No/Few Magical Items Variant: Reducing Item Dependency, but not upsetting Balance [Archive] - Wizards Community

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Drachasor

05-21-07, 04:48 PM
In the original thread on this, I was focussed on an alternative to magical items. In particular for low-magic (or low-magic item) worlds. This thread is here. (http://boards1.wizards.com/showthread.php?t=834090)

I've refined this a bit, so here's the new thread. Also I wanted the first several sections for additions, which wasn't possible in the original thread.

Oh and a special thanks to Holy Beholder. He came up with this basic concept.

Premise
The goal is to effectively get rid of the need for magical items. Characters in D&D have traditionally been too dependent on magical items. This has caused numerous problems. For one, DMs can have a lot of trouble deciding how much magic to give out, and it is a headache to keep track of or figure out the current wealth level of the party. Secondly, the item creation rules screw up the wealth-by-level system royally. Item creation is a good idea in theory, but the current practice is simply messed up. The last thing I'll mention is that having magical items play such a prominent role makes it harder to have low-magic worlds. In particular characters need magic for defensive purposes a lot more than they need magic for offensive purposes. It is easy to get a +15 to AC from items, but getting a +15 to hit is nigh-impossible. As such not having items screws up game balance, and it isn't easy to figure out where 10+ level characters fit into the game at this point.

My goal is to get rid of the need for randomly placed magical items. Characters can still create some magical items, but the amount they can create is strictly limited. This maintains the wealth-by-level balance without causing the DM headaches. This also means that gold isn't useful for increasing character power, so a DM doesn't need to worry about how much money he gives out. Players will instead be spending goal on story-stuff, such as keeps or wizard towers (or for the poor).

(As a side benefit, I think the system could be adapted to game where there was only one class, and you distinguished yourself by choosing what abilities you had.)

Techniques
Overview
At each level, a character gains the ability to learn two techniques of that level. These are special abilities that are acquired through training. Often a character must seek out a mentor or master of an art. Warriors might need to find the right school to learn a martial technique. Wizards might need to find a wizened sage. Someone seeking to improve their ability to deal with others might seek tips from a trained diplomat. Whatever the case, a character usually doesn't pick up a new technique on his own. Sometimes he might even have to pay or perform a service to get the training desired.

Note on flavor text/training: Training is optional, and I purposefully do not provide any rules for training (including how long it takes). If you merely want mentors then you can say down-time, mentoring, and self-training during adventures allows a character to pick his newly gained techniques when he gains a level.

Technique Levels and Conversion
Techniques are separated into levels. As noted above, at 1st level you get two 1st level techniques. You could trade in one of these for two 1/2 techniques (or both for four 1/2 level techniques). You could also trade them both in for one 2nd level techniques. Consult the table below to determine what conversions are possible.

One Tech. Equals Two Techs.
Of This Level Of This Level
1/2 -
1st 1/2
2nd 1st
3rd 2nd
4th 3rd
5th 4th
6th 4th
7th 5th
8th 6th
9th 7th
10th 8th
11th 9th
12th 10th
13th 11th
14th 12th
15th 13th
16th 14th
17th 15th
18th 15th
19th 16th
20th 17th

You can also learn a lower-level technique in place a higher level one. For instance if you just gained 6th level, you could learn a 5th level technique instead of a 6th.

Upgrading Techniques
Some techniques can be upgraded to higher level versions. Such as the Bonded Weapon Tree (which has 10 levels). If a technique is an upgrade, then it will have the same name as a lower level technique (save a adjective difference -- such as novice vs. master, or a numerical difference, such as I vs. II). Upgrades of techniques have their level noted as follows:

Level: 16 (14U)

The 16 is the technique's 'normal' level. To learn the technique without any prior training this takes a 16th level slot. To learn this technique as an upgrade, it just takes a 14th level slot. You must know the previous technique (by any means) to learn the technique as an upgrade. For instance to learn Bonded Weapon, Seventh Rank, you have to know Bonded Weapon, Sixth Rank. You might have learned the 6th Rank on your own, or you might have learned Ranks 1 through 5 and then learned the 6th Rank as an upgrade (or other variations). The important thing is that you must know the immediately prior technique. An upgrade version effectively replaces the technique it is upgrading, but you still must have all the appropriate slots devoted to the upgrade technique and any prior versions you learned as prerequisites.

Using Upgrades is an efficient way to learn higher powered versions of a technique. A character will typically use upgrade versions for important techniques. Warriors will use them on weapons and defense, for instance.

Retraining
Each time you gain a level, you can retrain your old techniques if you desire. You simply decide to replace a technique you already have with another. Doing so means you can no longer use the old technique. When you decide to discard an old technique, that technique slot becomes free. When you learn the new technique, you use up the appropriate slot as normal.

Example: Gigas, the mighty warrior who has just attained 14th level, has been focusing on his defenses the last few levels. As such, he only has a +2 Great Sword (a bonded weapon). This uses up a 10th level technique and a 6th level technique. At 14th level he decides to spend both 14th level slots to gain a +4 Bonded Weapon (a 16th level slot without upgrades). Mechanically, this means he untrains his 10th and 6th level slot, and uses both 14th level slots on his weapon, which, with the help of a Keagan's (a Paladin) teachings, is now a +2 Holy Great Sword. Gigas now has to decide what new 10th level and 6th level techniques he wishes to learn. (Note, this might not be the optimized way for Gigas to go about this).

Note: A Technique slot retains is value no matter what. If you learn a 5th level technique in a 6th level slot, then decide to retrain that technique, you can learn a 6th level technique if you wish. (I'll make a printable sheet at some point that can be used to record techniques learned. That way it will be easy to keep track of technique slots).

Magical Items In a World of Techniques
The easiest way to incorporate magical items is to require each item to get attuned to the user. This means the user has to spend an appropriate level slot to attune the magical item. Consult the MIC for more on Item Levels (not the same as the level of the creator, it has to do with the GP amount of the item).

For small, single-use items, like potions, you needn't worry about this. So long as you aren't passing out tons of these items.

-Drachasor
Drachasor

05-21-07, 04:49 PM
Weapon Techniques
I plan to eventually add more of these. As well as the effects of weapon crystals. (Probably use some sort of "fighting style" thing for weapon crystals, so that you can only use one at a time by default).


Bonded Weapon
Level: 6th [First Rank];
11th (10th U) [Second Rank];
14 (12th U) [Third Rank];
16 (13th U) [Fourth Rank];
18 (14th U) [Fifth Rank];
19 (15th U) [Sixth Rank];
21 (15th U) [Seventh Rank];
23 (16th U) [Eighth Rank];
25 (17th U) [Ninth Rank];
27 (17th U) [Tenth Rank];
Requirements: None
Benefit: You forge a special bond with a single masterwork weapon of your choice. You must be proficient with this weapon. If you die your bonded weapon loses all magical properties, becoming a normal weapon of its type.
At the first rank of this ability, your weapon is considered a +1 magical weapon. At higher ranks it is considered a +X equivalent weapon, where X is the rank (for instance if you have the Seventh Rank ability, you have a +7 equivalent weapon). This obeys the normal rules for magical weapons, so you must use at least 1 point of this bonus as an enhancement bonus on the weapon, and you can't spend more than 5 points this way (e.g. the weapon is +1 to +5). Special weapon abilities can be chosen as normal, though once chosen you cannot change them without spending a month retraining (or leveling up).
Special: You can learn a rank of this ability multiple times, but each time it applies to a different weapon. Keep track of each bonded weapon you have separately, and upgrade each one separately.

Weapon Master, Initiate
Level: 9th ;
14th (13th U) [Adept];
17th (15th U) [Expert];
19th (16th U) [Maven];
21st (17th U) [Legendary]
Requirements: None
Benefit: When wielding any weapon, you gain an enhancement bonus on attack and damage rolls. This doesn't stack with any enhancement bonus the weapon may already have. If the weapon is masterwork, then treat it as magical for the purposes of overcoming damage reduction. If you are using a natural attack, treat it as a magical weapon. If you are using an unarmed strike, and you have improved unarmed strike or its equivalent, then you may treat your unarmed strike as a magical weapon as well.
As an Initiate, you gain a +1 enhancement bonus.
As an Adept, you gain a +2 enhancement bonus.
As an Expert, you gain a +3 enhancement bonus.
As a Maven, you gain a +4 enhancement bonus.
As a Legendary Weapon Master, you gain a +5 enhancement bonus.

Changeling Weapon
Level: 7th
Requirements: Bonded Weapon
Benefit: You can change your weapon's shape into other weapons. Choose one martial weapon or two simple weapons. You can change the shape of your bonded weapon to one of these forms or its normal forms, once per round, as a swift action. If you have any feats that apply to one kind of weapon (like weapon focus) and they apply to your bonded weapon in its normal form, then they apply to your bonded weapon in all its forms (if applicable).

Energy Affinity
Level: 7th [Lesser]
12th (10th U, same energy type only) [Greater]
Requirements: None
Action: Swift
Benefit: Choose one of the following energy types: acid, cold, electricity, or fire. You have forged a supernatural bond and may now call upon that energy to aid you in battle. After a successful attack you may spend a swift action to add +3d6 damage of the appropriate energy type.
As a Lesser Technique, you may use this ability once per day, plus one per each point of constitution bonus you posses.
As a Greater Technque, you may use this ability once per [I]encounter, plus one per each point of constitution bonus you posses.
Special: You may take this ability multiple times. Each time choose a different energy type.

Bonded Weapon, Second Rank
Level: 11th (10th U)
Requirements: None
Benefit: This works like the First Rank version of this ability, except your bonded weapon is now a +2 equivalent weapon. You may allocate the additional +1 equivalent bonus however you wish upon learning this ability, so long as you can find a teacher who can teach you. For instance, your bonded weapon could become a +1 Keen Weapon, so long as you find a way to learn how to imbue your weapon with supernatural sharpness.

Bonded Weapon, Third Rank
Level: 14 (12th U)
Requirements: None
Benefit: This works like the Second Rank version of this ability, except your bonded weapon is a +3 equivalent weapon.

Bonded Weapon, Fourth Rank
Level: 16 (13th U)
Requirements: None
Benefit: This works like the Second Rank version of this ability, except your bonded weapon is a +4 equivalent weapon.

Bonded Weapon, Fifth Rank
Level: 18 (14th U)
Requirements: None
Benefit: This works like the Second Rank version of this ability, except your bonded weapon is a +5 equivalent weapon.

Bonded Weapon, Sixth Rank
Level: 19 (15th U)
Requirements: None
Benefit: This works like the Second Rank version of this ability, except your bonded weapon is a +6 equivalent weapon.

Bonded Weapon, Seventh Rank
Level: 21 (15th U)
Requirements: None
Benefit: This works like the Second Rank version of this ability, except your bonded weapon is a +7 equivalent weapon.

Bonded Weapon, Eighth Rank
Level: 23 (16th U)
Requirements: None
Benefit: This works like the Second Rank version of this ability, except your bonded weapon is a +8 equivalent weapon.

Bonded Weapon, Ninth Rank
Level: 25 (17th U)
Requirements: None
Benefit: This works like the Second Rank version of this ability, except your bonded weapon is a +9 equivalent weapon.

Bonded Weapon, Tenth Rank
Level: 27 (17th U)
Requirements: None
Benefit: This works like the Second Rank version of this ability, except your bonded weapon is a +10 equivalent weapon.

Weapon Master, Adept
Level: 14th (13th U)
Requirements: None
Benefit: This works like the Initiate Weapon Master ability, except you gain a +2 enhancement bonus on attack and damage rolls.

Weapon Master, Expert
Level: 17th (15th U)
Requirements: None
Benefit: This works like the Initiate Weapon Master ability, except you gain a +3 enhancement bonus on attack and damage rolls.

Weapon Master, Maven
Level: 19th (16th U)
Requirements: None
Benefit: This works like the Initiate Weapon Master ability, except you gain a +4 enhancement bonus on attack and damage rolls.

Weapon Master, Legendary
Level: 21st (17th U)
Requirements: None
Benefit: This works like the Initiate Weapon Master ability, except you gain a +5 enhancement bonus on attack and damage rolls.

Energy Affinity, Greater
Level: 12th (10th U, same energy type only)
Requirements: None
Benefit: This works just like Lesser Energy Affinity, except you can use the ability once per encounter, plus one per each point of constitution bonus you posses.
Drachasor

05-21-07, 04:49 PM
Armor Techniques
Different from Defense Techniques (below), in that these require you to choose a certain state of armor (or lack of armor). You have to be in that state for it to work.

Expert Defense
Level: 4th [First Rank];
8th (7th U) [Second Rank];
12th (9th U) [Third Rank];
14th (10th U) [Fourth Rank];
15th (12th U) [Fifth Rank];
17th (13th U) [Sixth Rank];
18th (13th U) [Seventh Rank];
19th (14th U) [Eighth Rank];
20th (15th U) [Ninth Rank];
21st (16th U) [Tenth Rank]
Requirements: None
Benefit: You've learned to defend yourself especially well when wearing armor you are comfortable in. Choose one of the following: No Armor, Light Armor, Medium Armor, or Heavy Armor. When you are wearing armor of the appropriate type, your armor gains a +1 enhancement bonus to its armor class. If you picked “No Armor”, then this benefit applies only when you are not wearing armor.
At ranks beyond the First Rank, you have a total equivalent bonus equal to the rank. So if you know the Sixth Rank of Expert Defense, you have a +6 equivalent bonus when wearing armored appropriately.
Special techniques can be learned in place of the additional bonus beyond +1, as per magical armor in the DMG. You may unlearn previous abilities abilities and replace them with others, if you wish.

Expert Defense, Fourth Rank
Level: 14th (10th U)
Requirements: None
Benefit: This works like the Second Rank version of this ability, except you have a +3 equivalent bonus to the armor you are wearing.

Expert Defense, Fifth Rank
Level: 15th (12th U)
Requirements: None
Benefit: This works like the Second Rank version of this ability, except you have a +3 equivalent bonus to the armor you are wearing.

Expert Defense, Sixth Rank
Level: 17th (13th U)
Requirements: None
Benefit: This works like the Second Rank version of this ability, except you have a +3 equivalent bonus to the armor you are wearing.

Expert Defense, Seventh Rank
Level: 18th (13th U)
Requirements: None
Benefit: This works like the Second Rank version of this ability, except you have a +3 equivalent bonus to the armor you are wearing.

Expert Defense, Eighth Rank
Level: 19th (14th U)
Requirements: None
Benefit: This works like the Second Rank version of this ability, except you have a +3 equivalent bonus to the armor you are wearing.

Expert Defense, Ninth Rank
Level: 20th (15th U)
Requirements: None
Benefit: This works like the Second Rank version of this ability, except you have a +3 equivalent bonus to the armor you are wearing.

Expert Defense, Tenth Rank
Level: 21st (16th U)
Requirements: None
Benefit: This works like the Second Rank version of this ability, except you have a +3 equivalent bonus to the armor you are wearing.
Drachasor

05-21-07, 04:50 PM
Defensive Techniques

Toughened I (Ex)
Level: 6th
Requirements: None
Activation: --
Benefit: You've learned to instinctively move with blows that strike you, and your skin or hide is toughened as part of this technique as well. You gain a +1 Enhancement Bonus to your Natural Armor Class.

Toughened II (Ex)
Level: 11th (10th U)
Requirements: None
Activation: --
Benefit: You've improved upon your earlier training. You now have a +2 Enhancement Bonus to your Natural Armor Class.

Toughened III (Ex)
Level: 14 (12th U)
Requirements: None
Activation: --
Benefit: You've improved upon your earlier training. You now have a +3 Enhancement Bonus to your Natural Armor Class.

Toughened IV (Ex)
Level: 16 (13th U)
Requirements: None
Activation: --
Benefit: You've improved upon your earlier training. You now have a +4 Enhancement Bonus to your Natural Armor Class.

Toughened V (Ex)
Level: 18 (14th U)
Requirements: None
Activation: --
Benefit: You've improved upon your earlier training. You now have a +5 Enhancement Bonus to your Natural Armor Class.

Avoidance I (Su)
Level: 6th
Requirements: None
Activation: --
Benefit: There are many versions of this technique. Some learn to develop a supernatural ability to avoid attacks, even ones they cannot see. Others learn a technique to maintain an imperceptible defensive field around themselves. Still others seemingly can alter chance (or perhaps fate), making it harder to be struck by attacks. In any case, someone using one of these techniques gains a +1 Deflection Bonus to Armor Class.

Avoidance II (Su)
Level: 11th (10th U)
Requirements: None
Activation: --
Benefit: You've improved upon your earlier training. You now have a +2 Deflection Bonus to Armor Class.

Avoidance III (Su)
Level: 14 (12th U)
Requirements: None
Activation: --
Benefit: You've improved upon your earlier training. You now have a +3 Deflection Bonus to Armor Class.

Avoidance IV (Su)
Level: 16 (13th U)
Requirements: None
Activation: --
Benefit: You've improved upon your earlier training. You now have a +4 Deflection Bonus to Armor Class.

Avoidance V (Su)
Level: 18 (14th U)
Requirements: None
Activation: --
Benefit: You've improved upon your earlier training. You now have a +5 Deflection Bonus to Armor Class.

Evasion (Ex)
Level: 16th
Requirements: None
Activation: --
Benefit: You gain the Evasion ability, as per the Rogue Class Feature.

Shifting Defense (Ex)
Level: 15th
Requirements: None
Activation: Swift
Benefit: As a swift action, you can use this combat technique to befuddle attackers. Your unexpected movements and cloak hide partially hide your body. You gain concealment, but only for purposes of attacks against you. This causes all attacks against you to suffer a 20% miss chance. You must be wearing a cloak, robe, or similar loose-fitting clothing to gain this benefit. Ending this effect is a free action.
Drachasor

05-21-07, 04:50 PM
Magic Item Crafting
Note: Scrolls would work like potions, save you could have twice as many at once. I think there might need to be a limit on the spell level a potion can have. Perhaps no more than your Character Level / 2 (rounded up). Then you won't see 9th level guys with 6th level potions. I'm not sure how much of a balancing point this is though.

Potion Brewing
Level: 1st [First rank];
4th (3rd U) [Second Rank];
6th (5th U) [Third Rank];
9th (7th U) [Fourth Rank];
12th (9th U) [Fifth Rank];
14th (11th U) [Sixth Rank];
16th (13th U) [Seventh Rank];
18th (15th U) [Eighth Rank];
20th (17th U) [Ninth Rank];
Requirements: Craft(Alchemy) Ranks equal to Technique Rank
Benefit: You can now brew potions and have a Potions Known list. By default you know a certain number of potion recipes (keep a your Potions Known list), and you learn more as you master higher ranks of this technique. A known potion can come from any spell on the Cleric, Druid, Wizard, or Sorcerer spell lists. It must be a spell with a "target" line, and the range cannot be "personal." Potions made through this technique work like normal potions in all respects. You can learn knew potions by coming across, being taught, or researching the recipe.
The number of usable potions you can have at any one time is limited by your MAPL score (maximum active potion levels). Consult the MAIL table below to determine your MAPL and how many of these levels a given potion uses. Each day you can make a number of potions equal to 1/2 your MAPL score (rounded down), this takes 1 hour each morning. If you wish you can perform a day-long ritual that divests all potions you can currently made of magical power (freeing up all your MAPL if a potion was stolen). If a spell requires a costly material component, you can use additional MAPL to pay this cost (gp equivalent is on the chart).
Each time you gain a level, you can learn one more potion recipe of your choice. Each time you learn a new rank of this technique beyond the first, you learn two new potion recipes of a level you can brew.
At the First Rank, you know four 1st level potions (for a total of 4 at the level you take this technique). The potions you make have a caster level of 1.
At the Second Rank, the default caster level of your potions is 3.
At the Third Rank, the default caster level of your potions is 5.
At the Fourth Rank, the default caster level of your potions is 7.
At the Fifth Rank, the default caster level of your potions is 9.
At the Sixth Rank, the default caster level of your potions is 11.
At the Seventh Rank, the default caster level of your potions is 13.
At the Eighth Rank, the default caster level of your potions is 15.
At the Ninth Rank, the default caster level of your potions is 17.

Scroll Making (Su)
Requirements: Spellcraft Ranks OR Use Magic Device ranks equal to base caster level of scrolls. Ability to cast spells from scrolls.
Benefit: This works just like the levels of Potion Making, except as noted above and below.
If you have spells from spellcasting classes you can make scrolls of those spells. In any case, keep your list of Spells Known separate from your list of Scrolls Known. You can only learn how to craft scrolls that you can use (either from caster levels in the appropriate class, from UMD, or from some other ability). Your Maximum Active Scroll Levels (instead of MAPL) determines the total number of scrolls you have available at one time. You obey all the normal rules for casting spells from scrolls.
Special: You don't necessarily have to use "scrolls." You can use appropriate alternatives. These work exactly like scrolls in all mechanical respects however. See Complete Arcane page 37 (and this idea probably pops up elsewhere).


MAIL Cost by Rank and Spell Level
(MAIL stands for Maximum Active Item Levels, it is the same as MAPL for potions and MASL for scrolls).

Tech. Total Spell Level Equivalent
Rank MAIL 1st 2nd 3rd 4th 5th 6th 7th 8th 9th GP Value
1st 2 1 - - - - - - - - 0gp
2nd 5 1 2 5* - - - - - - 50gp
3rd 9 1 2 3 6* 9* - - - - 100gp
4th 14 1 2 3 4 7* 10* 14* - - 150gp
5th 21 1 2 3 4 5 8* 11* 14 17* 200gp
6th 30 1 2 3 4 5 6 9* 11* 14* 250gp
7th 44 1 2 3 4 5 6 7 10* 12* 300gp
8th 67 1 2 3 4 5 6 7 8 11* 350gp
9th 107 1 2 3 4 5 6 7 8 9 400gp

*The caster level on these items is not the default. Instead it is Spell Level * 2 - 1 (in other words, the minimum wizard/cleric level needed to cast a spell of that level). So a 3rd level potion has a minimum caster level of 5, for instance, whereas a 6th level potions has a minimum caster level of 11. If your character level isn't equal to or higher than the potion's caster level, then you cannot make the potion.
Drachasor

05-21-07, 04:51 PM
Ability Score Enhancement

Feline Grace (Ex)
Level: 8 [novice];
14 (13U) [adept]
17 (15U) [master]
Requirements: None
Activation: --
Benefit: By training diligently, learning to dodge blows, move gracefully, and balance yourself, you increase your natural agility.
As a novice, you gain a +2 Enhancement bonus to Dexterity.
As an adept, you gain a +4 enhancement bonus to Dexterity.
As a master, you gain a +6 enhancement bonus to Dexterity.

Strength of the Bear (Ex)
Level: 8 [novice];
14 (13U) [adept]
17 (15U) [master]
Requirements: None
Activation: --
Benefit: This regimen of special exercises teaches you to utilize the strength of your body better, while greatly increasing the power of your muscles.
As a novice, you gain a +2 Enhancement bonus to Strength.
As an adept, you gain a +4 enhancement bonus to Strength.
As a master, you gain a +6 enhancement bonus to Strength.

Endurance of Stone (Ex)
Level: 8 [novice];
14 (13U) [adept]
17 (15U) [master]
Requirements: None
Activation: --
Benefit: This series of exercises increases how much strain and punishment you can take.
As a novice, you gain a +2 Enhancement bonus to Constitution.
As an adept, you gain a +4 enhancement bonus to Constitution.
As a master, you gain a +6 enhancement bonus to Constitution.

Clarity of Vision (Ex)
Level: 8 [novice];
14 (13U) [adept]
17 (15U) [master]
Requirements: None
Activation: --
Benefit: By learning to attune yourself with your environment, you learn to see more deeply into the truths around you.
As a novice, you gain a +2 Enhancement bonus to Wisdom.
As an adept, you gain a +4 enhancement bonus to Wisdom.
As a master, you gain a +6 enhancement bonus to Wisdom.

Path of Mental Acuity (Ex)
Level: 8 [novice];
14 (13U) [adept]
17 (15U) [master]
Requirements: None
Activation: --
Benefit: Learning the Path of Mental Acuity requires that you devote yourself to expanding your knowledge and reasoning capabilities, entombing yourself with tomes and logic puzzles for hours on end.
As a novice, you gain a +2 Enhancement bonus to Intelligence.
As an adept, you gain a +4 enhancement bonus to Intelligence.
As a master, you gain a +6 enhancement bonus to Intelligence.

Force of Self (Ex)
Level: 8 [novice];
14 (13U) [adept]
17 (15U) [master]
Requirements: None
Activation: --
Benefit: This technique requires that you learn ways to impose your will and desires upon others. You learn to better present your views, and gain a better understanding of yourself.
As a novice, you gain a +2 Enhancement bonus to Charisma.
As an adept, you gain a +4 enhancement bonus to Charisma.
As a master, you gain a +6 enhancement bonus to Charisma.
Drachasor

05-21-07, 04:52 PM
Combat Techniques

(updating here in progress)

Strength Techniques

Feat of Strength
Level: 1st
Requirements: Str 13
Activation: Swift (Ex)
Benefit: With a burst of strength and energy, you can do something amazing.


Special: If you have Action Points, you may spend one Action Point to active this ability.
Special: You may learn this ability multiple times. If you choose the same ability, you gain a number of uses

Dexterity Techniques

Constitution Techniques

Intelligence Techniques

Wisdom Techniques

Charisma Techniques



Quick
Level: 1
Requirements: Dex 13
Activation: Immediate
Benefit: Once per day when you make an initiative check you can gain a +5 bonus on the roll.

Fast Mover
Level: 1
Requirements: Dex 13
Activation: Swift
Benefit: Once per day, you move at your normal speed when using Balance, Climb, Hide, Move Silently, and Tumble without taking any penalty on your check. This technique does not affect the penalty for using these skills while running or charging. Once used, the effects of this technique last until the end of the current encounter.

Blessed Strike
Level: 1
Requirements: Cha 13
Activation: Swift
Benefit: Once per day, your treat a weapon you are wielded as if it was benefiting from the effects of the Bless Weapon spell. This benefit lasts until the end of the round.


Killer Strike
Level: 1
Requirements: Cha 13
Activation: Swift
Benefit: Once per day, you gain a 1d6 sneak attack (or treat your sneak attack as 1d6 higher). Your weapon's threat range is also doubled (as though you had Improved Critical), and you gain a +4 bonus on rolls to confirm critical hits. This benefit lasts until the end of the round.

Distraction
Level: 1
Requirements: Cha 13
Activation: Swift
Benefit: Once per day you can distract an opponent within 50 feet. If your target fails a will save (DC 11 + charisma modifier) then he is flat-footed until he acts again.

more to come (I might edit this list a bit to make it a bit more trim with abilities useful at all levels)...
Drachasor

05-21-07, 04:52 PM
Eighth Page (reserved for stuff to be added).
Drachasor

05-21-07, 04:53 PM
Ninth Page (reserved for stuff to be added).
Drachasor

05-21-07, 04:53 PM
Tenth Page (reserved for stuff to be added).
Drachasor

05-21-07, 05:14 PM
11th Page (reserved for stuff to be added).
Drachasor

05-21-07, 05:15 PM
Skills

Linguist
Level: 1
Requirements: Ability to speak or understand any language
Activation: --
Benefit: Add two languages available to you to your languages known.

Skilled
Level: 1 [First Rank]
3 (2U) [Second Rank]
4 (3U) [Third Rank]
6 (3U) [Fourth rank]
8 (5U) [Fifth Rank]
Requirements: 4 ranks in chosen skill
Benefit: Choose a single skill or two skills from a skill feat (a feat that gives a +2 bonus to two skills). When using your chosen skill(s) you gain a competence bonus on all checks.
At the First Rank you gain a +1 competence bonus.
At the Second Rank, you gain a +2 competence bonus.
At the Third Rank, you gain a +3 competence bonus.
At the Fourth Rank, you gain a +4 competence bonus.
At the Fifth Rank, you gain a +5 competence bonus.
Special: You may learn this technique multiple times. Each time you learn it, choose a different skill to which it applies.
Drachasor

05-21-07, 05:15 PM
Feats

Unorthodox Spell-Caster
You cast spells solely from items you prepare.
Prerequisites: None
Benefits: Choose one of the following classes: Bard, Cleric, Druid, Wizard. You gain Spellcraft and one other skill as class skills for all of your classes. If you chose Bard or Wizard, the other skill is Knowledge(arcana). If you chose Cleric, the other skill is Knowledge(religion). If you chose Druid, the other skill is Knowledge(nature).
You have a base caster level equal to your Spellcraft Ranks (maximum of your character level) with a spell list of the class you chose. You have a spellcasting statistic, chosen when you take this feat, either intelligence or charisma if you chose an arcane caster, or wisdom or charisma if you chose a divine caster. You gain no spells per day, but you can use your base caster level as class levels in your chosen class to determine if you can "cast" a spell. (e.g. if you are using a scroll of fireball, then you can cast this without a caster level check if your character level is 5 or greater and you have 5 or more ranks in spellcraft).
You are also limited in what spells you know. You can learn new spells you come across as per a wizard. You know these spells without a spellbook or similar device, but if you don't have your spellbook (or equivalent), then creating items (such as scrolls) takes twice as long.

2nd draft of my magic feat. The first one used UMD as a base, but I thought that was too awkward (and potentially too powerful). This one is much cleaner. As before it can be used instead of Wizards or other casters on lower magic worlds. It would generally reduce how often magic is used since casters would have to rely on scrolls and such.
Drachasor

05-21-07, 05:16 PM
Misc. Abilities

(Here's my take on action points. I will need to go over things and make sure it is balanced, but I think it works. I tried to make sure it would be fairly easy to keep track of, as I don't want it to add a bunch of paperwork).

Action Points (Ex)
Level: 1 [First Rank]
4 (3U) [Second Rank]
6 (5U) [Third Rank]
9 (7U) [Fourth Rank]
12 (9U) [Fifth Rank]
Requirements: None
Benefit: You may be especially lucky, have extra drive and determination, or some other means of causing the multi-verse to bend to your will (however slightly). You do this through a reserve of action points. Anytime you make a d20 roll, you may spend one (and only one) action point to add +1d6 to the roll.
At the first rank of ability, you have one action point per day.
At the second rank of ability, you have 2 action points per encounter. You can recover them with one minute of rest.
Third Rank: This works the same as the second rank, save you have 3 action points per encounter and now roll 2d6 (take the highest) when using an action point.
Fourth Rank: This works the same as the Third Rank, except you have 4 action points per encounter. Once per encounter you can spend an action point to re-roll any d20 roll (you cannot use an action point on the reroll).
Fifth Rank: This works the same as the Fourth Rank, but you have 5 action points per encounter. Now you roll 3d8 (take the highest). When you use an action point to reroll a d20 roll, you treat the reroll as if you had augmented it with an action point. You can also use an action point to take 10 on any skill check, no matter the circumstances.



Reserve Hit Points (Ex)
Level: 1
Requirements: None
Benefit: You have a Reserve Hit Point pool of 10 hit points. By spending 1 minute resting, you can transfer hit point from this pool to your current hit points. Each minute of rest transfers a number of hit points equal to your Character Level. This is similar to a Paladin's Lay on Hands ability, but you can only use it on yourself. Each day your Reserve Hit Point Pool recovers a number of hit points equal to your character level, plus however many hit points you'd normally recover that day. Magical healing will fill your Reserve Hit Point Pool if your normal hit points are full.

(Upgrades to reserve Hit Points will follow).
Zyrusticae

05-21-07, 10:11 PM
I really like this concept! I've, personally, always held a strong dislike for just how item-centric characters in D&D tend to be. I mean, yeah, magic items should be cool and all, but they shouldn't make the character. Characters shouldn't be so dependant on items to the point where they are pretty much helpless without them. It's just not terribly interesting gameplay, especially when an entire party is stripped of its magic items and essentially left in an exceedingly deep hole to crawl out of.

I think I'll be making some use of this. Even in a high-magic campaign world like Eberron, it just makes sense to me that characters would have something to fall back on should they ever lose their precious magical gear.

[[ On a side note: The idea that a character would have to obtain these techniques by training with individuals just makes no sense to me. Not only would these individuals be dastardly hard to find, chances are, there would eventually be a point where a character would surpass said individual, unless you've got a mentor that's well into epic levels - and, well, if you've got someone that powerful to teach you, why aren't they helping stop the enemies' dastardly plans? This is especially true in Eberron, where even extraordinary individuals are typically around the 5-10th level mark. So I think I'll go with the 'spontaneous learning' route, where characters gradually learn these abilities through hard-earned experience, rather than training from a mentor or some-such. ]]

[[ Edit: Might also make sense for one to go about it like wizard spell-casting does. That is, can find a teacher, or a scroll/book/tome which explains it, or come up with it from scratch, which takes extra time relative to the other two methods. I'm sure there are some other ways to do this, as well, such as finding enchanted items with the knowledge of these abilities stored inside, or something less tacky than that. Hmm. ]]
Holy_Beholder

05-22-07, 07:42 PM
For the mentor Idea, maybe without a mentor it is a higher level ability, since it is harder to teach yourself how to do things. Honestly, this seems campaign specific, and this allows you to avoid the "I trained with the 12 master swordsman of the world and all I got was this T-Shirt" concept. Maybe this will find its way into 4th ed. I wish I thought of this;)
Drachasor

05-23-07, 05:50 PM
I changed the formate for some of the abilities (weapons and armor), so that it is shorter. I did this by combining the different levels of ability together. I think this would work for all things save potions and similar items. Well, it could work there too, but potions is messier (more changed stuff each level).

I also changed the Unorthodox Caster Feat so that it didn't use UMD. I think it is fairly solid now. It has no requirements, but I think that's ok.

I changed Potions so that you had to have a minimum character level to make potions of a given level. For instance, Potion Making 4 allows you to make 5th level potions, but now you have to be level 9 or higher to do this. I wanted to make sure it wasn't easy to get higher-level spell effects than expected. I also added a scrolls technique.

I added ability-score boosting abilities. I haven't added any for inherent bonuses, but I intend on doing this in time.

I plan on adding several 1st level abilities later today. Each day I'll try to add a few abilities of each level (so some 2nd level abilities tomorrow, third level abilities friday, etc). This way there will definitely be several choices at each level. I'll have to make sure the casting abilities (scrolls & potions) don't overshadow other options. I don't think this will be the case though, since going with casting abilities to a strong degree should mean sacrificing combat (or other) abilities -- opportunity cost and all that. I'll probably have action points and other options as other ways to go for abilities.

I probably will make spell-based abilities for warriors. Dispel Magic-like effects that get rid of an unwanted spell affecting the user, for example. Some other jazz to help warriors compete and repel magic users (but not wholly overcome).

-Drachasor
Drachasor

05-23-07, 05:58 PM
I really like this concept! I've, personally, always held a strong dislike for just how item-centric characters in D&D tend to be. I mean, yeah, magic items should be cool and all, but they shouldn't make the character. Characters shouldn't be so dependant on items to the point where they are pretty much helpless without them. It's just not terribly interesting gameplay, especially when an entire party is stripped of its magic items and essentially left in an exceedingly deep hole to crawl out of.

I agree. Thanks for the support! :)

I think I'll be making some use of this. Even in a high-magic campaign world like Eberron, it just makes sense to me that characters would have something to fall back on should they ever lose their precious magical gear.

I think it can work on Eberron with some tweaks. Artificers might need some of their abilities changed around, and perhaps they gain a bonus Technique Slot each level equal to their class level (that can only be spent on Magic Item techniques). That might work.

[[ On a side note: The idea that a character would have to obtain these techniques by training with individuals just makes no sense to me. Not only would these individuals be dastardly hard to find, chances are, there would eventually be a point where a character would surpass said individual, unless you've got a mentor that's well into epic levels - and, well, if you've got someone that powerful to teach you, why aren't they helping stop the enemies' dastardly plans? This is especially true in Eberron, where even extraordinary individuals are typically around the 5-10th level mark. So I think I'll go with the 'spontaneous learning' route, where characters gradually learn these abilities through hard-earned experience, rather than training from a mentor or some-such. ]]

Yeah, training will need some tweaking. I think it can be handled in part by me changing the general text. I'll have it say it is assumed you have been training while adventuring, though you might have to find a trainer to give you some tips. I'll also add that a trainer isn't necessarily capable of doing the technique himself; rather he just knows how to teach you to unlock it. That's realistic, imho. Perhaps I'll add a clause that if training rules are used, then learning something without a trainer takes twice as long or something (training rules being "you have to train to get your level-up").

[[ Edit: Might also make sense for one to go about it like wizard spell-casting does. That is, can find a teacher, or a scroll/book/tome which explains it, or come up with it from scratch, which takes extra time relative to the other two methods. I'm sure there are some other ways to do this, as well, such as finding enchanted items with the knowledge of these abilities stored inside, or something less tacky than that. Hmm. ]]

Yeah, sounds like a good idea. I'm gonna use the general gist of it.

For the mentor Idea, maybe without a mentor it is a higher level ability, since it is harder to teach yourself how to do things. Honestly, this seems campaign specific, and this allows you to avoid the "I trained with the 12 master swordsman of the world and all I got was this T-Shirt" concept. Maybe this will find its way into 4th ed. I wish I thought of this;)

Well, I don't want to mess with "you have to learn it as a higher level ability," since that messes up the wealth-by-level equivalence I am trying to go for. Speaking of which (side thought coming), if a DM really wanted poorer characters, he could always (a) increase the level of all abilities by one or two, or (b) make it so you only get one new technique each level. (and (c) be a bastard and do both, :) ).

-Drachasor
Drachasor

05-23-07, 06:00 PM
Oh, and if anyone thinks the wording I am using is done poorly somewhere, let me know. I want to make sure everything is expressed as clearly as possible.

Thanks!

-Drachasor
Holy_Beholder

05-24-07, 08:16 PM
The wording is fine. Of course, there is also the whole mentor idea that if you have a mentor you only need 80% of the experience. You have to pick the ability before hand, and have the mentor train you each night. I personally think that there could be mentor ideas, like you mentioned in the first thread. Maybe without a mentor you need 120% of the normal experience, and have to fight someone with the ability you want. Or you can make a level take 150% normal experience, and you figure it out first. However, this last option wouldn't really be needed, it would just be a way to explain how the originals got their abilities. Also, since this does away with the wealth by level guide lines, I personally think that this could be used for a more realistic system.
Lina_Inverse

05-25-07, 03:08 PM
I think your missing one of the key uses of magic items not just power.

Although i agree characters need less item dependency, I'm going to argue against your system not your premise.

1.items are convertible, if you need something really badly you can sell off items to get what you need.
2.items are the only method to customize and improve your character between levels.
3.Training rules are evil. and completely superfluous.
Holy_Beholder

05-25-07, 07:16 PM
1. You can upgrade cheaply, as for selling maybe you get half the points back. As for needing something really badly, you still have some cash, since you didn't blow it all on magic items. And their are already upgrade rules on upgrading cheaply

2. Non magical items would work, so would finding allies. A level is principally when you customize your items. Your character is customized all ready, you just have to wait a while to customize them further, not counting non magical items, and other things. Also, all your customization can be taken away, or not given to you by the DM.

3. It is flavor based, the training rules are an option if you want to have training with the masters have some sort of advantage. Under current rules, having a farmer give you a better weapon is more effective than training with Drizz't. Thats just stupid. Training wouldn't be required, and could be handed out as a quest reward(I will train you in this technique if you wan't, instead of heres a better sword, have fun)
Lina_Inverse

05-25-07, 08:38 PM
2. Non magical items would work, so would finding allies. A level is principally when you customize your items. Your character is customized all ready, you just have to wait a while to customize them further, not counting non magical items, and other things. Also, all your customization can be taken away, or not given to you by the DM.

Neither of those customize or improve your abilities without a level. Levels only come every 13.3 encounters, assuming 4 encounters a session(1 encounter day) that means every 3-4 sessions. Quite a while to receive any rewards whatsoever eh?

Oh yes reason #4

4. It's less fun.
Zyrusticae

05-25-07, 10:47 PM
Hrrr. I'm inclined to disagree. Heavily.

I play Star Wars D20 from time to time. There are no magic items. Does that make it any less fun? Hells no. Instead of being about cool loot and monsters, the game is more focused on character and story - which I, personally, prefer greatly over the standard 'dungeon crawl' (which is becoming rather archaic at this point, I think). The game master, instead of poring over loot tables and figuring out who's gonna be dropping it, focuses entirely on figuring out a good plot for the player characters to participate in.

...Oh, and using this doesn't necessarily mean the complete elimination of magical items. Rather than using slots for mundane stuff like AC bonuses and such, players can instead use them for unique effects and bonuses, making things much more interesting as a whole. I think this is a good thing.
Holy_Beholder

05-26-07, 01:05 AM
Exactly. Besides, this isn't the entire elimination of magic items. Its just now, a character might have one magic item, it might be a +1 flaming sword or something(or you could kill the +1) It would have a name, a long history, and it would be a big deal. As opposed to this:

Well, I got these 4 ion stones from that one shop, and I killed a bugbear warrior for this ion stone, and I don't remember where I got that one...and then I had this armor enchanted...somewhere, and I think I picked up the weapon in a chest, but I can't really remember where the shield came from.

That is so far into overkill it isn't even funny. Thats why the techniques are so good, what magic items exist are a big deal, do special stuff, and signify the wielders as someone special. Take Lord of the rings as an example. Sting has a history, it is a Humanoid(goblinoid) bane weapon, it was built by the elves, then Bilbo found it in a trolls stash, took it with him on adventures, and it was passed to Frodo. It also glows blue. That is opposed to "yeah, I picked this axe up in a store somewhere"
Holy_Beholder

06-01-07, 08:26 PM
Neither of those customize or improve your abilities without a level. Levels only come every 13.3 encounters, assuming 4 encounters a session(1 encounter day) that means every 3-4 sessions. Quite a while to receive any rewards whatsoever eh?

Oh yes reason #4

4. It's less fun.

I can't help but disagree about this one. You hardly need to change all the time. Also, what is so bad about waiting for 3 or 4 sessions. Also, land could play a bigger part, as could allies.

Also, Drachasor, are you even still here, or has this thread been abandoned.