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*Dungeons & Dragons
5e: Scoring up alignment, Spell Fragments
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<blockquote data-quote="Michael Morris" data-source="post: 6347101" data-attributes="member: 87"><p>If I convert my setting to 5e (and that's a pretty big if, I still need to read, completely, the three core books) I'll have quite a bit of things to convert around. There are 600 spells in the Dusk setting. I'm also itching to further explore the "at higher levels" concept. So at the moment these are just ideas that haven't been playtested or even fully fleshed out. Just musings at the moment - but I will give 5e this, it has me musing and seriously thinking on the enormous task of rewriting that core book of mine again.</p><p></p><p><span style="font-size: 18px">Alignment</span></p><p>The alignment system I use won't change too much - It's the system of five interconnected philosophy groups first introduced in Magic: The Gathering. Over the years I've diverged significantly from the card game's iteration - primarily to insure that all the alignments can be played in a good or evil manner. Quick recap for the uninitiated</p><p></p><p>Valra (Yellow) - Community is preeminent. Opposed by Sodra (Self v. Group) and Shunra (Chaos v. Law)</p><p>Balcra (Blue) - Knowledge is preeminent. Opposed by Abora (Nature v. Nuture) and Shunra (Instinct v. Intellect)</p><p>Sodra (Violet) - Self is preeminent. Opposed by Abora (Life v. Death) and Valra ( Group v. Self )</p><p>Shunra (Red) - Emotion is preeminent.</p><p>Abora (Green) - Nature is preeminent.</p><p></p><p>The largest change this alignment system introduces is the five root alignments aren't exclusive - though they can be cognitively dissonant. Your character can have multiple alignments, even all five alignments, and counts as all alignments they have.</p><p></p><p>The thought I've been having reading the basic rules is to score the classes and background choices with point values towards each alignment, and add new ones that likewise have scores towards other alignments. For example, a Barbarian gives you 3 points of red. Being an elf gives 2 points of green and so on. Make your character choices normally, then score it all up - whatever has the most points - that's your alignment. You can play your character however you want and after awhile the DM may assign other alignments to you based on your actions. The atonement spell can remove the taint of alignment from you.</p><p></p><p><span style="font-size: 18px">Spell Fragments</span></p><p>To replace metamagic feats, spell fragments. These are spells that can't be used alone, but have to be tacked onto another spell - which they alter. Wizards have the most freedom in this regard - if they learn a fragment they can prepare it with any spell they know. Sorcerers who learn fragments can also freely apply them to the other spells they know. Some fragment ideas..</p><p></p><p>Recovery - The spell will be reusable after a short rest instead of a long rest. +2 levels.</p><p>At-Will - The spell can be cast at will +5 levels.</p><p>Quicken - The spell can be cast as a bonus action. +3 levels (I know the feat is +4, but bonus actions are a bit more limited than swift actions).</p><p></p><p>Still going to hold off on working through all of this and concentrate on setting specific stuff because, for all I know, this sort of thing will be in the DMG. Also, until I've done some serious play I don't know the current balance. The above could be quite out of wack.</p></blockquote><p></p>
[QUOTE="Michael Morris, post: 6347101, member: 87"] If I convert my setting to 5e (and that's a pretty big if, I still need to read, completely, the three core books) I'll have quite a bit of things to convert around. There are 600 spells in the Dusk setting. I'm also itching to further explore the "at higher levels" concept. So at the moment these are just ideas that haven't been playtested or even fully fleshed out. Just musings at the moment - but I will give 5e this, it has me musing and seriously thinking on the enormous task of rewriting that core book of mine again. [SIZE=5]Alignment[/SIZE] The alignment system I use won't change too much - It's the system of five interconnected philosophy groups first introduced in Magic: The Gathering. Over the years I've diverged significantly from the card game's iteration - primarily to insure that all the alignments can be played in a good or evil manner. Quick recap for the uninitiated Valra (Yellow) - Community is preeminent. Opposed by Sodra (Self v. Group) and Shunra (Chaos v. Law) Balcra (Blue) - Knowledge is preeminent. Opposed by Abora (Nature v. Nuture) and Shunra (Instinct v. Intellect) Sodra (Violet) - Self is preeminent. Opposed by Abora (Life v. Death) and Valra ( Group v. Self ) Shunra (Red) - Emotion is preeminent. Abora (Green) - Nature is preeminent. The largest change this alignment system introduces is the five root alignments aren't exclusive - though they can be cognitively dissonant. Your character can have multiple alignments, even all five alignments, and counts as all alignments they have. The thought I've been having reading the basic rules is to score the classes and background choices with point values towards each alignment, and add new ones that likewise have scores towards other alignments. For example, a Barbarian gives you 3 points of red. Being an elf gives 2 points of green and so on. Make your character choices normally, then score it all up - whatever has the most points - that's your alignment. You can play your character however you want and after awhile the DM may assign other alignments to you based on your actions. The atonement spell can remove the taint of alignment from you. [SIZE=5]Spell Fragments[/SIZE] To replace metamagic feats, spell fragments. These are spells that can't be used alone, but have to be tacked onto another spell - which they alter. Wizards have the most freedom in this regard - if they learn a fragment they can prepare it with any spell they know. Sorcerers who learn fragments can also freely apply them to the other spells they know. Some fragment ideas.. Recovery - The spell will be reusable after a short rest instead of a long rest. +2 levels. At-Will - The spell can be cast at will +5 levels. Quicken - The spell can be cast as a bonus action. +3 levels (I know the feat is +4, but bonus actions are a bit more limited than swift actions). Still going to hold off on working through all of this and concentrate on setting specific stuff because, for all I know, this sort of thing will be in the DMG. Also, until I've done some serious play I don't know the current balance. The above could be quite out of wack. [/QUOTE]
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