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I am working on a different take on magic. Not really a new system, as a new approach. My approach assumes that some spells come more naturally to casters than others. To reflect this, I have divided the schools of magic by the associated casting stat, rather than spell lists by school. This approach has every caster with a prime stat for casting, which is used to determine bonus spells. Otherwise, his different stats determine the max level of spell that he can cast in a particular school. This leads to built in specialization. I know that this will have many screaming about MADS. That is true, but probably not as bad as some other classes. Also, there are many players out there that neglect certain schools to a greater or lesser extent anyway. At the most basic form of implementation, you should just use wizards, bards, and magi as the casting classes. Implement archetypes for the various neglected classes. I would eliminate clerics as a class. Take a lesson from Monte Cook’s Arcana Evolved setting & have priest be a calling available to any class, not a class unto itself. All spells would be available to any that have the appropriate stats to cast them. I am making a couple of classes that are built with this approach in mind. I will be using a spell point system pretty much identical to psionic power points. Before I finish it, I think I will be running a few games with just the base use implemented. The schools of magic & casting stats are as follows Abjuration (Intelligence) Conjuration (Charisma or Wisdom) (This is a dual stat school. This represents 2 differing approaches to casting these spells, as well as making each stat able to draw from 3 schools apiece). Divination (Wisdom) Enchantment (Charisma) Evocation (Intelligence) Illusion (Charisma) Necromancy (Wisdom) Transmutation (Intelligence) Universal (Any) I admit that this would basically create a different feel for any campaign that uses this. It is really a flavor mechanic, as much as a different approach to magic. I am working on a homebrew alternate to the spellcasting. Will post later, but I want to thank this thread for reminding me of the beta version of the cleric. As a side note, the beta wasn't considered too strong. It was changed back for compatibility purposes. nothing says you can't use that version in your home game. Firest wrote: Don't forget about the Gunslinger class, I'd think that a far more likely class for some modern castaways to adopt. And you might want to consider picking up Dreamscarred Press' Psionics Unleashed if you want to give your PC's access to "magic" right from the start that could be explained away as "modern". Gunslinger would be great if they want to be a kinda mercenary type of hunters, if they are going after paranormal stuff. I have the Psionics unleashed, but I don't think anybody is thinking about it. I am looking to make a Paranormal investigator class that is a alternate bard, with Intelligence based casting. That way they may have an occultist. Otherwise, I will see if anybody is leaning to playing a spellcaster, then they will be the 'native' guide. Kolokotroni wrote:
I stand corrected, sir. Proceed with the education of the masses. :P Owen K. C. Stephens wrote:
Not hard to write a good review for a good product. The only thing I thought would have been better are the avoidance feats. I houserule adding Ref to AC. If I didn't do that, I would use the Avoidance feats & change them by making the jumps be +3 rather than +4, then make it come from Ref instead of BAB. First off, with one of my best friends being a former Ranger, they are NOT first level. Only the privates, maybe. My idea involves Rangers running a special escort mission, kinda like the army guys at the beginning of Hellboy. Now, none of them would be greater than 5th level, I admit. Yes the 'magic' of D&D would allow them one level & they will be good with martial weapons. So what, this is a FANTASY game. The whole point is for the players to have fun, not to try to simulate reality. Their normal combat load, and Army Rangers are notorious for packing heavy for their missions, won't last long. I would be happy if it lasted just long enough for them to take a level in something to give them weapons. Personally, I will steer them into taking a level of rogue or ranger (spell less). As for martial weapons, guys do have hobbies. Now the group will include some NPC soldiers. They will best be represented as if they had on a red shirt in a Star Trek episode. They will be there to add the proper atmosphere of dying a glorious death as the PCs run for their lives. Those NPCs will be the low level shmucks that are part of the unit. The PCs will be the squad leader, team leaders, platoon leader. All the guys that are the better trained of the bunch. If somebody wants to play the intel guy they are escorting, I may steal from d20 Modern & have it be somebody into the occult. Like a paranormal investigator type. Could make it a variation of the bard class. No music, but a lot of investigation skills & some spellcasting. An arcane Daniel Jackson. sunbeam wrote: I think it will be boring unless you find a way to get your guys some magic. I think you skipped a post about a player or 2 would want to play magic types. They could be 'local', aka wizards that are trying to help them get home. Brian Bachman wrote: Interesting. Rangers, with their training, could easily be seen as Fighters of greater than 1st level. The main problem is the weapons they are proficient with aren't fantasy/medieval weapons, although they do, of course get a fair amount of close combat and unarmed combat training. Not the same thing as working with a sword and shield or a longbow or a halberd as their primary weapon, though. Unless, of course, you plan on bringing them through with their gear, in which case there are a lot of hobgoblins, dragonspawn and dragons that are going to die with very surprised looks on their faces. They will have a full combat load out. That will of course be of limited usefulness. After all, ammo is not endless. They will be at a disadvantage for about one level. I am thinking of a lead-in adventure. They will be 5th level, then make 6th prior to starting RHoD. I they are smart, they will take either the feat in a martial weapon, or multiclass into something to get the proficiencies. I also have visions of the Prince Roger series, March Upcountry. The main reason to start above 1st level, is the general consensus of the players looking to play are wanting to be part of a military unit. I was thinking like an Army Ranger Unit in Afghanistan. Even the lower guys in the unit will be better than 1st level. Maybe not much, but I know what their training is like. RHoD starts out with players at 6th level. It isn't a full blown AP, so is perfect for completing the mission & getting home. I agree that I need to draw them in, but do you really think I will have much of a problem? RHoD is kinda set up for drawing in players that are just passing through, lol. Legacy of Fire would be great, also. Since genies are involved, I can see ways of using wishes on portals (or a dozen other ways) to entice the players that is is in their best interest to help out. My solution to the spellcasters are a couple of locals, lol. Even John Carter adventured with locals. That way I am not anyone that wants a spellcaster to play a class they don't want. My reason for looking a Red Hand of Doom was I am leaning to starting higher than 1st level. I can still do that with the APs, just not more than 3rd level, that way. I like Legacy of Fire. That was another I was looking at. Two products have put a burr in my saddle, so to speak. Anachronistic Adventurers: The Enforcer and Modern Heroes (go to downloads for product) have inspired me to consider running a campaign that starts with modern characters transported to a fantasy world. I know, been done. Well, I haven't run such a campaign before. My question is if there is a AP/campaign/product that would make for a good fit for this idea. I have been considering running the Red Hand of Doom. There are plenty of Pathfinder conversions out there to support it. I was seeing if anybody had a better idea. Spring Heeled Jack wrote: I want the Giants converted... In the Company of Giants always reminds me of the giants in AE. Two products have put a burr in my saddle, so to speak. Anachronistic Adventurers: The Enforcer and Modern Heroes (go to downloads for product) have inspired me to consider running a campaign that starts with modern characters transported to a fantasy world. I know, been done. Well, I haven't run such a campaign before. My question is if there is a AP/campaign/product that would make for a good fit for this idea. I have been considering running the Red Hand of Doom. There are plenty of Pathfinder conversions out there to support it. I was seeing if anybody had a better idea. Owen K. C. Stephens wrote:
I plan on getting it as soon as I can manage. I like the idea behind the product. Though from my mentioned sample, the class appeared a little weak compared to the fighters & such they will compete against. I freely admit that it was just the preview download so I really want to get the full product to make my own decision. Doc_Outlands wrote: I'll have "Enforcer" by the weekend. In fact, despite having Modern Heroes in hand and working on chewing it to pieces, when I saw SGG announce "Enforcer," it shot to the top of "The Next Game Item I Buy" list - precisely to see how SGG handles the same material. At RPGNow you can download a sample of the product & it gives you a little bit of what it is. This actually steals some thunder from Super Genius Games with their Anachronistic Adventurers: The Enforcer product. Not saying this is bad, because I can tell from the timing of both releases that they were developed at about the same time. You steal the thunder by being free. Dark_Mistress wrote:
And if the honey doesn't work, you get to rip the legs off & you still get to use the honey as dipping sauce. Good eats. :P I was wondering if you guys had thought of setting up a chat area? I only ask because that would be a better 'forum' for some of the ranting (not bashing anybody, just pointing out the style of posts) that goes on in some threads. I know people need to sound off, but it is getting ridiculous reading the same rants over & over. Prime example: The whole Sinister Coast fiasco. I know people are upset. I agree with their pain. BUT, their rant threads are getting monotonous. Not because I don't sympathize, but because it doesn't need to be aired out on the boards for the umpteenth time. That said, I thought that in the future that such discussions could be in a chat room, or even a special "RANTS" section of the boards. Marc Radle wrote:
I own it. It doesn't do what I asked about. You get eschew materials with the bonded weapon. I mean that without a wielded weapon, you can't cast the spell at all. The real secrete is to remember you don't need to allow all of the classes into the setting. That would reflect the feel. The problem you have with DL, is that you can't make up generic rules for all of the eras, except for a few core ideas. Too much of the setting is changed from era to era. Those changes are what make the introduction of some classes possible. You need to quit shoe-horning things into it that really weren't a consideration when the setting was first envisioned. The safe bet is to concentrate on the core classes, then you can add others based on which era the players are in. That means that some of the classes won't be there. Bards did not exist in DL. Why? Because the Tower would not allow 'apostates' to exist. As far as the Tower is concerned, they are mages. You can claim that it was because in 1e, bards were a pain to become, but you are wrong. It was because in 1e, bards were divine casters, using the druid list. No divine casters in the War of the Lance Era, so no druids or bards. I don't see druids EVER in DL, at least until the return of the gods towards the end of the War of the Lance. Then, only among the elves. My point is don't try to force a class to exist in the setting when there may be no reason to worry. I would like a few more GM aids. Book of Villains, Organizations, Guilds. Books with Unique spells that the players don't have access to. As a player, I like the idea of spells that actually have a race as a 'component' requirement. Maybe even warrior mage spells that require a wielded weapon as the focus an an attack as the actual somatic component. You know, a real gish set of spells. And Super Genius Games, a Rune focused class to go with your Rune feats. Nebelwerfer41 wrote:
Also, dragons could smaller in DL. The dragon lords during the War of Souls were supposed to be from another world & much bigger than the standard Krynn dragon. They claimed they were unusually big, but you could claim the opposite. I always DM, but if I got the chance, I would like to play a dwarven oracle. The curse I would pick is the spirits talking to him all the time. I would play it as if he is always arguing with the stones. I like the gish types, so before I DMed I played bards quite a bit. My nickname (Xorial) comes from one of my favorite characters back in 2e. Played him through the Time of Troubles modules for the Forgotten Realms. Taking the gish further, I am interested in the Magus. Those choices bring me back to the first class that caught my eye in 3e, the sorcerer. The whole natural caster flavor always inspired me, even when everyone else thought of them a weak. Really loved the Eldritch Master PrC Monte Cooke had in one of the old Dragon Mags when 3e forst came out. Urizen wrote:
WOOOOOHOOOOO!!!!!! CrackedOzy wrote:
I know you are trying for non-Era specific, but a few things would depend on era. Late eras have no ToHS left to worry about. Earlier eras have a tighter control on mages. You can create non-specific rules, but you will need to have the differences listed. jeremy.smith wrote:
To be honest, I actually bought this because I have a player that LOVES psionics. That said, I figured with the playtesting that the system would be balanced so I got it. And i want to mine it for a Spellpoint based magic system I am homebrewing, lol. A note to other 3pp companies: A public playtesting period on releases can entice people like me to buy the product, even if I didn't participate. It can give an unofficial stamp of approval of the fans prior to release. Depending on the era, I would have to apply differing rulings on sorcerers. First off, I would stick with the concept of bloodlines not really meaning ancestry. During the War of the Lance, no PC sorcerers allowed, without a VERY good background. Most sorcerers work for Takhisis with the draconic bloodline, so I would make PCs earn the right to play a sorcerer. If you have played Dragon Age, you may want to mine the setting for ideas on the WoHS. No templars, but they do police "apostates" in much the same manner. Maybe the tower even has an arcane version of the inquisitors to hunt them down. joela wrote:
I wish they would do this for the older APs. Rise of the Runelords being a good example. I agree it could be a mistake for the stuff that is less than a year old. Kvantum wrote:
Really like this, lol. Mike Schneider wrote: No kidding: you have more HP and BAB than a rogue, and a tough, intelligent animal companion as a flank-buddy. Hidden Snipers – The gain SA ability, Aim(as a move action can get a bonus to hit), must take bow or crossbow weapon style, and gets poison use. Gives up wild empathy, favored enemy and hunters bond. Balsamic Dragon wrote: This is sort of an old thread, but I am in the process of converting Expedition to Castle Ravenloft to Pathfinder now, if the original poster had any questions or suggestions! I would say I'm about halfway through the book. I'm revising a lot of things as I go, and plan to start running in a few weeks. I actually got little response when I first posted this, so forgot I ever did, lol. I appreciate the feedback still, since I have not ran this as of yet. I would still like to sometime in the future. hunter1828 wrote:
Might be the best choice. Cortex has one advantage/disadvantage. It has not native magic system for use, so you would need to make your own. That could go both ways on the good/bad. On the one hand, you get to tailor the system to mesh with the books rather well. On the other hand, you have to make the system. hunter1828 wrote:
Might be a good use of the Cortex or Savage Worlds systems. I can see some requirements for some PrCs, but not too major. I like to have more of them to really be linked to organizations, or brotherhoods. Maybe the real requirement is for you to just cross paths with a member of the society/brotherhood/orginization. Let the GM decide when it is appropriate to gain access to the PrC. Another thing to keep in mind, it is more likely to be able to choose from a number of skills to solve a given problem. Need to Bluff? I would let the bard use Perform (Act) in place of Bluff. I know there are mechanics in the Bard class for this, but it lets a given Perform skill replace sometimes 3 other skills. I am a little more focused in my example.
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