be sturdy, and fighter types are all going to get fatigued at the same rate as the monsters, which effectively just draws out the battle. Or worse, makes it so your PCs can no longer strike their dangerous foes due to BAB reduction... |
| Xeviat-DM11-29-04, 03:07 PM | My intention with the battle fatigue idea is to allow Mohamad Ali type fighters to exist in the game; people who fight defensively until their opponent tires, then they take them down. This makes me think "durration for combat", using a mechanic like the run mechanic, but since HP represent endurance to a degree, I guess I can go with that. And this is one of the few points where I will actually agree that Str is worth more than Con in melee. For every 2 points of Str, the warrior will hit more often and for more damage; for every 2 points of Con, the other warrior will simply have +1 HP per level. At first level, the extra damage from Str cancels out the extra HP, and the extra to hit favors the Str character. Sure, Con provides fort bonuses, which is why I don't press Str being stronger than Con (and with the alternate Death and Dying rules, which use Fort saves at 0 hp to determine death instead of -1 through -10 hp, a high Con character may actually outlast a high str character long enough to deliver the final blow). As for gains that everyone will get for having a high chakra, I have come to several conclusions. First off, in the real world chakra beliefs, most state the existance of 7 chakras (the 5 elements, + yin and yang for chinese chakras, and the 4 elements + the three aspects of the mind for Hindu chakras). I prefer the Hindu chakras, which also influenced Japanese elementalism, Greek belief of the elements, and the modern Wiccan beliefs. The seven Hindu chakras, which I will use, are Crown, Brow, Throat, Heart, Solar Plexus (Center), Sacral, and Tailbone (Base). Interestingly enough, Heart is tied to Air, Center to Fire, Sacral to Water, and Base to Earth. Crown, and Throat were not given the same element by all of the classifications I could find, but Brow was labled Ether or Akasha (Quintensense, the Fifth Element). The Heart is your energy center. When it beats fast, you move fast. The Chest is the center of your strength. (Str) Your Waist is the center of your flexability. (Dex) Your Base is your foundation. (Con) Your Crown (brain) allows you to analyse the world. (Int) Your Brow (senses) allows you to percieve the world. (Wis) Your Throat (voice) allows you to interact with the world. (Cha) Interesting how perfectly it all works out ... except for air ... which allows me to bring up a long thought idea; split Dexterity into Agility and Dexterity (people already complain that Dexterity is worth too much). Additionally, we could use this as an opportunity to reduce the potency of strength, perhaps having dexterity determine to hit at all times, strength determines damage, agility determines AC, and con determines HP. Here's my suggested changes: Dexterity Melee and Ranged attack rolls. Balance, Escape Artist, Open Lock, Ride, Slight of Hand, and Use Rope checks. Agility Armor Class (AC), provided that the character can react to the attack. Initiative checks. Reflex saving throws. Hide, Move Silently, and Tumble checks. I know this is a huge, monumentous change, but I have seen other RPG systems with Str, Dex, Agi, and Con. This would allow 7 chakras and 7 ability scores, though only the 4 body chakras are selectable. As a caster grew in power and developed a focus, their physique would shift in relation to their focus. To increase mental ability scores, characters will still gain +1 ability point every 4 levels. Keep in mind that these are preliminary ideas. While I have fallen in love with the idea of creating an Agility statistic, I would want it to be balanced. Let's see what we can do when we put our heads together. |
| Xeviat-DM11-29-04, 03:11 PM | IMC, arcane spellcasting is manipulating the field of magic around and within all things, through "science" of rituals, components, and willpower. Divine spellcasting is asking some other being to do the work for you -- your spellcasting stats are your influence with this other being (nature spirits, gods, whatever). Psionics (KI) is using the energy within -- I handicap psions by using the fatiguing rules for them, but I feel this is balanced by their ability to function in magic-dead areas and the fact that all their powers are Stilled and Silent for "Free". IMC, arcane magic is manipulating the elements of the world, which both the wizard and druid do. The druid does it through intuition and symbiosis, but the spirits of the world have no say in how it is wielded (though druids will say that they do not command the elements, only direct them). Divine magic is using the power given to you by an outside source; only clerics do this. My Ki magic works just like regular magic, it does not work in antimagic fields (nor does psionics in the core rules, but it is so common a house rule that the book does briefly talk about it, as you know). Ki magic is the use of ones own personal energy, and I supose that both Sorcerers and Psions fit into this. |