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*Pathfinder & Starfinder
Balancing D&D vs. WoT magic
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<blockquote data-quote="Kamard" data-source="post: 480662" data-attributes="member: 2551"><p>Smilin' Kamard's Steps To Makin' the Channelin' System and Classes balanced vs. D&D Mages and Sorcerors</p><p></p><p>(while simultaneous de-Wheel of Timing the system)</p><p></p><p>Rule 1. Get rid of the male vs. female presumptions. Males don't go crazy, and either sex can take affinity in any of the five affinities. If you don't like this rule, don't play by it.</p><p></p><p>Rule 2. Reverse the Initiate and Wilder's hit dice. (Init gets d6, Wild gets d4). Otherwise, the Wilder is a tank compared to the initiate.</p><p></p><p>Rule 3. Make more spells, and reflavour the Talents.</p><p></p><p>Rule 4. Reread what the original poster actually wanted. Doh!</p><p></p><p>If you are just going to use one class and call it "sorceror" use the Wilder. Get rid of their wonky mid-grade Fort save and make it a poor save. Replace the Hit Dice with the d4, as suggested previously. </p><p></p><p>On the Composure check to overcome the "Block": If caster is initially unable to beat the DC 15, increase it by +2 every time they try. This simulates the effect that if you originally can't call the right mood, it is harder to do it each time you try later. Any jokes about night-time activities go here.</p></blockquote><p></p>
[QUOTE="Kamard, post: 480662, member: 2551"] Smilin' Kamard's Steps To Makin' the Channelin' System and Classes balanced vs. D&D Mages and Sorcerors (while simultaneous de-Wheel of Timing the system) Rule 1. Get rid of the male vs. female presumptions. Males don't go crazy, and either sex can take affinity in any of the five affinities. If you don't like this rule, don't play by it. Rule 2. Reverse the Initiate and Wilder's hit dice. (Init gets d6, Wild gets d4). Otherwise, the Wilder is a tank compared to the initiate. Rule 3. Make more spells, and reflavour the Talents. Rule 4. Reread what the original poster actually wanted. Doh! If you are just going to use one class and call it "sorceror" use the Wilder. Get rid of their wonky mid-grade Fort save and make it a poor save. Replace the Hit Dice with the d4, as suggested previously. On the Composure check to overcome the "Block": If caster is initially unable to beat the DC 15, increase it by +2 every time they try. This simulates the effect that if you originally can't call the right mood, it is harder to do it each time you try later. Any jokes about night-time activities go here. [/QUOTE]
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