Al the Absentminded
First Post
This first part is off-topic babbling, I'm sblocking it off.
[sblock]
I've been working, on and off, on reworking the base classes to my taste. Then today I tried to analyze what my tastes were, exactly, and here's what I came up with:
There are five fundamental heroic class-concepts. The Warrior, the Expert, the Green Servant, the Divine Servant, and the Arcane Student. It's possible to have an instictive version as well as a studied version, especially for the magic-user classes.
With that understanding, I classified the classes as follows:
The Fighter is Warrior-pure (weak pure, though - almost Warrior-main)
The Ranger is Warrior-main, Green-minor
The Paladin is Warrior-main, Divine-minor
The Barbarian is Warrior-main, Green-minor(instinctive)
The Rogue is Expert-main, Warrior-minor
The Bard is an abomination
The Monk is Warrior main, with either Green-minor(instinctive) or Arcane-minor(instinctive)
The Cleric is Divine-pure, Warrior-minor (this is too potent, arguably)
The Druid is Green-pure, Warrior-minor (this is too potent, arguably)
The Wizard is Arcane-pure
The Sorceror is Arcane-pure(instinctive)
Now, I would like to have classes for each X-pure concept and for each main/minor concept, but this involves a huge number of classes:
8 Pure classes: One class for each X-pure concept - 8 in all (three instinctive arcane classes)
We could call them:
Fighter
Expert
Cleric (or priest)
???? (instinctive divine caster)
Druid
Shaman
Wizard
Sorceror
However, you get a ton of X-main, Y-minor classes, since there are, on average, at least three aspects of any Pure concept that you might squeeze off to give to a X-main class.
[/sblock]
Okay. Better. Now, I want to rebuild the DnD magic system. I'm hoping people will help me brainstorm cool things.
Here are my parameters:
The Four Magical Forces that can be used are:
Divine Power
Green Power
Arcane Power
True Chaos [sblock]True Chaos is outside of the Multiverse - a place of Lovecraftian insanity. The place where Mostin's critter, The Horror, comes from.
Those who are aware of it but who aren't seduced by it (Mostin fills the first condition, but maybe not the second) tend to theorize that there is an opposing "True Law" power that has prevented the annhilation of the multiverse by True Chaos. Since the inhabitants of True Chaos almost always detect as overwhelmingly Evil, it is further theorized that True Law might be a force of purest Good.
Aside from the continued existance of the multiverse, there is no compelling evidence for the existence of True Law. No source recognized as trustworthy has ever recorded contact with True Law beings, and no magic-user has ever managed to locate a continuum governed by True Law principles. If they're out there, they are aloof with a capital A.
The evil-DM version of Wish is probably an example of a True Chaos power.
[/sblock]
I'd like them to be rather different from each other in how the work. Here are some ideas I have (I'm looking for more, or for further development of expressed ideas):
Green:
-Allow wildshaping to have unlimited duration, but do away with the notion of auto-healing every time you wildshape.
-No Vancian spell-valences.
-Totems to channel Green power.
Powers come from three sources:
-Commanding or altering life-energies
-Asking spirits of places (genius locii, I think they're called in Latin) or things to perform tasks
-Calling on the Planes of Life (elemental, positive, negative)
-Studied version uses Int as casting stat, Instinctive version uses Wis as casting stat.
Divine:
-No Vancian spell-valences
-Able to call on divine power freely a certain number of times per day freely, with varying costs for each additional invocation.
-Personal life-force altered or augmented
-Icons to make channelling blessings easier
-Studied version uses Wis as casting stat, Instinctive version uses Cha as casting stat.
Arcane:
-Only type of magic user with Vancian-style spell-valences.
-Very limited number of spell valences, but very powerful when used.
-Variety of lesser-but-useful effects that are essentially 'on-call'
-Talismans to enhance magical effects
-Frequent use of 'one-shot spell' items
-Ritual trappings to raise/channel/control additional power
-Power words are cool
-Studied version uses Int as casting stat, Instinctive version uses Cha as casting stat.
True Chaos:
-Will f**k you up
-Available to anyone who picks up the right Knowledge skill
-Will really, really f**k you up
So, does anyone have ideas - stuff that should be included, or mechanics for making this work - to share?
-Albert
[sblock]
I've been working, on and off, on reworking the base classes to my taste. Then today I tried to analyze what my tastes were, exactly, and here's what I came up with:
There are five fundamental heroic class-concepts. The Warrior, the Expert, the Green Servant, the Divine Servant, and the Arcane Student. It's possible to have an instictive version as well as a studied version, especially for the magic-user classes.
With that understanding, I classified the classes as follows:
The Fighter is Warrior-pure (weak pure, though - almost Warrior-main)
The Ranger is Warrior-main, Green-minor
The Paladin is Warrior-main, Divine-minor
The Barbarian is Warrior-main, Green-minor(instinctive)
The Rogue is Expert-main, Warrior-minor
The Bard is an abomination
The Monk is Warrior main, with either Green-minor(instinctive) or Arcane-minor(instinctive)
The Cleric is Divine-pure, Warrior-minor (this is too potent, arguably)
The Druid is Green-pure, Warrior-minor (this is too potent, arguably)
The Wizard is Arcane-pure
The Sorceror is Arcane-pure(instinctive)
Now, I would like to have classes for each X-pure concept and for each main/minor concept, but this involves a huge number of classes:
8 Pure classes: One class for each X-pure concept - 8 in all (three instinctive arcane classes)
We could call them:
Fighter
Expert
Cleric (or priest)
???? (instinctive divine caster)
Druid
Shaman
Wizard
Sorceror
However, you get a ton of X-main, Y-minor classes, since there are, on average, at least three aspects of any Pure concept that you might squeeze off to give to a X-main class.
[/sblock]
Okay. Better. Now, I want to rebuild the DnD magic system. I'm hoping people will help me brainstorm cool things.
Here are my parameters:
The Four Magical Forces that can be used are:
Divine Power
Green Power
Arcane Power
True Chaos [sblock]True Chaos is outside of the Multiverse - a place of Lovecraftian insanity. The place where Mostin's critter, The Horror, comes from.
Those who are aware of it but who aren't seduced by it (Mostin fills the first condition, but maybe not the second) tend to theorize that there is an opposing "True Law" power that has prevented the annhilation of the multiverse by True Chaos. Since the inhabitants of True Chaos almost always detect as overwhelmingly Evil, it is further theorized that True Law might be a force of purest Good.
Aside from the continued existance of the multiverse, there is no compelling evidence for the existence of True Law. No source recognized as trustworthy has ever recorded contact with True Law beings, and no magic-user has ever managed to locate a continuum governed by True Law principles. If they're out there, they are aloof with a capital A.
The evil-DM version of Wish is probably an example of a True Chaos power.
[/sblock]
I'd like them to be rather different from each other in how the work. Here are some ideas I have (I'm looking for more, or for further development of expressed ideas):
Green:
-Allow wildshaping to have unlimited duration, but do away with the notion of auto-healing every time you wildshape.
-No Vancian spell-valences.
-Totems to channel Green power.
Powers come from three sources:
-Commanding or altering life-energies
-Asking spirits of places (genius locii, I think they're called in Latin) or things to perform tasks
-Calling on the Planes of Life (elemental, positive, negative)
-Studied version uses Int as casting stat, Instinctive version uses Wis as casting stat.
Divine:
-No Vancian spell-valences
-Able to call on divine power freely a certain number of times per day freely, with varying costs for each additional invocation.
-Personal life-force altered or augmented
-Icons to make channelling blessings easier
-Studied version uses Wis as casting stat, Instinctive version uses Cha as casting stat.
Arcane:
-Only type of magic user with Vancian-style spell-valences.
-Very limited number of spell valences, but very powerful when used.
-Variety of lesser-but-useful effects that are essentially 'on-call'
-Talismans to enhance magical effects
-Frequent use of 'one-shot spell' items
-Ritual trappings to raise/channel/control additional power
-Power words are cool
-Studied version uses Int as casting stat, Instinctive version uses Cha as casting stat.
True Chaos:
-Will f**k you up
-Available to anyone who picks up the right Knowledge skill
-Will really, really f**k you up
So, does anyone have ideas - stuff that should be included, or mechanics for making this work - to share?
-Albert