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<blockquote data-quote="doctorbadwolf" data-source="post: 6635245" data-attributes="member: 6704184"><p>Ability increases and feats are both outside the class structure, and <em>both</em> are acquired every four levels. Rogue and Fighter get extra at the levels they get more than everybody else, and choose between the two for the extra ones. </p><p></p><p>At low levels, this requires no adjustment, but as we get higher level it's gonna require some monster tweaking. </p><p></p><p>All Warlocks get rituals. </p><p></p><p>We also added in a bunch of stuff, like "offhand" weapons that give a +1 to AC, and can be used to dual wield with a non light weapon in the main hand (and are all low damage) and some double weapons and polearms have the offhand property, making them defensive, and usable as double ended weapons. I've thought about lowering the damage of both greatsword and greataxe by one step, and instead making the greatsword defensive or have reach, while the greataxe gets the high crit property we came up with, which increases damage die step of extra crit damage, but I'm holding off on that because I feel like I'm gonna need to just rewrite the entire weapon section of the book soon, anyway. We just don't like the design goals of that part of the rules. </p><p></p><p>Wizards can choose the life domain from the cleric as a school, making for "white mage" characters. Clerics can choose to lose all proficiency with armor and only get simple weapons and no shields, instead getting unarmored defense (wis) and shield of faith as a cantrip, which requires a level one spell slot to cast on anyone but themselves. </p><p></p><p>Padded armor loses the disadvantage on stealth. </p><p></p><p>Arcana skill allows study of specific magics, including figuring out what spell is being cast (usually only useful with rituals), or has been cast, what enchantments are on something, manipulate magic portals, etc. </p><p></p><p>crafting takes much less time, research doesn't have a daily gold cost, generally reworked downtime to make it something that the PCs can use, if they want, to make a good living, have a successful business/build a merchant empire, etc. Basically, we broke the old paradigm that adventuring is the only way to really make money, because it's never been about the loot for us. Working on downtime rules for ruling and the like. </p><p></p><p>Magic items are much less rare, and the secret to making them is not lost to time. My group tends to dislike the whole "everything was more awesome a thousand years ago, but then Rome, I mean the empire of [fantasy name here] fell" trope, and I outright despise it. It doesn't even make sense historically, unless you pretend that only central and western europe existed during the middle ages. The Abbasids were inventing Algebra and chemistry in the middle ages, and advancing philosophy, medicine, and a host of other disciplines. Like...bah, anyway, there are shops where you can buy minor magics, there are magical public services, and any artisan with magical skill can create magic items, although the more powerful/rare stuff requires hella skill, time and magical power, compared to things like minor wondrous items, potions, etc. Magical crafting works pretty much like in the DMG, except that non spellcasters can do it, if they're skilled enough, but require either a spellcaster to shoot some magic into the thing, which is an available service for hire, or to use existing magic items/craft in a magical space/etc. There are also gems, plants and other natural resources available that can focus magic, allowing you to bypass those other requirements, but they are costlier the more power you need from them. </p><p></p><p>Small creatures have no weapon restrictions. </p><p></p><p>Skill proficiency can be trained during downtime. Training any prof. takes 150 days, and you can hire a tutor or rent a training space to decrease that time by as much as half. </p><p>Also, you can perform downtime activities while adventuring, if circumstances allow. WHile traveling, it's counted in weeks, and you can normally only get 3 days worth of downtime activity done while traveling. Less if you're in a hurry. During adventures requires that you have at least 3 hours of uninterupted time to spend on it. If you do so as part of a long rest, you still have to sleep at least 6 hours to also get the benefit of the rest. </p><p>Also, trying to use the proficiency in which you are training can, if there are real consequences for success or failure, shave days off the training time. 1 day per failure or minor success, 2 days per failure or success that has dire consequences. ie, if you put everyone in danger or get seriously hurt or make it much harder to complete a quest by failing, or save the day or bypass a significant obstacle/threat, or avoid a dire negative consequence by succeeding. </p><p></p><p></p><p>I think that's about it.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 6635245, member: 6704184"] Ability increases and feats are both outside the class structure, and [I]both[/I] are acquired every four levels. Rogue and Fighter get extra at the levels they get more than everybody else, and choose between the two for the extra ones. At low levels, this requires no adjustment, but as we get higher level it's gonna require some monster tweaking. All Warlocks get rituals. We also added in a bunch of stuff, like "offhand" weapons that give a +1 to AC, and can be used to dual wield with a non light weapon in the main hand (and are all low damage) and some double weapons and polearms have the offhand property, making them defensive, and usable as double ended weapons. I've thought about lowering the damage of both greatsword and greataxe by one step, and instead making the greatsword defensive or have reach, while the greataxe gets the high crit property we came up with, which increases damage die step of extra crit damage, but I'm holding off on that because I feel like I'm gonna need to just rewrite the entire weapon section of the book soon, anyway. We just don't like the design goals of that part of the rules. Wizards can choose the life domain from the cleric as a school, making for "white mage" characters. Clerics can choose to lose all proficiency with armor and only get simple weapons and no shields, instead getting unarmored defense (wis) and shield of faith as a cantrip, which requires a level one spell slot to cast on anyone but themselves. Padded armor loses the disadvantage on stealth. Arcana skill allows study of specific magics, including figuring out what spell is being cast (usually only useful with rituals), or has been cast, what enchantments are on something, manipulate magic portals, etc. crafting takes much less time, research doesn't have a daily gold cost, generally reworked downtime to make it something that the PCs can use, if they want, to make a good living, have a successful business/build a merchant empire, etc. Basically, we broke the old paradigm that adventuring is the only way to really make money, because it's never been about the loot for us. Working on downtime rules for ruling and the like. Magic items are much less rare, and the secret to making them is not lost to time. My group tends to dislike the whole "everything was more awesome a thousand years ago, but then Rome, I mean the empire of [fantasy name here] fell" trope, and I outright despise it. It doesn't even make sense historically, unless you pretend that only central and western europe existed during the middle ages. The Abbasids were inventing Algebra and chemistry in the middle ages, and advancing philosophy, medicine, and a host of other disciplines. Like...bah, anyway, there are shops where you can buy minor magics, there are magical public services, and any artisan with magical skill can create magic items, although the more powerful/rare stuff requires hella skill, time and magical power, compared to things like minor wondrous items, potions, etc. Magical crafting works pretty much like in the DMG, except that non spellcasters can do it, if they're skilled enough, but require either a spellcaster to shoot some magic into the thing, which is an available service for hire, or to use existing magic items/craft in a magical space/etc. There are also gems, plants and other natural resources available that can focus magic, allowing you to bypass those other requirements, but they are costlier the more power you need from them. Small creatures have no weapon restrictions. Skill proficiency can be trained during downtime. Training any prof. takes 150 days, and you can hire a tutor or rent a training space to decrease that time by as much as half. Also, you can perform downtime activities while adventuring, if circumstances allow. WHile traveling, it's counted in weeks, and you can normally only get 3 days worth of downtime activity done while traveling. Less if you're in a hurry. During adventures requires that you have at least 3 hours of uninterupted time to spend on it. If you do so as part of a long rest, you still have to sleep at least 6 hours to also get the benefit of the rest. Also, trying to use the proficiency in which you are training can, if there are real consequences for success or failure, shave days off the training time. 1 day per failure or minor success, 2 days per failure or success that has dire consequences. ie, if you put everyone in danger or get seriously hurt or make it much harder to complete a quest by failing, or save the day or bypass a significant obstacle/threat, or avoid a dire negative consequence by succeeding. I think that's about it. [/QUOTE]
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