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<blockquote data-quote="Lanefan" data-source="post: 8554118" data-attributes="member: 29398"><p>Speaking from a 1e perspective here, but it's close enough for rock 'n' roll and a lot of the same elements apply:</p><p></p><p>Same here.</p><p></p><p>What we did instead was tone down some of the benefits non-Humans receive, ban some specific combinations (e.g. no Dwarf Mages here!), and otherwise say that if a character could be a class at all it could advance in that class as far as its luck and abilities could take it.</p><p></p><p>Same here, except as our Rangers are still the 1e version (thus untainted by a certain Drow) we don't have to worry about companions etc.</p><p></p><p>Hmmm...interesting. Never thought of this. Not sure I like it from a setting-consistency perspective, but somehow increasing Thieves' close-quarters damage certainly holds some appeal. I've tried giving Thieves a variant on 3e's flanking for a to-hit bonus and thus far it's been pretty much a full-on failure, so this idea has my attention.</p><p></p><p>Or not attacking at all unless combat came to them, and otherwise largely leaving combat to the warriors.</p><p></p><p>I can't get on board with this. Wizard Mark is useless, yes; I long ago downgraded that one to a cantrip. Mending, Read Magic - who cares? But Detect Magic, Light, and Unseen Servant can be hella useful; and giving more of those for free really powers up the mages. I also wouldn't want every mage to have all these spells (other than Read Magic); but rather have to find or acquire them if desired.</p><p></p><p>What I did do for all casters (and is thus, I suppose, my way of making casters perhaps too powerful) is do away with the endless annoyance of pre-memorization. If it's in your book (arcane) or on your list (divine) and you've got a slot of that level left, you can cast it; just like 3e Sorcerers which is where I stole the idea from. No "up-casting" - you have to use the proper level's slot and if you're out of a level's slots then you flat-out can't cast any more spells of that level today.</p><p></p><p>I went the bolded route; and added in some other things that could reasonably be done by sonic manipulation, including a sonic damage spell to give them some offense. Yes it means both rebuilding the class from the ground up and creating a bespoke magic system that only they can use, but I think it's worth the effort.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8554118, member: 29398"] Speaking from a 1e perspective here, but it's close enough for rock 'n' roll and a lot of the same elements apply: Same here. What we did instead was tone down some of the benefits non-Humans receive, ban some specific combinations (e.g. no Dwarf Mages here!), and otherwise say that if a character could be a class at all it could advance in that class as far as its luck and abilities could take it. Same here, except as our Rangers are still the 1e version (thus untainted by a certain Drow) we don't have to worry about companions etc. Hmmm...interesting. Never thought of this. Not sure I like it from a setting-consistency perspective, but somehow increasing Thieves' close-quarters damage certainly holds some appeal. I've tried giving Thieves a variant on 3e's flanking for a to-hit bonus and thus far it's been pretty much a full-on failure, so this idea has my attention. Or not attacking at all unless combat came to them, and otherwise largely leaving combat to the warriors. I can't get on board with this. Wizard Mark is useless, yes; I long ago downgraded that one to a cantrip. Mending, Read Magic - who cares? But Detect Magic, Light, and Unseen Servant can be hella useful; and giving more of those for free really powers up the mages. I also wouldn't want every mage to have all these spells (other than Read Magic); but rather have to find or acquire them if desired. What I did do for all casters (and is thus, I suppose, my way of making casters perhaps too powerful) is do away with the endless annoyance of pre-memorization. If it's in your book (arcane) or on your list (divine) and you've got a slot of that level left, you can cast it; just like 3e Sorcerers which is where I stole the idea from. No "up-casting" - you have to use the proper level's slot and if you're out of a level's slots then you flat-out can't cast any more spells of that level today. I went the bolded route; and added in some other things that could reasonably be done by sonic manipulation, including a sonic damage spell to give them some offense. Yes it means both rebuilding the class from the ground up and creating a bespoke magic system that only they can use, but I think it's worth the effort. [/QUOTE]
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