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A New Powers System
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<blockquote data-quote="ren1999" data-source="post: 5866969" data-attributes="member: 85179"><p>The following is based on my home rules spells but could work for all previous spell lists.</p><p></p><p>For spells, I think we should order all of them according to what they do.</p><p></p><p>Abjuration Shielding for example.</p><p>Then decide which abjuration spells are easier and harder compared to each other.</p><p></p><p>So far I have this.</p><p></p><p>Force Shield - available at 1st spell casting level</p><p>Endure Element - 2nd</p><p>Element Wall - 3rd</p><p>Dispel Magic - 4th</p><p>Reflect Magic - 5th</p><p>Protective Ward - 6th</p><p></p><p>I then gave each of these spells a spell casting level requirement.</p><p></p><p>After that I determine which spells are encounter and daily due to their damage mostly.</p><p></p><p>Now here is what is vital. All spell casters can learn spells based on their intelligence modifier per level. They don't need to drop, relearn, anything. They can have ready any spell they want already memorized during an encounter. But all characters are limited by the 4th edition encounter and daily restrictions. That means 3rd level can only use 1 daily from a list of daily spells per day and 2 encounter spells from their memorized list per encounter. </p><p></p><p>This in no way makes any character too powerful. If anything, it adds variety and strategy to the game. It also allows players to test out lesser wanted spells.</p><p></p><p>This rule only applies to player characters. The more industrious players will have a list of spells to try out during any encounter, or a list of martial exploits if they are playing a fighter or rogue type. </p><p></p><p>Monsters however, should be limited in known powers to make it easier for the dm to manage them. </p><p></p><p>My Dungeons & Dragons 4th Edition House Rules for the Sinister Secret of Saltmarsh Module <a href="http://kira3696.tripod.com/CombatTracker.rar" target="_blank">kira3696.tripod.com/CombatTracker.rar</a></p></blockquote><p></p>
[QUOTE="ren1999, post: 5866969, member: 85179"] The following is based on my home rules spells but could work for all previous spell lists. For spells, I think we should order all of them according to what they do. Abjuration Shielding for example. Then decide which abjuration spells are easier and harder compared to each other. So far I have this. Force Shield - available at 1st spell casting level Endure Element - 2nd Element Wall - 3rd Dispel Magic - 4th Reflect Magic - 5th Protective Ward - 6th I then gave each of these spells a spell casting level requirement. After that I determine which spells are encounter and daily due to their damage mostly. Now here is what is vital. All spell casters can learn spells based on their intelligence modifier per level. They don't need to drop, relearn, anything. They can have ready any spell they want already memorized during an encounter. But all characters are limited by the 4th edition encounter and daily restrictions. That means 3rd level can only use 1 daily from a list of daily spells per day and 2 encounter spells from their memorized list per encounter. This in no way makes any character too powerful. If anything, it adds variety and strategy to the game. It also allows players to test out lesser wanted spells. This rule only applies to player characters. The more industrious players will have a list of spells to try out during any encounter, or a list of martial exploits if they are playing a fighter or rogue type. Monsters however, should be limited in known powers to make it easier for the dm to manage them. My Dungeons & Dragons 4th Edition House Rules for the Sinister Secret of Saltmarsh Module [URL="http://kira3696.tripod.com/CombatTracker.rar"]kira3696.tripod.com/CombatTracker.rar[/URL] [/QUOTE]
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