I'm discovering this as I peel the layers off a complex interweb of factions in a city campaign. Might be the players I've got, but they're struggling to find the threads. I'm trying to be realistic with the interconnections, but .... definitely re-thinking how to do things.
In the current mechanic, nature clerics generally cannot find herbs, and in any event, only regular clerics can craft potions.
I gotta figure out if I want a mechanic for non-clerics to do things, but at the moment I'm content with the existing approach.
I wasn't clear - I've gone with doubling to a certain point (10th) and thereafter the same number thereafter. So mostly the same, just tweaked to what I think is a bit more logical.
The other part of the equation is that at higher levels - generally starting at 5th in the manner I typically GM...
I find that most older modules were awash with Monty Haul levels of magic. IIRC, the famed Keep on the Borderlands has some entry-level priest in +1 plate.
Craft Minor Potion
Start level: 3
Components: VSM
CT: 10 minutes
Type: Regular
Range: 0
Area of effect: Special
Save: n/a
Pray:
Upcasting: n
Powercasting: n
Scaling:
Cap:
This magic transforms Herbs – those with abnormal properties – into potions. Potions magically preserve the effect of the...
Ok. In that case, I would do a 5e backport, as it were, and allow a flexible casting system using spell slots, and a shorter spell-slot recovery time (long rest rather than 24 hours.)
As for the XP progressions, I think they all need to be tweaked, and so have done that with a general doubling...
Hooboy.... here I am diving in late with a multiquote. Sorry for being a PITA, but hey, that's on-brand.
Rightho. Where was I? Oh, yes.
What I did to solve that was take the generic calculator in the back of the DMG (Table 31/32 in the TSR 2100 version) and put all those fomulas into a...
Maybe the grey matter is mis-remembering, but IIRC, Rob always allowed one to "shuffle" spell points from one memorized spell to another. I know I allowed that.
I have it as a "re-memorize whatcha done used the day before."
IIRC, you still use the "no need to memorize lower-level spells"...
After that comment, I'm inclined to believe you play the "I'm gonna unleash something that requires +1 weapons to hit on my first-level party" style. Dissuade me otherwise if you will.
The very nature of good RPG gaming is that the GM gives the players tangible paths to possible success -...
I extended the range to 5m. I think that makes it a bit more useful in mass combat.
Tweaked starting spells. One offensive, one defensive, one info/utility and then four "general" spells. Magic Missile is one of the generals....
The original "Counterspell."
I did the same thing. Each faith has its own spell lists. Although war clerics are pretty much identical. But I have a very limited number of deities (12 major, 12 demideities and then a .... not known number of minor deities. And since some of those 24 known deities are of the not-nice kind...
Well, I learned something today. Never heard of that before.
Encounter balance is a function of GMing, not of rules. Specious argument.
Like D&D ain't stacked with monsters? There's buckets of 'em. Again, this is a function of the GM.
What happens when you starve a troll?