
icehawk333 |

This is a list of changes to the rule systems that I feel help balance out Martial vs. Magic and changes some magic parts of the system over to mundane without crippling it. I am planning to use this in an up coming play by post campaign.
Input would be much appreciated and if you like the final version of the rules, there will be a link to the recruitment for the game it will be used in.
Magic can no longer add a +1 or +2, etc to weapons or armor.
Instead, they can be made masterwork several times by taking the feat detailed below.
Master crafter
The character may make a item masterwork more than once. When used on a weapon, this adds another +1 to hit. When used on armor, this raises ac and maximum dex bonuses by one, and lowers armor check penalties by the same amount. This takes the amount of time the masterwork item does, times the amount of masterwork bonus's you want to add to the item. You can add a number of +1's to weapons or armor equal to 1/4th your ranks in the requisite crafting skill +1.
Mages can enchant weapons with enchantments like flaming more than once, and at the cost of a weapon of the same cost as usual for the enchantment.
Example-
Flaming*3 blade- does an additional 3d6 fire damage on a hit. Costs the same to make as a +3 weapon.
Bane*2 blade- does an additional 4d6+4 to one creature type, and adds +4 to hit against said creature types.
The campain in mind will not have-
Slotted base stat increase items such as:
Headbands of "increase stat" or belts of "increase stat"
Prepared arcane casters such as the wizard and magus.
Human racial bonuses to spontaneous caster's spells.
There will be a legendary rouge and fighter in this game. They will be more powerful then a normal member of that class, but have certain story restrictions.
All core races are allowed, entobians, laplith, nagaji, dhamipr (only one allowed), ratfolk, and kobold.

GM DarkLightHitomi |

Master crafter should have exponential costs just like magic items, though at a lower amount.
I am not sure what you think is unbalanced, therefore I cant really give a lot of good asvice just yet, but...
I would add magic to martial only with less casting issues and only personal range. Example would be to let a fighter use bulls strength, self only. Fluff it up to magic similar to how real life monks use chi, so instead of casting spells, they activate SLAs, and the action required to do so can decrease as they level up.
But then again, it isnt magic lite, but you might do a little with it at high levels to meet in the middle.

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hmm maybe to a max of 4th lvl spells, but as is the martials are mostly ballanced against each other, if fighters, barbarians and cavaliers get 4th lvl spells the'd have a distinct advantage,
but I do see that the main problem with fighters isn't their combat abilities, they have very nice DPS, it's that they don't have much more to do other that "ok this round I hit that guy with my weapon"

icehawk333 |

Master crafter should have exponential costs just like magic items, though at a lower amount.
I am not sure what you think is unbalanced, therefore I cant really give a lot of good asvice just yet, but...
I would add magic to martial only with less casting issues and only personal range. Example would be to let a fighter use bulls strength, self only. Fluff it up to magic similar to how real life monks use chi, so instead of casting spells, they activate SLAs, and the action required to do so can decrease as they level up.
But then again, it isnt magic lite, but you might do a little with it at high levels to meet in the middle.
1) alright, noted.
2) hmm. I'll think about that.

WarColonel |

One way my group has done away with the Christmas tree effect is by using an inherent bonus system you have as you level up called boons. The reason for these bonuses it that players are expected to have bonuses from items as they level, otherwise they will start falling behind the curve. Here is our system, spoiled to prevent WALL OF TEXT syndrome:
Boons:
Boons are inherent bonuses taken by characters as they level up. A character may choose his first boon at 3rd level, and may choose one boon at each level there after. Starting at 9th level a character may pick 2 boons each level. Characters must meet the prerequisites for all boons they take. These rules introduce a new kind of bonus, a training bonus. This is representative of a character's practice in their arts, be they on the battlefield, in the training yard, or in a wizard's tower. For the purposes of stacking treat training bonuses the same as enhancement bonuses. For example, if a character had offensive training with longswords, and the spell magic weapon was cast on his weapon, the +1 to attack and damage from offensive training would not stack with the bonus from the spell, however it would stack with that bonus from the inspire courage bardic performance.
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Sidebar: Hey, those bonuses apply to multiple weapons! The offensive training boon can apply to more than one of the same kind of weapon at a time. This offers a bonus to two weapon fighting character, who under the normal rules have to spend additional money to enchant both weapons, or to natural/unarmed attackers who had to spend additional money as well. However during play testing it became abundantly clear that it was both overly complicated, and mostly unnecessary to apply such a penalty with boons. Two weapon fighting is already balanced against two handed fighting and archery by other means beside the expense at improving individual weapons, such as feat cost, and reduced weapon die size.
Natural weapons on the other hand are a concern. It is important to note that offensive training only applies to a single natural weapon type at a time, such as Offensive Training claws. Also, offensive training should never apply to more than two of the same kind of natural weapon at a time. If a creature or character has 4 claw attacks, he should have to take offensive training claw twice, once for each pair of claws.
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Improved Defensive Training: The character receives a +2 training bonus to the effective armor bonus of any one type of armor or shield worn. A character must be at least 6th level and have the Defensive Training distinction before selecting this distinction.
Greater Defensive Training: The character receives a +3 training bonus to the effective armor bonus of any one type of armor or shield worn. A character must be at least 9th level and have the Improved Defensive Training distinction before selecting this distinction.
Penultimate Defensive Training: The character receives a +4 training bonus to the effective armor bonus of any one type of armor or shield worn. A character must be at least 12th level and have the Greater Defensive Training distinction before selecting this distinction.
Perfect Defensive Training: The character receives a +5 training bonus to the effective armor bonus of any one type of armor or shield worn. A character must be at least 15th level and have the Penultimate Defensive Training distinction before selecting this distinction.
Offensive Training: The character receives a +1 training bonus to attacks and damage with a single type of weapon. If a natural weapon is selected it can apply to a maximum of 2 of that kind of weapon. You can select this Distinction an additional time to apply to more of the same kind of natural weapon.
Improved Offensive Training: The character receives a +2 training bonus to attacks and damage with a single type of weapon. A character must be at least 6th level and have the Offensive Training distinction before selecting this distinction.
Greater Offensive Training: The character receives a +3 training bonus to attacks and damage with a single type of weapon. A character must be at least 9th level and have the Improved Offensive Training distinction before selecting this distinction.
Penultimate Offensive Training: The character receives a +4 training bonus to attacks and damage with a single type of weapon. A character must be at least 12th level and have the Greater Offensive Training distinction before selecting this distinction.
Perfect Offensive Training: The character receives a +5 training bonus to attacks and damage with a single type of weapon. A character must be at least 15th level and have the Penultimate Offensive Training distinction before selecting this distinction.
Lucky: The character receives a +1 resistance bonus to their Fortitude, Reflex, and Will saves.
Blessed: The character receives a +3 resistance bonus to their Fortitude, Reflex, and Will saves. A character must be at least 7th level and have the Lucky distinction before selecting this distinction.
Exalted: The character receives a +5 resistance bonus to their Fortitude, Reflex, and Will saves. A character must be at least 13th level and have the Lucky distinction before selecting this distinction.
Nimble: The character gains a +1 dodge bonus to AC. A character must be at least 6th level before selecting this distinction.
Artful: The character’s dodge bonus increases to +3. A character must be at least 10th level and have the Nimble distinctions before selecting this distinction.
Deft: The character’s dodge bonus increases to +5. A character must be at least 14th level and have the Artful distinction before selecting this distinction.
Hardened: The character's natural armor bonus improves by +1. A character must be at least 6th level before selecting this distinction.
Grizzled: The character's natural armor bonus increases to +3. A character must be at least 10th level and have the Hardened distinction before selecting this distinction.
Iron Skinned: The character's natural armor bonus increases +5. A character must be at least 14th level and have the Grizzled distinction before selecting this distinction.
Strong: The character receives a +2 training bonus to strength. A character must be at least 5th level before selecting this distinction.
Dexterous: The character receives a +2 training bonus to dexterity. A character must be at least 5th level before selecting this distinction.
Hearty: The character receives a +2 training bonus to constitution. A character must be at least 5th level before selecting this distinction.
Intelligent: The character receives a +2 training bonus to intelligence. A character must be at least 5th level before selecting this distinction.
Wise: The character receives a +2 training bonus to wisdom. A character must be at least 5th level before selecting this distinction.
Charismatic: The character receives a +2 training bonus to charisma. A character must be at least 5th level before selecting this distinction.
Mighty: The character receives a +4 Training bonus to strength. A character must be at least 10th level and have the Strong distinction before selecting this distinction.
Adroit: The character receives a +4 Training bonus to dexterity. A character must be at least 10th level and have the Dexterous distinction before selecting this distinction.
Unyielding: The character receives a +4 Training bonus to constitution. A character must be at least 10th level and have the Hearty distinction before selecting this distinction.
Brilliant: The character receives a +4 Training bonus to intelligence. A character must be at least 10th level and have the Intelligent distinction before selecting this distinction.
Attuned: The character receives a +4 Training bonus to wisdom. A character must be at least 10th level and have the Wise distinction before selecting this distinction.
Majestic: The character receives a +4 Training bonus to charisma. A character must be at least 10th level and have the Charismatic distinction before selecting this distinction.
Herculean: The character receives a +6 Training bonus to strength. A character must be at least 15th level and have the Mighty distinction before selecting this distinction.
Alacritous: The character receives a +6 Training bonus to dexterity. A character must be at least 15th level and have the Adroit distinction before selecting this distinction.
Titanic: The character receives a +6 Training bonus to constitution. A character must be at least 15th level and have the Unyielding distinction before selecting this distinction.
Genius: The character receives a +6 Training bonus to intelligence. A character must be at least 15th level and have the Inspired distinction before selecting this distinction.
Enlightened: The character receives a +6 Training bonus to wisdom. A character must be at least 15th level and have the Attuned distinction before selecting this distinction.
Awe Inspiring: The character receives a +6 Training bonus to charisma. A character must be at least 15th level and have the Majestic distinction before selecting this distinction.
Magical Training: The character receives a +1 training bonus to attacks and caster level checks when casting a spell. In addition any spell that does hit point damage gains a +1 training bonus to the first damage die rolled.
Improved Magical Training: The character receives a +2 training bonus to attacks and caster level checks when casting a spell. In addition any spell that does hit point damage gains a +2 training bonus to the first damage die rolled. A character must be at least 6th level and have the Magical Training distinction before selecting this distinction.
Greater Magical Training: The character receives a +3 training bonus to attacks and caster level checks when casting a spell. In addition any spell that does hit point damage gains a +3 training bonus to the first damage die rolled. A character must be at least 9th level and have the
Magical Training distinction before selecting this distinction.
Penultimate Magical Training: The character receives a +4 training bonus to attacks and caster level checks when casting a spell. In addition any spell that does hit point damage gains a +4 training bonus to the first damage die rolled. A character must be at least 12th level and have the Greater Magical Training distinction before selecting this distinction.
Perfect Magical Training: The character receives a +5 training bonus to attacks and caster level checks when casting a spell. In addition any spell that does hit point damage gains a +5 training bonus to the first damage die rolled. A character must be at least 15th level and have the Penultimate Magical Training distinction before selecting this distinction.
Boon Re-training:
Sometimes characters change their specialties, particularly with weapons and armor. A character with either offensive or defensive training including their improved, greater, penultimate and perfect versions may spend 1 hour practicing to change either the weapon or armor type all of their offensive or defensive training boons apply to. A character may only do this once per week. If a character has offensive or defensive weapon training with more than one type of weapon or armor, they may only change on such set of trainings per re-training effort.

WarColonel |

Can they be taken more then once for the same stat?
If so, it's kinda broken.
If not, it looks ok.
Most boons can be taken more than once, but they do have scaled versions. The Offensive and Defensive boons may be chosen more than once, but must be applied to a separate weapon or armor. All boons in a specific tree replace their pre-rek, so the boon for +5 to saves doesn't add to the +1 and +3, the Mighty boon doesn't add to Strong.

WarColonel |

One thing to remember is that while this system goes a long way to 'fixing' the Christmas tree, players are still a little underpowered in accordance to wealth by level, though for some builds (especially fighter, monk, and twf ranger) this works out very well. It also means some builds, such as a buff wizard, loose relevance, or others, such as a tank fighter, can become amazingly robust. At level 20, a character can get +5 Armor AC, Shield AC, Dodge, and Natural, +20 over all, for only 16 of his 30 choices, and frees up 150k according to wealth by level.

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One thing to remember is that while this system goes a long way to 'fixing' the Christmas tree, players are still a little underpowered in accordance to wealth by level, though for some builds (especially fighter, monk, and twf ranger) this works out very well. It also means some builds, such as a buff wizard, loose relevance, or others, such as a tank fighter, can become amazingly robust. At level 20, a character can get +5 Armor AC, Shield AC, Dodge, and Natural, +20 over all, for only 16 of his 30 choices, and frees up 150k according to wealth by level.
this is a good thing for him