| Post/Author/DateTime | Post |
|---|---|
| Braids10-15-05, 10:12 PM | I've been making some changes to the Spellcaster Generic class and I wanted to get other's opinions on them. 1. Divine/Arcane Because all magic is a gift from God there is no longer a distinction between divine and Arcane magics and all magic is treated as though it is divine. [Thus the only distinction made between Arcane, Divine and Psionics is made from a Role-Play point of view and has no effect in game.] 2. Hit Dice Hit Dice increases to D6; this is to allow a healer to be effective during a battle. 3. Spell List Spellcasters now choose spells from the Cleric or Wizard spell lists. Other spoells may be accepted, but will be judged on a case for case basis. 4. Spellcasting Stats. To Learn or Cast a spell a Spellcaster must have an Intelligence score of at least 10 + The Spell's level. The Save DC for all of a Spellcaster's spells is Charisma based. All other spellcasting factors, including bonus spells are calculated using the Spellcaster's Wisdom score. 5. Spellpoints Spellcasters gain spellpoints as a Sorcerer. See chart for spell points per level. 6. Spells Known A Spellcaster has spell's known as a sorcerer. I didn't know how to format this in a post, so I made an image. Click here (http://www.maj.com/gallery/zekk55/classes/spellcaster.png) |
| FlameLover10-15-05, 10:30 PM | 1. Divine/Arcane Because all magic is a gift from God there is no longer a distinction between divine and Arcane magics and all magic is treated as though it is divine. [Thus the only distinction made between Arcane, Divine and Psionics is made from a Role-Play point of view and has no effect in game.] I'm doing same but all magic in my world is arcane i guess. 2. Hit Dice Hit Dice increases to D6; this is to allow a healer to be effective during a battle. Eh - not sure about this but shouldn't be too bad. 3. Spell List Spellcasters now choose spells from any spell list. Wait - healing, buffing, blasting, sneaking... this class can do everything and then some if they can get ALL spell lists. 4. Spellcasting Stats. To Learn or Cast a spell a Spellcaster must have an Intelligence score of at least 10 + The Spell's level. All other spellcasting factors, including bonus spells and Save DCs are calculated using the Spellcaster's Wisdom score. I'd go further and make save DC Cha based. If you're gonna give them every spell atleast give them abit of MAD. 5. Spellpoints Spellcasters gain spellpoints as a Sorcerer. See chart for spell points per level. I don't see the difference from that listed in UA - no need for a table i feel. 6. Spells Known A Spellcaster has spell's known as a sorcerer. Ok. |
| Braids10-15-05, 11:01 PM | I wasn't going to use three stats for spellcasting, but since I am allowing them to use armor that should lower the need for Dexterity and the increased Hit Dice should make up for the lower constitution. I think I will also lower the Spell list to Wizard and Cleric with all other spells accepted on a case by case basis by me. This gives them plenty of variation without the problem of adding in the classes without full spellcasting. |
| Braids10-17-05, 02:01 PM | Bump [Only time I'll do it.] |
| mwbeeler10-18-05, 06:54 AM | Spellcasters now choose spells from any spell list. They already can. The tradeoff to this is their severely limited number of spells known. |
| Thelon Fairblade10-18-05, 09:55 AM | I have no problem with spellcasters that can access any spell (limited list, whatever). I agree with FlameLover that they should have some MAD limitations. I don't think they should be able to be armored (maybe, at most, leather armor for +2 AC). Clerics get d8 hp and full armor because they are expected to be front-liners with warding/healing spells. Mages get d4 hp and no armor because their "blaster" spells and save-or-die spells devastate the enemies and thus the mage must have a weakness (being a wimp). |