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Arcane Spell Failure - Is It Silly?
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<blockquote data-quote="Spatzimaus" data-source="post: 1131945" data-attributes="member: 3051"><p>Arrrr! (Okay, that's enough pirate-speak for today).</p><p></p><p>It's a REALLY long set of rules, since it involves a new weapon proficiency system and such. Like most sets of house rules, it just kept growing and growing...</p><p>Here's the basics for the four classes in question:</p><p></p><p>CLERIC:</p><p>> Clerics no longer get the one free domain spell per day, and can no longer swap for cure/inflict spells. Instead, each day they pick one domain spell for each level; you can trade a prepared spell for the domain spell of that level you picked for the day. (For example, a Cleric who took the Travel and Luck domains has to decide between Entropic Shield and Expeditious Retreat at the start of the day, and that's what he swaps his first-level spells for for the rest of the day.) This was done after one person complained that his cleric of a Fire god only had a small number of Fire spells each day.</p><p>> There's a new feat, "Domain Preparation" that lets you put domain spells in normal spell slots.</p><p>> There's also a couple Feats that let you add another domain; one gives the granted power, the other gives the spells. You still can't add a domain that isn't in your deity's list, though. And, a lot of gods need expanded domain lists, especially the Healing domain.</p><p>> No godless Clerics; these powers are given by a god, not some abstract philosophical concept. Clerics also can't be True Neutral, even if their god is.</p><p>> Domain spells can freely violate alignment restrictions. If you're Good, and your deity has Evil as a domain, feel free to use those spells. Your general Cleric spells still suffer from the usual restriction, though.</p><p>> Clerics suffer from Somatic Failure, just like Arcane classes, but inorganic (metal, crystal) armors help focus the energy to compensate. At first class level, a Cleric gets a 10% bonus for inorganic armor or shields and a 40% penalty for organic (wood, bone, leather) armor or shields. This is per-item, and this bonus can't reduce an item below 0% (so you can't use a negative amount from a shield to offset plate armor). At class levels 6, 11, and 16 these shift by 10% in favor of the Cleric (so a level 20 Cleric gets a 40% bonus for inorganic armors and a 10% penalty for organics).</p><p></p><p>So, in exchange for the Somatic Failure (which is workable), you get a better Domain Spell ruleset.</p><p></p><p>PALADINS</p><p>Paladins have the same Somatic Failure rules as Clerics. Same percentages, and you add Cleric+Paladin levels together to get the bonuses.</p><p>Instead of their "remove disease" and "immune to disease" abilities, at level 4 Paladins pick any one domain of their Deity, and can swap for those spells like Clerics can (plus, of course, they get the domain granted power). Unlike Clerics, they can't pick any domain that includes spells which violate their alignment. We added a couple new domains, like "Purification", to mimic the old Paladin abilities better.</p><p>A Paladin can multiclass to and from their racial Favored Class, but only if their Paladin class level remains their highest class level. (Same goes for Monks). For races with "Any", the first class you multiclass to after becoming a Paladin is the only one you can freely swap to.</p><p>Their Mount rules are really different; I've posted them at</p><p><a href="http://enworld.cyberstreet.com/showthread.php?t=48419" target="_blank">http://enworld.cyberstreet.com/showthread.php?t=48419</a></p><p>And, to keep things interesting, we actually have four separate Paladin classes, one for each extreme alignment: Guardian (LG), Crusader (CG), Blackguard (LE), and Shadow Knight (CE). Each has an appropriate code of conduct. Most of the abilities mirror in obvious ways; the only real change is that the Smite abilities are now Smite Law or Smite Chaos for everyone.</p><p></p><p>DRUID:</p><p>> Their Somatic Failure rules are just like the Cleric's, except half as much and reversed. So, it starts as a 5% bonus for organics and 20% penalty for inorganics, shifting 5% at levels 6, 11, and 16. This replaces the armor limitation they had before.</p><p>> Druids also suffer Somatic Failure for inorganic weapons, as if they had a 0% baseline. This replaces the weapon limitation they had before.</p><p>> Druids aren't alignment-limited casters; they can freely cast spells that violate their alignment, because unlike Clerics they don't need a god's approval.</p><p>> For every positive-energy spell on their list (the Cure line), add the negative-energy counterpart at the same level.</p><p>> Druids don't need any sort of Divine Focus</p><p></p><p>RANGER:</p><p>Basically we changed it to something that's really close to what the 3.5E version ended up as. Except, they get Somatic Failure for armor just like a Druid (and Druid and Ranger levels stack). Obviously, no penalty for inorganic weapons here, that's a Druid-only thing.</p><p></p><p>The new Somatic Failure stuff we added:</p><p>Feat: ARMORED CASTER (NBoF): -10% to all Somatic Failure rates.</p><p>New armor enchantments:</p><p>DIVINE FOCUS: -10% to divine Somatic Failure rate and +5 to all Concentration checks for Divine (Cleric, Paladin) spells; +1 cost</p><p>NATURE FOCUS: -10% to nature Somatic Failure rate and +5 to all Concentration checks for Nature (Druid, Ranger) spells; +1 cost</p><p></p><p>Anyway, that's the basic idea. For the Cleric or Paladin who picks up some Celestial Chainmail or the Druid who wears leather, this Somatic Failure is not even an issue.</p><p>Eventually we just scrapped the whole D&D thing and started developing a more generic d20 homebrew, but that's an entirely different discussion.</p></blockquote><p></p>
[QUOTE="Spatzimaus, post: 1131945, member: 3051"] Arrrr! (Okay, that's enough pirate-speak for today). It's a REALLY long set of rules, since it involves a new weapon proficiency system and such. Like most sets of house rules, it just kept growing and growing... Here's the basics for the four classes in question: CLERIC: > Clerics no longer get the one free domain spell per day, and can no longer swap for cure/inflict spells. Instead, each day they pick one domain spell for each level; you can trade a prepared spell for the domain spell of that level you picked for the day. (For example, a Cleric who took the Travel and Luck domains has to decide between Entropic Shield and Expeditious Retreat at the start of the day, and that's what he swaps his first-level spells for for the rest of the day.) This was done after one person complained that his cleric of a Fire god only had a small number of Fire spells each day. > There's a new feat, "Domain Preparation" that lets you put domain spells in normal spell slots. > There's also a couple Feats that let you add another domain; one gives the granted power, the other gives the spells. You still can't add a domain that isn't in your deity's list, though. And, a lot of gods need expanded domain lists, especially the Healing domain. > No godless Clerics; these powers are given by a god, not some abstract philosophical concept. Clerics also can't be True Neutral, even if their god is. > Domain spells can freely violate alignment restrictions. If you're Good, and your deity has Evil as a domain, feel free to use those spells. Your general Cleric spells still suffer from the usual restriction, though. > Clerics suffer from Somatic Failure, just like Arcane classes, but inorganic (metal, crystal) armors help focus the energy to compensate. At first class level, a Cleric gets a 10% bonus for inorganic armor or shields and a 40% penalty for organic (wood, bone, leather) armor or shields. This is per-item, and this bonus can't reduce an item below 0% (so you can't use a negative amount from a shield to offset plate armor). At class levels 6, 11, and 16 these shift by 10% in favor of the Cleric (so a level 20 Cleric gets a 40% bonus for inorganic armors and a 10% penalty for organics). So, in exchange for the Somatic Failure (which is workable), you get a better Domain Spell ruleset. PALADINS Paladins have the same Somatic Failure rules as Clerics. Same percentages, and you add Cleric+Paladin levels together to get the bonuses. Instead of their "remove disease" and "immune to disease" abilities, at level 4 Paladins pick any one domain of their Deity, and can swap for those spells like Clerics can (plus, of course, they get the domain granted power). Unlike Clerics, they can't pick any domain that includes spells which violate their alignment. We added a couple new domains, like "Purification", to mimic the old Paladin abilities better. A Paladin can multiclass to and from their racial Favored Class, but only if their Paladin class level remains their highest class level. (Same goes for Monks). For races with "Any", the first class you multiclass to after becoming a Paladin is the only one you can freely swap to. Their Mount rules are really different; I've posted them at [url]http://enworld.cyberstreet.com/showthread.php?t=48419[/url] And, to keep things interesting, we actually have four separate Paladin classes, one for each extreme alignment: Guardian (LG), Crusader (CG), Blackguard (LE), and Shadow Knight (CE). Each has an appropriate code of conduct. Most of the abilities mirror in obvious ways; the only real change is that the Smite abilities are now Smite Law or Smite Chaos for everyone. DRUID: > Their Somatic Failure rules are just like the Cleric's, except half as much and reversed. So, it starts as a 5% bonus for organics and 20% penalty for inorganics, shifting 5% at levels 6, 11, and 16. This replaces the armor limitation they had before. > Druids also suffer Somatic Failure for inorganic weapons, as if they had a 0% baseline. This replaces the weapon limitation they had before. > Druids aren't alignment-limited casters; they can freely cast spells that violate their alignment, because unlike Clerics they don't need a god's approval. > For every positive-energy spell on their list (the Cure line), add the negative-energy counterpart at the same level. > Druids don't need any sort of Divine Focus RANGER: Basically we changed it to something that's really close to what the 3.5E version ended up as. Except, they get Somatic Failure for armor just like a Druid (and Druid and Ranger levels stack). Obviously, no penalty for inorganic weapons here, that's a Druid-only thing. The new Somatic Failure stuff we added: Feat: ARMORED CASTER (NBoF): -10% to all Somatic Failure rates. New armor enchantments: DIVINE FOCUS: -10% to divine Somatic Failure rate and +5 to all Concentration checks for Divine (Cleric, Paladin) spells; +1 cost NATURE FOCUS: -10% to nature Somatic Failure rate and +5 to all Concentration checks for Nature (Druid, Ranger) spells; +1 cost Anyway, that's the basic idea. For the Cleric or Paladin who picks up some Celestial Chainmail or the Druid who wears leather, this Somatic Failure is not even an issue. Eventually we just scrapped the whole D&D thing and started developing a more generic d20 homebrew, but that's an entirely different discussion. [/QUOTE]
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