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Barbarian rage replacement
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<blockquote data-quote="Sammael" data-source="post: 4897887" data-attributes="member: 4475"><p>No, that's fine - I should have explained it better. My revision has 8 base classes: Bard, Champion, Cleric, Druid, Fighter, Mage, Ranger, and Rogue. I feel that these 8 classes are sufficient to cover all possible character concepts. Here's a brief rundown:</p><p></p><ul> <li data-xf-list-type="ul">Bard - diplomat, negotiator, and master of buffs and beguilements; class features include Bardic Lore (successful check provides a bonus to other skill checks) and Spellsongs (three tiers - spellnotes, spellchords, and spellmelodies - all usable at will)</li> <li data-xf-list-type="ul">Champion - warrior whose power comes from his beliefs; picks two causes and then receives a host of powers based on those causes, including auras (passive ongoing effects), pledges (mostly offensive effects channeled through his weapon), and smites (expend a pledge for an area effect or enhanced standard effect)</li> <li data-xf-list-type="ul">Cleric - highly specialized, each priest receives 5 domains (dependent on deity) and each domain has 2 prayers per tier; no more generic cleric spells - those are replaced with various divine channeling abilities; in addition, clerics receive bonus rituals and each deity grants one or more special abilities.</li> <li data-xf-list-type="ul">Druid - shapeshifter (from level 1), spontaneous caster (with a limited number of invocations known), call animals as a bonus ritual that always succeeds.</li> <li data-xf-list-type="ul">Fighter - master of arms and armor; chooses fighting style at first level (berserker, which grants rage, is one such style), gets maneuvers (instead of bonus feats), veteran lore (various passive effects), and trophies (magic items that each fighter crafts himself from parts of various slain beasts).</li> <li data-xf-list-type="ul">Mage - Sorcerer and Wizard in one (he chooses a list of spells each day but can then cast any of them as much as he likes); Tradition of Magic at 1st level (like specialization, but broader and different benefits); cantrips at will; also gets metamagic; spell mastery and related feats (a lot more often than before); spells toned down in power somewhat.</li> <li data-xf-list-type="ul">Ranger - 3.5 scout on steroids, gets to choose exploits (various movement-related abilities), bonus skirmish damage/AC benefits, monster slayer benefits (based on monster tactics; can only pick them for monsters he has encountered; e.g. benefit from Monster Slayer (Bugbears) is that the ranger takes 1d6 points of damage less from sneak attacks).</li> <li data-xf-list-type="ul">Rogue - Sneak attacks, bonus skill-related feats every couple of levels, and gets to pick skill tricks (which include former rogue abilities, lots of PrC abilities, and more).</li> </ul><p></p><p></p><p>You are probably right and I was just being too cautious on the side of "balance."</p><p></p><p></p><p>As I stated above, 'rage fighter' is a fighter who picks the berserker fighting style at 1st level. Nothing more, nothing less. Of course, there are fighter maneuvers that play off the rage, but he doesn't need to take them if he doesn't want to.</p><p></p><p></p><p>One of the important factors that I probably should have mentioned is that magic items are a lot less powerful than in stock 3.x. For instance, no magic item grants a bonus greater than +2. Well, maybe artifacts will, but they are a special case anyhow. The purpose, of course, was to make PCs less dependant on magic items and that's why I'm comfortable making the class abilities a bit stronger.</p><p></p><p>As an aside, all fighters get an ability at 2nd level that's called "Master of Arms" that lets them add 1/2 their fighter level to damage. That's basically to replace the iterative attacks, which I got rid of.</p><p></p><p>I have a wiki with most of the system laid out, if not exactly detailed yet, but I am not comfortable posting a link to it since it uses a fair amount of D&D product identity stuff. I have two playtesting groups and, thus far, they seem to be enjoying all the changes (which ended up as substantial as 4E, but not going in the same direction).</p></blockquote><p></p>
[QUOTE="Sammael, post: 4897887, member: 4475"] No, that's fine - I should have explained it better. My revision has 8 base classes: Bard, Champion, Cleric, Druid, Fighter, Mage, Ranger, and Rogue. I feel that these 8 classes are sufficient to cover all possible character concepts. Here's a brief rundown: [list] [*]Bard - diplomat, negotiator, and master of buffs and beguilements; class features include Bardic Lore (successful check provides a bonus to other skill checks) and Spellsongs (three tiers - spellnotes, spellchords, and spellmelodies - all usable at will) [*]Champion - warrior whose power comes from his beliefs; picks two causes and then receives a host of powers based on those causes, including auras (passive ongoing effects), pledges (mostly offensive effects channeled through his weapon), and smites (expend a pledge for an area effect or enhanced standard effect) [*]Cleric - highly specialized, each priest receives 5 domains (dependent on deity) and each domain has 2 prayers per tier; no more generic cleric spells - those are replaced with various divine channeling abilities; in addition, clerics receive bonus rituals and each deity grants one or more special abilities. [*]Druid - shapeshifter (from level 1), spontaneous caster (with a limited number of invocations known), call animals as a bonus ritual that always succeeds. [*]Fighter - master of arms and armor; chooses fighting style at first level (berserker, which grants rage, is one such style), gets maneuvers (instead of bonus feats), veteran lore (various passive effects), and trophies (magic items that each fighter crafts himself from parts of various slain beasts). [*]Mage - Sorcerer and Wizard in one (he chooses a list of spells each day but can then cast any of them as much as he likes); Tradition of Magic at 1st level (like specialization, but broader and different benefits); cantrips at will; also gets metamagic; spell mastery and related feats (a lot more often than before); spells toned down in power somewhat. [*]Ranger - 3.5 scout on steroids, gets to choose exploits (various movement-related abilities), bonus skirmish damage/AC benefits, monster slayer benefits (based on monster tactics; can only pick them for monsters he has encountered; e.g. benefit from Monster Slayer (Bugbears) is that the ranger takes 1d6 points of damage less from sneak attacks). [*]Rogue - Sneak attacks, bonus skill-related feats every couple of levels, and gets to pick skill tricks (which include former rogue abilities, lots of PrC abilities, and more). [/list] You are probably right and I was just being too cautious on the side of "balance." As I stated above, 'rage fighter' is a fighter who picks the berserker fighting style at 1st level. Nothing more, nothing less. Of course, there are fighter maneuvers that play off the rage, but he doesn't need to take them if he doesn't want to. One of the important factors that I probably should have mentioned is that magic items are a lot less powerful than in stock 3.x. For instance, no magic item grants a bonus greater than +2. Well, maybe artifacts will, but they are a special case anyhow. The purpose, of course, was to make PCs less dependant on magic items and that's why I'm comfortable making the class abilities a bit stronger. As an aside, all fighters get an ability at 2nd level that's called "Master of Arms" that lets them add 1/2 their fighter level to damage. That's basically to replace the iterative attacks, which I got rid of. I have a wiki with most of the system laid out, if not exactly detailed yet, but I am not comfortable posting a link to it since it uses a fair amount of D&D product identity stuff. I have two playtesting groups and, thus far, they seem to be enjoying all the changes (which ended up as substantial as 4E, but not going in the same direction). [/QUOTE]
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