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A magical house rule
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<blockquote data-quote="Tolen Mar" data-source="post: 1628993" data-attributes="member: 1295"><p><strong>Specialists</strong></p><p></p><p>Ok, not long ago, I posted an idea for a feat/template combo that allowed magic users to specialize over on monte cook's AU boards. I've posted this idea there as well. It was generic, but it granted access to spells based on school with an effective level boost for the user if the spell cast was in his specialty. It was quickly shot down as too powerful. (On a side note, I made it generic because I thought everyone would tell me its too specific, but they said that it would work fine for illusionists, which is my goal.)</p><p></p><p>Ok, now that that backgroundis out of the way, I've had a new idea to throw out and see what happens. </p><p></p><p>First would be the inclusion of 8 (or 9) new skills. They are cross-class for non-magic users, and are in fact useless otherwise. Each skill refers to a school of magic (one for abjuration, one for illusion, you get the idea). I'm not sure what to call the 9th skill (being for universal spells). Including these skills may call for a bump in magic users skill points per level, there being more skills and important ones to buy.</p><p></p><p>Ok, now each skill is like all others, assigned an attribute. Some of these are easy to come up with, others aren't so if you think I should change them, please let me know.</p><p></p><p>Abjuration: Wisdom</p><p>Conjuration: Charisma</p><p>Divination: Wisdom</p><p>Enchantment: Intelligence</p><p>Evocation: Dexterity</p><p>Illusion: Charisma</p><p>Necromancy: Constitution</p><p>Transmutation: Strength</p><p>Universal: Intelligence</p><p></p><p>To use these skills, roll a skill check, the result becomes the spell save DC (plus the spell level).</p><p></p><p>Therefore, an Illusionist would have more skill points in his illusion skill, and his spells would be hard to defeat (disbeleive). An Evoker would throw a hard to dodge fireball, etc. If you want to be a generalist, simply split your skill points evenly (You'll have decent results with more spells, but not as outstanding as a specialist).</p><p></p><p>These skills can be used untrained, but only in the sense that even a specialist can cast spells outside his chosen field. You still need to be able to cast spells in the first place.</p><p></p><p><strong>The alternative method</strong></p><p></p><p>An option would be to not allow specilisation under this system. Some people like it, some don't. In this case, you still get the skill point training to improve your abilities. </p><p></p><p>Instead of several skills for magic, replace it with one skill: Magical Theory. It does the same thing as the individual skills, but applies to any spell. </p><p></p><p>I don't like this method, even though it may not require extra skill points to use, because the whole point of the idea is to encourage specialization.</p><p></p><p>What do you think of this idea?</p></blockquote><p></p>
[QUOTE="Tolen Mar, post: 1628993, member: 1295"] [b]Specialists[/b] Ok, not long ago, I posted an idea for a feat/template combo that allowed magic users to specialize over on monte cook's AU boards. I've posted this idea there as well. It was generic, but it granted access to spells based on school with an effective level boost for the user if the spell cast was in his specialty. It was quickly shot down as too powerful. (On a side note, I made it generic because I thought everyone would tell me its too specific, but they said that it would work fine for illusionists, which is my goal.) Ok, now that that backgroundis out of the way, I've had a new idea to throw out and see what happens. First would be the inclusion of 8 (or 9) new skills. They are cross-class for non-magic users, and are in fact useless otherwise. Each skill refers to a school of magic (one for abjuration, one for illusion, you get the idea). I'm not sure what to call the 9th skill (being for universal spells). Including these skills may call for a bump in magic users skill points per level, there being more skills and important ones to buy. Ok, now each skill is like all others, assigned an attribute. Some of these are easy to come up with, others aren't so if you think I should change them, please let me know. Abjuration: Wisdom Conjuration: Charisma Divination: Wisdom Enchantment: Intelligence Evocation: Dexterity Illusion: Charisma Necromancy: Constitution Transmutation: Strength Universal: Intelligence To use these skills, roll a skill check, the result becomes the spell save DC (plus the spell level). Therefore, an Illusionist would have more skill points in his illusion skill, and his spells would be hard to defeat (disbeleive). An Evoker would throw a hard to dodge fireball, etc. If you want to be a generalist, simply split your skill points evenly (You'll have decent results with more spells, but not as outstanding as a specialist). These skills can be used untrained, but only in the sense that even a specialist can cast spells outside his chosen field. You still need to be able to cast spells in the first place. [b]The alternative method[/b] An option would be to not allow specilisation under this system. Some people like it, some don't. In this case, you still get the skill point training to improve your abilities. Instead of several skills for magic, replace it with one skill: Magical Theory. It does the same thing as the individual skills, but applies to any spell. I don't like this method, even though it may not require extra skill points to use, because the whole point of the idea is to encourage specialization. What do you think of this idea? [/QUOTE]
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