We managed to talk our DM into letting us play a pair of halflings. He wanted a Forgotten Realms campaign, but let us work it using psionics and travelling astrally into his world. None of the group knew Dark sun, so we had them scared to death, afraid we would eat them if they pissed us off. We played two halfling brothers, one a psionicist and the other a gladiator. The psionicist would open a dimension door in a prime spot (one round daze, but also had surprise) to wipe up enemies. It was a deadly combo !!! Oh, and the gladiator used a whip which gave him reach. Remember a standard whip was useless against armor, but other whips did normal damage and could be used against armored foes.
My god, I wish I had the time for that much detail and props. I like the idea, limiting it to maybe +1 or +2 caster level to overcome spell resistance or such. I wouldn't give it metamagic feats or make it more powerful. You could possibly increase the durations. Maybe even have a random chart to roll from each time, so it's never the same. Again, I like the idea, just be careful of overpowering to encourage roleplay.
Panics wrote:
The way you interpret the rules also comes into play here. There is also a $1000 squared x armor bonus rule that could be applied to the mage armor (and should be) as well as the shield spell. Now the cost is 16,000gp each, well beyond the reach of start up characters. As for combining the spell creation feats, I agree they should be changed. You would have Charged items, Permanent items, Arms & Armor, then possibly one shot items, with spell completion (i.e. scrolls) being half the normal cost. Staves could go under charged items, or possibly keep their own feat such that they differ from other charged items in that the caster level and ability is taken into account. Or you could just make it all one feat, create magic items.
Instead of having the racial skills, why not just add those to the class skills that can be taken at 1st level? Similar to starting languages, certain classes add optional languages to the racial ones available for high intelligence. By the way, I do like the idea of adding in racial ones for flavor.
Archade wrote:
We also use the CON + Level for total negative. I do like the way you added the save to stay conscious and still in the fight. Is the save FORT or WILL ? I would guess the save itself would be 10+ (maybe 15?) the total hit point loss below 0. The extra hit points by this system don't help the PC's battle (unless you add in that optional stay conscious rule) but does help prevent some deaths.
The spell point system can always be offered as an optional rule, that is in no way a dealbreaker. Plus it would be a very simple conversion..use your current spells memorized as the ones you would have available for your spell points, then just add the spell point chart. The same way it was done in Unearthed Arcana. Then the players/GM can decide which method they prefer for their campaign (or might incorporate both?).
The one thing I've ALWAYS hated about wizards is the spell memorization. I've been playing since 79-80 and I love the spell point system in Unearthed Arcana. That should definitely be put into the game, even if it is just an optional rule. This also makes the current sorcerer obsolete, however the one(s) being planned with heritage might make the difference. Also there is a note in the alpha book saying a wizard can add a spell to his spellbook anytime, do the rules of 100gp per spell level per page still hold to true ? It doesn't really mention it. If you do have to pay to put spells into the book, the cost should come cheaper. A wizard spends a lot more money buying scrolls/spells and then paying even more to transcribe them than any class upgrading his equipment. This same party members are also the first to complain the wizard doesn't have the particular spell they wants cast at any given moment (what do you mean you don't have KNOCK, MENDING (my broken sword), SLEEP, or god knows which spell).
One option that I haven't seen put up yet, the Unearthed Arcana book. Use the generic warrior instead of fighter, you get the same amount of extra feats, but are not limited to which ones. You can also choose some of your skills, such as search and disable device so you can keep them at the same level as a single class rogue. You can also do the same thing with a generic spellcaster instead of using a wizard. They have the spell selection of druid, wizard, sorcerer and cleric. It's nice to have the extra boosts like mage armor and cure light wounds. They also get to select some of their skills so again you can keep up with "pure" rogues for a limited number of skills. |