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[Adult] Guide to Unlawful Carnal Knowledge, thread 2
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<blockquote data-quote="Kichwas" data-source="post: 174967" data-attributes="member: 891"><p>You'd really be hitting me on my weak point with that one. In my own campaign I ripped out the entire d20/DnD magic system and replaced it with one that is much more occult like and has no permanent magic items.</p><p></p><p>I can do all sorts of other rules, such as the pregnancy and abortion 'alpha stage' rules I did up earlier (alpha as in I need to refine them for trimesters and see how they impact whatever rules for such are currently in the guide). But I'd prefer staying clear of magic items and to a lesser extent the spells; since in my own games I know I would use neither.</p><p></p><p>As long as the spells actually fit the d20 mechanics and they 'd20 method of consistant design' I'm fairly happy with them. I'm sure there's people watching this who are meticulous rules lawyers that could ensure such.</p><p></p><p></p><p>That said...</p><p></p><p>Here are my guidelines on how I think the spell redeisng should be handled:</p><p></p><p></p><p>Step 1. Figure out how powerful of an effect should be legitimate at every given spell level.</p><p></p><p>So at spell level 1 you can do xdy damage, or cause z amount of instant 'transformation / incapacitation to a victim of HD a.</p><p></p><p>Given that, how much more can you do for spell levels 2-9?</p><p></p><p>Once you've figured this out you can start to map out the spells to their proper levels.</p><p></p><p>If a spell has a save it should simply be the normal save rules: Will, Fort, Ref. No modifiers. The mods come with the spellcaster's feats, level, and so on.</p><p></p><p>Spell Resistance is a yes/no question.</p><p></p><p>Ranges on spells should be short, medium, long, or touch.</p><p></p><p></p><p>If the spell is a detect, you know it has a three round staging where concentration gives you more and more detail. </p><p></p><p>Does the current version have any charts, tables, special die rolls, or whatever?</p><p><strong>get rid of them</strong></p><p>Almost everything can be bundled into a skill check or save in the current edition.</p><p>Unless there is no way to handle that situation using the normal d20 mechanics the special rules should not be there.</p><p></p><p></p><p>Get where I'm going?</p><p></p><p>Just map everything to what the 3E REQUIRES.</p></blockquote><p></p>
[QUOTE="Kichwas, post: 174967, member: 891"] You'd really be hitting me on my weak point with that one. In my own campaign I ripped out the entire d20/DnD magic system and replaced it with one that is much more occult like and has no permanent magic items. I can do all sorts of other rules, such as the pregnancy and abortion 'alpha stage' rules I did up earlier (alpha as in I need to refine them for trimesters and see how they impact whatever rules for such are currently in the guide). But I'd prefer staying clear of magic items and to a lesser extent the spells; since in my own games I know I would use neither. As long as the spells actually fit the d20 mechanics and they 'd20 method of consistant design' I'm fairly happy with them. I'm sure there's people watching this who are meticulous rules lawyers that could ensure such. That said... Here are my guidelines on how I think the spell redeisng should be handled: Step 1. Figure out how powerful of an effect should be legitimate at every given spell level. So at spell level 1 you can do xdy damage, or cause z amount of instant 'transformation / incapacitation to a victim of HD a. Given that, how much more can you do for spell levels 2-9? Once you've figured this out you can start to map out the spells to their proper levels. If a spell has a save it should simply be the normal save rules: Will, Fort, Ref. No modifiers. The mods come with the spellcaster's feats, level, and so on. Spell Resistance is a yes/no question. Ranges on spells should be short, medium, long, or touch. If the spell is a detect, you know it has a three round staging where concentration gives you more and more detail. Does the current version have any charts, tables, special die rolls, or whatever? [b]get rid of them[/b] Almost everything can be bundled into a skill check or save in the current edition. Unless there is no way to handle that situation using the normal d20 mechanics the special rules should not be there. Get where I'm going? Just map everything to what the 3E REQUIRES. [/QUOTE]
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