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Pendragon d20?
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<blockquote data-quote="mmadsen" data-source="post: 356589" data-attributes="member: 1645"><p>CoC d20 is already most of the way there; let's start with it as our basis. "Wizards" (and "Druids") are Experts with access to spells. </p><p></p><p>To make their many skills more useful and fun, we bump up their skills' power. I'm not sure I'd want to separate Alchemy from other magic, but we can obviously up Alchemy's power to let wizards crank out magic potions. Animal Empathy might allow wizards to speak to animals. Appraise might identify magic items, although I think Knowledge (Arcana) or Spellcraft would fit better. More monsters might by Bluff-able than in typical D&D, especially if the wizard knows their personal weaknesses. I'd definitely make Decipher Script a wizard skill -- and I'd make everyone else illiterate. As with Bluff, I'd try to make Diplomacy more useful, especially if the wizard knows what monsters of type <em>X</em> want, fear, etc. I don't see too many traps in such a campaign, but I wouldn't mind seeing such wizards supplant Rogues in Searching for and Disabling Devices. Such wizards could also Disguise themselves well. Escape Artist obviously fits the magician archetype. Forgery should fit the one literate class as well. And on and on. We could even let a simple Scry check see into the spirit realm (i.e. see insivible, see through many illusions).</p><p></p><p>As far as spellcasting, we have quite a few options. Even without going all the way to CoC magic, we could manipulate the existing system to feel more "magical". A core D&D Wizard can cast three cantrips and a couple 1st-level spells per day (and thus per evening's play in many cases). We can increase those numbers but decrease their "refresh rate". What if we make those per-day limits per month? We can boost the numbers a bit, but Wizards would remain almost as powerful (or even more powerful) in a typical adventure, but they wouldn't "waste" spells on a daily basis. Or we can increase the spells a Wizard has access to. Maybe 1st-level Wizards can cast 2nd- or 3rd-level spells? A power-point system might work better than spell slots if Wizards aren't going to get multiple spells of every level.</p><p></p><p>If we do go with a CoC magic system, that gives spellcasters access to "higher level" spells, and it gives them a "fuzzy" limit on their casting (Ability Damage and Sanity loss). If we let them recover Sanity via sleep/meditation, we've got something Pendragon-esque. If we let them sleep it off later, we have a playable PC spellcaster.</p></blockquote><p></p>
[QUOTE="mmadsen, post: 356589, member: 1645"] CoC d20 is already most of the way there; let's start with it as our basis. "Wizards" (and "Druids") are Experts with access to spells. To make their many skills more useful and fun, we bump up their skills' power. I'm not sure I'd want to separate Alchemy from other magic, but we can obviously up Alchemy's power to let wizards crank out magic potions. Animal Empathy might allow wizards to speak to animals. Appraise might identify magic items, although I think Knowledge (Arcana) or Spellcraft would fit better. More monsters might by Bluff-able than in typical D&D, especially if the wizard knows their personal weaknesses. I'd definitely make Decipher Script a wizard skill -- and I'd make everyone else illiterate. As with Bluff, I'd try to make Diplomacy more useful, especially if the wizard knows what monsters of type [i]X[/i] want, fear, etc. I don't see too many traps in such a campaign, but I wouldn't mind seeing such wizards supplant Rogues in Searching for and Disabling Devices. Such wizards could also Disguise themselves well. Escape Artist obviously fits the magician archetype. Forgery should fit the one literate class as well. And on and on. We could even let a simple Scry check see into the spirit realm (i.e. see insivible, see through many illusions). As far as spellcasting, we have quite a few options. Even without going all the way to CoC magic, we could manipulate the existing system to feel more "magical". A core D&D Wizard can cast three cantrips and a couple 1st-level spells per day (and thus per evening's play in many cases). We can increase those numbers but decrease their "refresh rate". What if we make those per-day limits per month? We can boost the numbers a bit, but Wizards would remain almost as powerful (or even more powerful) in a typical adventure, but they wouldn't "waste" spells on a daily basis. Or we can increase the spells a Wizard has access to. Maybe 1st-level Wizards can cast 2nd- or 3rd-level spells? A power-point system might work better than spell slots if Wizards aren't going to get multiple spells of every level. If we do go with a CoC magic system, that gives spellcasters access to "higher level" spells, and it gives them a "fuzzy" limit on their casting (Ability Damage and Sanity loss). If we let them recover Sanity via sleep/meditation, we've got something Pendragon-esque. If we let them sleep it off later, we have a playable PC spellcaster. [/QUOTE]
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