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Arcane Magic, Divine Magic, Nature Magic and Psionics are too much alike.
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<blockquote data-quote="Toj" data-source="post: 692073" data-attributes="member: 462"><p><strong>Here is what we have started</strong></p><p></p><p>My group doesn't like that all 'magic' works the same, so we set out a way to fix it.</p><p></p><p>Arcane Magic</p><p>First we got rid of the Sorcerer.</p><p>Same spells as the PHB, but we converted to a mana system. Spell's level x 2 equal mana.</p><p>Wizards gain 12 + Int Mod at first level, then 4 + Int Mod every level thereafter.</p><p>They can memorize spells (harder to do) from other spellbooks and scrolls. Any spell they have memorized they can use.</p><p>They use a new skill called meditation to gain back mana, either passively or actively.</p><p>The main difference from the PHB wizard is that they have more of a selection, but they can't cast as many spells in a row, but they do gain back mana or the ability to cast faster than a traditional PHB wizard.</p><p></p><p>Divine "Magic"</p><p>First we call them miracles and we made it based on Faith. It's still the same basic spells in the PHB, but with some flavor modifications. Clerics get to pick two domains of their deity and get all the miracles that fall under that domain. Each spell in the PHB has a faith DC check. Your faith is simply your level, plus other possible modifers.</p><p>Possible modifiers to the roll include a feat, a special holy symbol, a holy weapon or artificact, whether the recipient follows your deity, and if you are in your temple. Some miracles can only be tried once on a person, such as raise dead.</p><p>This really, really changes the flavor of the cleric. For one it makes the cleric actually try and cause others to follow his deity. It makes the cleric's temple important. Instead of trying to raise your dead collegue and failing and not being able to do it again, you might consider waiting and going back to the temple for that extra bonus. Differences from the PHB... they can fail their miracles, but they can also do them unlimited amount. There is an exception... if you are using a miracle without really needing to use it (such as creating food and water when you have money and could go buy some) your deity may punish you. Same thing goes with always keeping yourself 'buffed' when you aren't even around danger. The whole mindset is that you are actually calling on the power of your deity, and each time you call for a miracle you are calling your deity, so the flavor really changes.</p><p></p><p>Psionics</p><p>We are still working on how we want to do this, but we believe we are using the same disciplines in the Psionic Handbook. You won't have a skill check or slot but will be able to do your power whenever. The more you gain level, the more powerful your powers become, or the more new powers you can pick. Basically it's like if you had telekinesis and you continued to pump points into it, you would be able to lift more and would gain more 'talents' with telekinesis, such as a TK blast or TK forcefield etc.</p></blockquote><p></p>
[QUOTE="Toj, post: 692073, member: 462"] [b]Here is what we have started[/b] My group doesn't like that all 'magic' works the same, so we set out a way to fix it. Arcane Magic First we got rid of the Sorcerer. Same spells as the PHB, but we converted to a mana system. Spell's level x 2 equal mana. Wizards gain 12 + Int Mod at first level, then 4 + Int Mod every level thereafter. They can memorize spells (harder to do) from other spellbooks and scrolls. Any spell they have memorized they can use. They use a new skill called meditation to gain back mana, either passively or actively. The main difference from the PHB wizard is that they have more of a selection, but they can't cast as many spells in a row, but they do gain back mana or the ability to cast faster than a traditional PHB wizard. Divine "Magic" First we call them miracles and we made it based on Faith. It's still the same basic spells in the PHB, but with some flavor modifications. Clerics get to pick two domains of their deity and get all the miracles that fall under that domain. Each spell in the PHB has a faith DC check. Your faith is simply your level, plus other possible modifers. Possible modifiers to the roll include a feat, a special holy symbol, a holy weapon or artificact, whether the recipient follows your deity, and if you are in your temple. Some miracles can only be tried once on a person, such as raise dead. This really, really changes the flavor of the cleric. For one it makes the cleric actually try and cause others to follow his deity. It makes the cleric's temple important. Instead of trying to raise your dead collegue and failing and not being able to do it again, you might consider waiting and going back to the temple for that extra bonus. Differences from the PHB... they can fail their miracles, but they can also do them unlimited amount. There is an exception... if you are using a miracle without really needing to use it (such as creating food and water when you have money and could go buy some) your deity may punish you. Same thing goes with always keeping yourself 'buffed' when you aren't even around danger. The whole mindset is that you are actually calling on the power of your deity, and each time you call for a miracle you are calling your deity, so the flavor really changes. Psionics We are still working on how we want to do this, but we believe we are using the same disciplines in the Psionic Handbook. You won't have a skill check or slot but will be able to do your power whenever. The more you gain level, the more powerful your powers become, or the more new powers you can pick. Basically it's like if you had telekinesis and you continued to pump points into it, you would be able to lift more and would gain more 'talents' with telekinesis, such as a TK blast or TK forcefield etc. [/QUOTE]
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Arcane Magic, Divine Magic, Nature Magic and Psionics are too much alike.
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