
Loopy |

I run a campaign that's been going for quite some time and one of the things that's cropped up is this concept of Primordial Power which is the very basic stuff of Creation. I'd like some comments on balance for this system and this class. Any comments on balance are most welcome, but I hope that any comments on the concept in general, if they must be made, please make them after reading the bit about the history of it.
I did try to develop a Sorcerer bloodline, a variant cleric,and also a completely different system... I even tried integrating Psionics for this, but none of it really seemed right and much of it didn't really work out.
If you are using IE, please excuse the wisearse comment at the top of the page.
Primordial Power:
http://www.harvestmooncampaign.com/newSystems.php?id=405
Primordialist Class:
http://www.harvestmooncampaign.com/classes.php?id=395
Primordial Enhancements:
http://www.harvestmooncampaign.com/primordialEnhancements.php
Feats (scroll to Primordial Feats heading):
http://www.harvestmooncampaign.com/feats.php
I definitely plan on making more Feats and Enhancements as time goes on and welcome any suggestions. Some of the Feats may seem useless to the Primordialist (such as Primordial Tap) but keep in mind that all characters in my campaign have a PPP reservoir and can take advantage of the feat, even Fighters and Wizards and monsters.
If you are having trouble figuring out what I'm talking about regarding the relationship between Magic and Primordial energy, the analogy I'm going to give my players is this:
Wizard casting = coding magic in C++
Sorcerer casting = coding magic in Visual Basic 6
Cleric casting = coding magic in .net either c# or VB
Primordialist Casting = coding magic at the bit level