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<blockquote data-quote="dazzlerdal" data-source="post: 6498200" data-attributes="member: 6695391"><p>For those that haven't the time to look at the documents or want a bit more info first here's a bit of an overview.</p><p></p><p>Classes and Races are more freeform now. Every class gets 2 class options per level. The class has a range of class options and they can pick anything they want. Crucially I have made Caster Level a class option so that you can have a wizard that doesn't actually cast spells, instead you could pick class options that make him an excellent scholar or have a load of spell like abilities. This means that for hybrid classes like the ranger, knight (think paladin and knight rolled into one), or bard you don't actually have to pick any spellcasting ability if you don't like the management of spells, there are plenty of other class options to fill out a full class. Also I got rid of the barbarian and gave the fighter rage as a class option instead.</p><p></p><p>Races are similar to classes. You have a base set of traits for the race and then a choice of 2 race options from a list. So if you are a dwarf you could pick to have +2 Constitution several times or give him heightened darkvision. Not every dwarf is excellent at crafting or good with axes or adept at fighting orcs, but they can be if you choose it.</p><p></p><p>The biggest change is to Magic. Spells are now attacks like melee and ranged attacks. They have a d20 attack roll compared against a defence value like AC or Reflex or Willpower (which also means there is no need for touch attacks anymore - its a Reflex save now). So all spells can score critical hits, can have enchanted wands that boost attack and damage rolls .</p><p>I also linked spells to spell level (instead of caster level) directly. A spell grants a +1 bonus per spell level or does 1d6 damage per spell level or heals 1d6 damage per spell level. That means I can remove a lot of spells that only vary by the amount of bonus or damage it does. </p><p>And there are only 3 spell lists. The wizard spell list, the cleric spell list, and the druid spell list. The various casting classes can cast from a mix of the spell lists (some gain access to more than one with some of their advanced class options - the sorcerer can cast spells from all three if desired).</p><p></p><p>One final thing involving magic and classes. There is only one Spells per Day progression and it is shared by all classes (yes even a ranger or bard can be a 20th level caster). Furthermore the sharing applies to multiclassing. You will only ever have one set of 1st level spells even if you can cast cleric, wizard, or druid spells, you can memorise any spell from any spell list you have access to into any spells per day slot you want (because spells are linked to spell level you can memorise them in any slot you wish). That means the headaches of multiple class spell lists is gone.</p><p></p><p>The idea is that all the classes have a lot more freedom than before. The martial classes have a variety of abilities they can pick from in any order. The casting classes need not be casting classes at all (the sorcerer functions quite nicely as a transformation class), and all classes are on an equal footing when it comes to combat as they all use an identical mechanic (the Attack roll).</p></blockquote><p></p>
[QUOTE="dazzlerdal, post: 6498200, member: 6695391"] For those that haven't the time to look at the documents or want a bit more info first here's a bit of an overview. Classes and Races are more freeform now. Every class gets 2 class options per level. The class has a range of class options and they can pick anything they want. Crucially I have made Caster Level a class option so that you can have a wizard that doesn't actually cast spells, instead you could pick class options that make him an excellent scholar or have a load of spell like abilities. This means that for hybrid classes like the ranger, knight (think paladin and knight rolled into one), or bard you don't actually have to pick any spellcasting ability if you don't like the management of spells, there are plenty of other class options to fill out a full class. Also I got rid of the barbarian and gave the fighter rage as a class option instead. Races are similar to classes. You have a base set of traits for the race and then a choice of 2 race options from a list. So if you are a dwarf you could pick to have +2 Constitution several times or give him heightened darkvision. Not every dwarf is excellent at crafting or good with axes or adept at fighting orcs, but they can be if you choose it. The biggest change is to Magic. Spells are now attacks like melee and ranged attacks. They have a d20 attack roll compared against a defence value like AC or Reflex or Willpower (which also means there is no need for touch attacks anymore - its a Reflex save now). So all spells can score critical hits, can have enchanted wands that boost attack and damage rolls . I also linked spells to spell level (instead of caster level) directly. A spell grants a +1 bonus per spell level or does 1d6 damage per spell level or heals 1d6 damage per spell level. That means I can remove a lot of spells that only vary by the amount of bonus or damage it does. And there are only 3 spell lists. The wizard spell list, the cleric spell list, and the druid spell list. The various casting classes can cast from a mix of the spell lists (some gain access to more than one with some of their advanced class options - the sorcerer can cast spells from all three if desired). One final thing involving magic and classes. There is only one Spells per Day progression and it is shared by all classes (yes even a ranger or bard can be a 20th level caster). Furthermore the sharing applies to multiclassing. You will only ever have one set of 1st level spells even if you can cast cleric, wizard, or druid spells, you can memorise any spell from any spell list you have access to into any spells per day slot you want (because spells are linked to spell level you can memorise them in any slot you wish). That means the headaches of multiple class spell lists is gone. The idea is that all the classes have a lot more freedom than before. The martial classes have a variety of abilities they can pick from in any order. The casting classes need not be casting classes at all (the sorcerer functions quite nicely as a transformation class), and all classes are on an equal footing when it comes to combat as they all use an identical mechanic (the Attack roll). [/QUOTE]
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