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*Pathfinder & Starfinder
The One Hour Game, continued (BD&D as a baseline)
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<blockquote data-quote="paladinm" data-source="post: 5859846" data-attributes="member: 6687937"><p>Continuing with the topic.. I think I would pretty much leave the casters as they were in BD&D, except I would give them the spells-per-day from OD&D. They were more powerful, especially at high levels; but I'm wanting to do away with feats for most casters, so it kind of balances out.</p><p></p><p>For mages, I'd like to give the option of One 1st level spell as a spontaneous spell, which could be substituted for any known spell (Yes, this would be Magic Missile for most everyone). Or give them an eldritch bolt that would do about the same damage as an arrow or dagger. Or allow a different spontaneous spell for school specialists.</p><p></p><p>For clerics, I kind of like being able to swap a healing spell for others, so the spell list would need to include one healing spell at each level. Or allow a different spell for specialty priests.</p><p></p><p>For druids, I would use the variant from Princess Ark that included wildshape and allowed druids from level 1.</p><p></p><p>For "hybrid" casters (paladins, avengers, bards, etc.) I kind of like the model from BECM, where a combat-oriented character can cast spells at 1/3 of his level. This is "canon" for paladins and avengers. The same PA article deals with the "druidic knight", which is the BD&D "ranger" (unless you count the Forester, a human Ftr/MU), and can also druid spells at 1/3 level. A bard was originally a thief with charm abilities.. I might open the class up to MU spells at 1/3 level. But then, that would make the bard the default "gish" character.</p><p></p><p>For "pure" thieves and fighters, I would actually allow a lot of "cross-pollinating" to allow for nimble fighters and brawny rogues. The main difference would be hit dice, # of skills, BAB. And I find myself preferring the simplicity of the 1e/2e "weapon specialization" over BD&D's weapon mastery system. For these "purely martial" characters I would allow a "feat"/tactic choice at levels 1,2,4,6,8 and 10, and possible one more at every 5 levels afterward. This is where weapon skill, 2-handed fighting, evasion, uncanny dodge, raging, etc. come in to play.</p><p></p><p>Just thinking out loud.. more to come.. Any thoughts?</p></blockquote><p></p>
[QUOTE="paladinm, post: 5859846, member: 6687937"] Continuing with the topic.. I think I would pretty much leave the casters as they were in BD&D, except I would give them the spells-per-day from OD&D. They were more powerful, especially at high levels; but I'm wanting to do away with feats for most casters, so it kind of balances out. For mages, I'd like to give the option of One 1st level spell as a spontaneous spell, which could be substituted for any known spell (Yes, this would be Magic Missile for most everyone). Or give them an eldritch bolt that would do about the same damage as an arrow or dagger. Or allow a different spontaneous spell for school specialists. For clerics, I kind of like being able to swap a healing spell for others, so the spell list would need to include one healing spell at each level. Or allow a different spell for specialty priests. For druids, I would use the variant from Princess Ark that included wildshape and allowed druids from level 1. For "hybrid" casters (paladins, avengers, bards, etc.) I kind of like the model from BECM, where a combat-oriented character can cast spells at 1/3 of his level. This is "canon" for paladins and avengers. The same PA article deals with the "druidic knight", which is the BD&D "ranger" (unless you count the Forester, a human Ftr/MU), and can also druid spells at 1/3 level. A bard was originally a thief with charm abilities.. I might open the class up to MU spells at 1/3 level. But then, that would make the bard the default "gish" character. For "pure" thieves and fighters, I would actually allow a lot of "cross-pollinating" to allow for nimble fighters and brawny rogues. The main difference would be hit dice, # of skills, BAB. And I find myself preferring the simplicity of the 1e/2e "weapon specialization" over BD&D's weapon mastery system. For these "purely martial" characters I would allow a "feat"/tactic choice at levels 1,2,4,6,8 and 10, and possible one more at every 5 levels afterward. This is where weapon skill, 2-handed fighting, evasion, uncanny dodge, raging, etc. come in to play. Just thinking out loud.. more to come.. Any thoughts? [/QUOTE]
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