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    Rate this Race!

    As others have said: Way too much for LA+0, weak for LA+1. The stats aren't balanced. The +4 STR is a huge boost; it's one of those stats that really needs more than one negative to balance in the first place. When I tried to make an LA+0 "heavy" race, the Half-Ogre, its stats ended up as STR...
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    Musings about Magic Item Creation, Creation Time, and Cost

    IMC, we sped things up a bit. We threw out the whole item creation feat list, and instead made a sequential feat chain (Enchant Trinket, Enchant Minor Item, Enchant Moderate Item, Enchant Major Item, and then the epic ones.) If you have just Enchant Trinket, it's 1 day per 1000 gp. If you have...
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    Why do you think the Bard gets no play?

    In most AD&D campaigns I played, no one wanted to play the Thief. It's just not FUN to be sitting there making percentage rolls while the other players twiddle their thumbs. Same went for the Cleric; no one wanted to be a walking Band-Aid when they could be something flashier. So, the DMs had...
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    Would it break the game if..no PrC requirements?

    It really varies with the PrC. Basically, PrCs seem to use two different methods to maintain balance (although some combine the two methods): 1> Big prerequisites, giving an effective up-front cost (in skill ranks and/or Feats) to offset the fact that the PrC is substantially stronger than the...
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    Soulknife as a PrC (1.0)

    Okay, you ARE aware that the original 3E (PsiHB) Soulknife WAS a PrC and not a core class, right?
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    A New Magic System (per encounter and per day)

    I know some of you are getting sick of the plugging, but I'm again going to refer to my homebrew on this one. We had the same basic issues, because we had three "magic" classes, each of which addressed this differently: > The "Mutant" class can buy Spell-Like Abilities, useable at will. A lot...
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    Star Wars SE Skills in D&D

    I don't like it. At all. Yes, it's simpler, but that's not a good thing. I LIKE that right now, skills aren't an all-or-nothing thing. You can choose to be really good in some things, kinda good in others, mediocre in a few, and downright bad in others. This SW system really doesn't support...
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    Summoning up a shopkeep, balanced for first level?

    For balance, compare to three psionic powers. call weaponry was in the original PsiHB. As a 1st-level spell, it could summon you a nonmagical simple weapon that lasted something like 1 minute per level and disappeared as soon as it left your hands. But you could get better effects by spending...
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    Spontaneous Casting for Arcane Casters

    It worked very well, but there was a drawback I didn't mention: the Wizard needed his Focus item to cast anything other than cantrips or spells within his specialty. So, it was pretty crippling if the DM found a way to disarm him. (To compensate, Focus items get a bonus to HP and hardness, and...
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    Spontaneous Casting for Arcane Casters

    Not to sound too much like a broken record, but we do something very similar in our homebrew. In our system, the Wizard (a WIS-based caster class that's a cross between a Wizard and a Cleric) can swap his spells, similar to how a Cleric does it. This started as a reworking of the Cleric domain...
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    Streamlining Item Creation Feats

    What we did, IMC, was similar to the UA version but more sequential. In our opinions, the key drawback of the current system was that one or two Feats was all you need, meaning there was really no room for a feat that could create "weak" items like potions or scrolls. So, we had each feat...
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    Divine Spells Known

    It's not a bad setup. I've used something similar in my homebrew; the prepared-slot caster class (called "Wizard", but it's closer to 3E Cleric in practice) had a limited number of known spells. But the way we did it went more like this: > Take the Sorcerer "known spell" table, and shift it...
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    The "Spatzworld" homebrew system

    And for the last major part... CHAPTER 8: Feats 'n Skills (not including the metamagic ones listed above) We've added new skills, modified existing skills, added new Feats, and modified some existing Feats. New skills: Two new skills were added, to make magic a bit less level-dependent. Focus...
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    Changing the Barbarian and Sorcerer

    My last (and best) character was a Shaper Psion (Constructor PrC). At level 15, he had 46 ranks in the various Craft skills (10 in weaponsmith, 10 in sculpting, 9 in armorsmith, 7 in blacksmith, 6 in carpentry, and 4 in stonemason), and had taken an Artiste psicrystal (+3 to all craft checks)...
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    Changing the Barbarian and Sorcerer

    Most of the replies have been on the Sorcerer side of thing, so I'll give the Barbarian side. IMC, we also believe that "Barbarian" is more of a culture than a class. But, that's not the same thing as removing the class. In effect, we converted the Barbarian class (which we renamed to...
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    The "Spatzworld" homebrew system

    Chapter 7: Metamagic. While I could put this in the upcoming Feats section, it's important enough to be mentioned separately. Plus, these rules could be used with the stock 3E as written, replacing the old metamagic system. Metamagic is spontaneous. Each class implements it somewhat...
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    A more free ended magic system?

    Yes, it's been done. Elements of Magic does it well, although there are aspects of that I've never really liked. In fact, over the past few days I've been posting the homebrew my group uses in this thread. The three aspects of the magic system that apply to what you're asking about are: 1>...
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    The "Spatzworld" homebrew system

    CHAPTER 6: Magic There are three basic schools of magic: Elemental, Astral, and Psionic. Each follows slightly different rules. Each of the three Advanced classes can access all three. Elemental magic involves direct manipulation of the physical world, and is broken into ten elemental...
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    The "Spatzworld" homebrew system

    And for the final Advanced class: Wizard A WIS-based slot-casting class that sort of rolls the Wizard, Cleric, and Sorcerer into one messy whole. Prerequisite: Affinity(Ritual) BAB +1/2, d4 HD, Reflex and Will saves are good, 4+INT skill points Class skills: Autohypnosis (see PsiHB)...
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    The "Spatzworld" homebrew system

    For Strong Hero, yes, they just get Climb, Jump, and Swim. It sounds like a small amount, but there are two mitigating factors. 1> They only get 2+INT skill points. 2> Remember that your Racial Levels ALSO give you some permanent class skills; while some are Craft, Profession, or Knowledge...
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