Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Alignment, Magic, and Style
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Baron Opal" data-source="post: 5548971" data-attributes="member: 10433"><p><u><span style="font-size: 12px">The Problem of Wealth</span></u></p><p></p><p>It can be hard to tie down a wizard’s true capability due to the flexibility inherent in the system. The main method is through a pretty strict management of what spells they recover or can research. The wizard can only customize their spell list through what is in their spell book. If there is a strong limit on their spell book, the scope of their abilities is likewise limited. </p><p></p><p>The alchemist class from Bard Games is amazing. It has a bit too much detail, but the excess can be trimmed away. It is almost exactly what I want. However, whether I use it on its own or as a strong foundation from my artificer class, it is far more open ended a class than that of wizards. With wizards there is a choke point, the spell book. Furthermore, only wizards can use wizard spells. While it can be argued that the choke point for alchemists is their formulations, it actually is gold.</p><p></p><p>Whereas wizards have their limitations of use, alchemists have limitations of preparation. A wizard can act X times per day, with Y options. X is governed by level, Y by the campaign. For alchemists, both X and Y are governed by the campaign. While the upper power limit of items is governed by level, alchemists can produce items (potions, dusts, medallions, &c.) as long as they have the money to do so. The amount they can create is limited per day, but not what they can use.</p><p></p><p>Unfortunately, that’s kind of appropriate for a Lawful power. If you have enough nails, you can drive them with your hammer as long as you want. It’s a pain in the neck for balance, however. I’d rather not keep that close an eye on how much gold the characters gain.</p><p></p><p>A solution is to have two tiers of abilities. One tier focuses on the creation of lasting items of artifice. This is “easy”, compared to wizards, and takes money. A second tier are those potent but short-lived items that can be prepared daily but certain variable change, making them useless the next day. These can be alchemical elixirs with a short shelf life, astrological charts that become invalid with the hourly motion of the stars, or even a defensive medallion of hematite and reed that is knocked out of useful alignment after the next battle.</p><p></p><p>Alright, if magic trends towards Chaos and artifice trends towards Law, what does Insight get?</p><p></p><p>Psionics.</p></blockquote><p></p>
[QUOTE="Baron Opal, post: 5548971, member: 10433"] [U][SIZE="3"]The Problem of Wealth[/SIZE][/U] It can be hard to tie down a wizard’s true capability due to the flexibility inherent in the system. The main method is through a pretty strict management of what spells they recover or can research. The wizard can only customize their spell list through what is in their spell book. If there is a strong limit on their spell book, the scope of their abilities is likewise limited. The alchemist class from Bard Games is amazing. It has a bit too much detail, but the excess can be trimmed away. It is almost exactly what I want. However, whether I use it on its own or as a strong foundation from my artificer class, it is far more open ended a class than that of wizards. With wizards there is a choke point, the spell book. Furthermore, only wizards can use wizard spells. While it can be argued that the choke point for alchemists is their formulations, it actually is gold. Whereas wizards have their limitations of use, alchemists have limitations of preparation. A wizard can act X times per day, with Y options. X is governed by level, Y by the campaign. For alchemists, both X and Y are governed by the campaign. While the upper power limit of items is governed by level, alchemists can produce items (potions, dusts, medallions, &c.) as long as they have the money to do so. The amount they can create is limited per day, but not what they can use. Unfortunately, that’s kind of appropriate for a Lawful power. If you have enough nails, you can drive them with your hammer as long as you want. It’s a pain in the neck for balance, however. I’d rather not keep that close an eye on how much gold the characters gain. A solution is to have two tiers of abilities. One tier focuses on the creation of lasting items of artifice. This is “easy”, compared to wizards, and takes money. A second tier are those potent but short-lived items that can be prepared daily but certain variable change, making them useless the next day. These can be alchemical elixirs with a short shelf life, astrological charts that become invalid with the hourly motion of the stars, or even a defensive medallion of hematite and reed that is knocked out of useful alignment after the next battle. Alright, if magic trends towards Chaos and artifice trends towards Law, what does Insight get? Psionics. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Alignment, Magic, and Style
Top