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A new way to play Sorcerers, please comment
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<blockquote data-quote="Kuritaki" data-source="post: 5477980" data-attributes="member: 6668446"><p>I don't know why you say it's Batman...And overpowered?</p><p>1st level con 10 & int 10 gets: 0 + 0 + 2 X 1/2 = 1 spell- level/ day + 2 spell-levels for 8 non-lethal hp damage and up to 2 levels more ending up at -6 hp and in serious risk of dying. (Total max 5 spell-levels.)</p><p>1st level con 20 & int 20 gets: 5 + 5 + 2 X 1/2 = 6 spell- levels/ day + 3 spell-levels for 12 non-lethal hp damage and up to 3 levels more ending up at -9 hp and in serious risk of dying. (Total max 12 spell-levels.)</p><p>20th level con 20 & int 20 would get: 5 + 5 + 5 X 2 = 30 spell-levels......Well, yes that's to much <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f631.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":o" title="Eek! :o" data-smilie="9"data-shortname=":o" /> I forgot the hp increase per level... </p><p>How about changing to this:</p><p>1st Beginner Int mod. + (hp : 4)</p><p> 2nd Int mod. + (hp : 4)</p><p> 3rd Int mod. + (hp : 4)</p><p> 4th Int mod. + (hp : 4)</p><p> 5th Practitioner Int mod. + (hp : 4), D3</p><p> 6th Int mod. + (hp : 4), D4</p><p> 7th Int mod. + (hp : 4), D6</p><p> 8th Int mod. + (hp : 4), D8</p><p> 9th Int mod. + (hp : 4), D10</p><p> 10th Int mod. + (hp : 4), D12</p><p> 11th Master Int mod. + (hp : 4), D12, D3</p><p> 12th Int mod. + (hp : 4), D12, D4</p><p> 13th Int mod. + (hp : 4), D12, D6</p><p> 14th Int mod. + (hp : 4), D12, D8</p><p> 15th Int mod. + (hp : 4), D12, D10</p><p> 16th Int mod. + (hp : 4), D12, D12</p><p> 17th Adept Int mod. + (hp : 4), D12, D12, D8</p><p> 18th Int mod. + (hp : 4), D12, D12, D10</p><p> 19th Int mod. + (hp : 4), D12, D12, D12</p><p> 20th Int mod. + (hp : 4), D12, D12, D12</p><p>That would give:</p><p>1st level con 10 & int 10 gets: 1 spell-level for 4 non-lethal hp damage and 2 spell-levels more leaving the sorcerer at negative hp and dying.</p><p>20th level con 20 & int 20 would get: 5 + (hp : 4) = Max 5 + 65 = 70 spell-levels (with absolute maximum hp!) and another 4 spell-levels more leaving the sorcerer at negative hp and dying.</p><p>The maximum power in an area would be 3D12 + 12D12 + 24D12 for a tropical jungle in the hight of the growing season with high-powered Leylines and Power Nodes.</p><p>Most of the time power will be at lower levels, and the power is used by all sorcerous spell-casters in the vicinity. Sorcerers ARE very powerful spell-casters, but they don't get anything else.</p></blockquote><p></p>
[QUOTE="Kuritaki, post: 5477980, member: 6668446"] I don't know why you say it's Batman...And overpowered? 1st level con 10 & int 10 gets: 0 + 0 + 2 X 1/2 = 1 spell- level/ day + 2 spell-levels for 8 non-lethal hp damage and up to 2 levels more ending up at -6 hp and in serious risk of dying. (Total max 5 spell-levels.) 1st level con 20 & int 20 gets: 5 + 5 + 2 X 1/2 = 6 spell- levels/ day + 3 spell-levels for 12 non-lethal hp damage and up to 3 levels more ending up at -9 hp and in serious risk of dying. (Total max 12 spell-levels.) 20th level con 20 & int 20 would get: 5 + 5 + 5 X 2 = 30 spell-levels......Well, yes that's to much :o I forgot the hp increase per level... How about changing to this: 1st Beginner Int mod. + (hp : 4) 2nd Int mod. + (hp : 4) 3rd Int mod. + (hp : 4) 4th Int mod. + (hp : 4) 5th Practitioner Int mod. + (hp : 4), D3 6th Int mod. + (hp : 4), D4 7th Int mod. + (hp : 4), D6 8th Int mod. + (hp : 4), D8 9th Int mod. + (hp : 4), D10 10th Int mod. + (hp : 4), D12 11th Master Int mod. + (hp : 4), D12, D3 12th Int mod. + (hp : 4), D12, D4 13th Int mod. + (hp : 4), D12, D6 14th Int mod. + (hp : 4), D12, D8 15th Int mod. + (hp : 4), D12, D10 16th Int mod. + (hp : 4), D12, D12 17th Adept Int mod. + (hp : 4), D12, D12, D8 18th Int mod. + (hp : 4), D12, D12, D10 19th Int mod. + (hp : 4), D12, D12, D12 20th Int mod. + (hp : 4), D12, D12, D12 That would give: 1st level con 10 & int 10 gets: 1 spell-level for 4 non-lethal hp damage and 2 spell-levels more leaving the sorcerer at negative hp and dying. 20th level con 20 & int 20 would get: 5 + (hp : 4) = Max 5 + 65 = 70 spell-levels (with absolute maximum hp!) and another 4 spell-levels more leaving the sorcerer at negative hp and dying. The maximum power in an area would be 3D12 + 12D12 + 24D12 for a tropical jungle in the hight of the growing season with high-powered Leylines and Power Nodes. Most of the time power will be at lower levels, and the power is used by all sorcerous spell-casters in the vicinity. Sorcerers ARE very powerful spell-casters, but they don't get anything else. [/QUOTE]
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