Lord Fyre wrote:
I'm just running Book 1 as a standalone mini ad. So not doing anything with guide or the rest of the AP. I've ran it before in 1E and yeah there are problems.
Attempting this a few years later. havn't run it yet so need to see how this stuff does but... a couple suggestions for new creatures that have been added to the game. A Beach - Common Eurypterids
I feel the current system is just a little too complicated and I thought i'd give a shot at creating one. Sorry it's so long but wanted to give examples to it all hopefully makes sense. Resonance pool = Level + Cha All Magic Items have either a Passive ability, Active ability or both. Passive magical abilities need to be invested during daily preparations. (cost 1 resonance)
I think this system has a couple benefits.
List of Magic Items as examples: Weapons: in most cases weapons will just have a set of Passive abilities that will cost 1 resonance to use. Some could have active abilities as well +1 Flaming Sword
Sky Hammer
Armor: in most cases armor will just have a set of Passive abilities that will cost 1 resonance to use. Some could have active abilities as well. Similar to weapons. +1 Fortification armor
Shields: in most cases shields will just have an Active abilities that will cost 1 resonance to use. Shields usually require the use of a raise the shield action to trigger its abilities. Similar to weapons and Armor. Lion’s Shield
Other worn items: in most cases has a Passive ability and Active ability. Cloak of Elvenkind (standard)
Scrolls: A scroll contains a single spell, which you can cast without having to expend a spell slot. Must Have the spell on your spell list. This is an active ability. (Cost 1 resonance point when used) Scroll of Illusory Disguise
Staves: Staves will have both a passive (cost 1 resonance to invest) and active (cost 1 resonance to activate) ability. There is no limit to how many times you can activate a staff’s active ability however each time costs 1 resonance point and the spell needs to be on your spell list Staff of Healing (minor)
Trinkets: Trinkets are one time use Active ability items that can be used when it’s trigger is met. Ownbear claw:
Wands: Similar to Staves but with only an active ability. There is no limit to how many times a wand can be activated (no charges) however each time costs 1 resonance point and the spell must be on your spell list. Wand of Heal (1st level)
Potions/Oils Do not cost resonance to use. Feat Idea:
I feel like Gnome's Boosts should be CON and WIS and a Hafling's should be DEX and CHA
especially with the Druid Iconic being a Gnome and Bard Iconic being a Halfling (I've looked through the forums and I don't see any posts about this but maybe i missed it) |