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Breaking the Class Lineup rules
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<blockquote data-quote="takyris" data-source="post: 639419" data-attributes="member: 5171"><p>So I'm trying to make a new magic system -- basically, something where characters get fewer spells, but the spells are more flexible. A Kineticist class, for example, would get one "spell" that let him move objects, and it would scale in power and range, costing the equivalent of more points as he used more power to move a larger object or move a smaller object faster or do something complicated like use an object as a weapon.</p><p></p><p>I'm actually trying to avoid points entirely and just use "Make a (level+Int) check to avoid becoming fatigued or lose a point of Strength" rules -- so someone could do something VERY powerful even at low level, if they didn't mind going unconscious immediately afterward. But that's another story.</p><p></p><p>What I'm wondering is how to handle the class. I don't want to do the Advanced Class lineup -- I don't want to force people into specific spell categories. Instead, I'd like it to look more like a Basic Class, in terms of talent trees and such. For example, for my Kineticist (a wizard specializing in telekinesis and other kinds of motion):</p><p></p><p>Moving Stuff Talent Tree:</p><p></p><p>Move Object: Duh.</p><p>Wield Object: Pre-req -- Move Object. (Use object as weapon)</p><p>Kinetic Shield: Pre-req -- Move Object (Bullets or blows are knocked aside as you receive a Deflection bonus to Defense)</p><p></p><p>Damaging Stuff Talent Tree:</p><p></p><p>Kinetic Blast: Pre-req, Move Object -- You make a ranged touch attack and knock back a target as though making a Bull Rush, and they might take a piffling amount of damage.</p><p></p><p>Tear: Pre-req, Kinetic Blast -- You damage one person, who you have to hit with a Ranged touch, and they get a Fort Save for half.</p><p></p><p>Cone of Force: Pre-req, Kinetic Blast -- Either of your Damaging Stuff abilities can ge used as a cone rather than as an individual attack, effecting a bunch of people.</p><p></p><p>Boosting Talent Tree:</p><p></p><p>Steadying Amplification: Pre-req, Move Object -- you give yourself a bonus on Jump checks, Balance Checks, Climb Checks, and Tumble Checks.</p><p></p><p>Internal Daming Field: Pre-req, Steadying Amplification -- you give yourself a bonus to Fortitude saves, and you gain Hardness.</p><p></p><p>Offensive Amplification: Pre-req, Steadying Amp -- you give yourself an enhancement bonus to Strength or Dexterity.</p><p></p><p>Anyways, that's the overview. So you can see that I want it to be flexible. Some folks might want to become the masters of moving things, while others might want to buff themselves with internal telekinesis, and others might want to fling around bolts of kinetic force at targets. How should I construct this class?</p><p></p><p>Option One:</p><p></p><p>As a basic class with higher pre-reqs than normal: Have it use the Talent, Bonus Feat, Talent, Bonus feat progression -- I have magical feats in mind, so Bonus feats will actually be helpful.</p><p></p><p>Bad side: They only get five talents.</p><p></p><p>Option Two:</p><p></p><p>As an advanced class: This seems closest to the rules.</p><p></p><p>Bad side: This forces them into categories, and I'd have to make a different advanced class for each type of Kineticist -- or list these as ordinary spells, which I sort of wanted to avoid.</p><p></p><p>Option Three:</p><p></p><p>Use the Advanced Class format with Basic Class Talent Trees: As in, Talent, Talent, Bonus Feat, Talent, Talent, Bonus Feat. This gives a lot of Talents while keeping the flexibility.</p><p></p><p>Bad side: Might give too many Talents, might be breaking a canonical rule that was put up for a very good reason.</p><p></p><p>Anyways, thanks for the help -- and if anyone's interested in seeing other classes, I'm currently working on systems for Mindbenders, Elementalists, and Illusionists that follow the same kind of pattern.</p><p></p><p>-Tacky</p></blockquote><p></p>
[QUOTE="takyris, post: 639419, member: 5171"] So I'm trying to make a new magic system -- basically, something where characters get fewer spells, but the spells are more flexible. A Kineticist class, for example, would get one "spell" that let him move objects, and it would scale in power and range, costing the equivalent of more points as he used more power to move a larger object or move a smaller object faster or do something complicated like use an object as a weapon. I'm actually trying to avoid points entirely and just use "Make a (level+Int) check to avoid becoming fatigued or lose a point of Strength" rules -- so someone could do something VERY powerful even at low level, if they didn't mind going unconscious immediately afterward. But that's another story. What I'm wondering is how to handle the class. I don't want to do the Advanced Class lineup -- I don't want to force people into specific spell categories. Instead, I'd like it to look more like a Basic Class, in terms of talent trees and such. For example, for my Kineticist (a wizard specializing in telekinesis and other kinds of motion): Moving Stuff Talent Tree: Move Object: Duh. Wield Object: Pre-req -- Move Object. (Use object as weapon) Kinetic Shield: Pre-req -- Move Object (Bullets or blows are knocked aside as you receive a Deflection bonus to Defense) Damaging Stuff Talent Tree: Kinetic Blast: Pre-req, Move Object -- You make a ranged touch attack and knock back a target as though making a Bull Rush, and they might take a piffling amount of damage. Tear: Pre-req, Kinetic Blast -- You damage one person, who you have to hit with a Ranged touch, and they get a Fort Save for half. Cone of Force: Pre-req, Kinetic Blast -- Either of your Damaging Stuff abilities can ge used as a cone rather than as an individual attack, effecting a bunch of people. Boosting Talent Tree: Steadying Amplification: Pre-req, Move Object -- you give yourself a bonus on Jump checks, Balance Checks, Climb Checks, and Tumble Checks. Internal Daming Field: Pre-req, Steadying Amplification -- you give yourself a bonus to Fortitude saves, and you gain Hardness. Offensive Amplification: Pre-req, Steadying Amp -- you give yourself an enhancement bonus to Strength or Dexterity. Anyways, that's the overview. So you can see that I want it to be flexible. Some folks might want to become the masters of moving things, while others might want to buff themselves with internal telekinesis, and others might want to fling around bolts of kinetic force at targets. How should I construct this class? Option One: As a basic class with higher pre-reqs than normal: Have it use the Talent, Bonus Feat, Talent, Bonus feat progression -- I have magical feats in mind, so Bonus feats will actually be helpful. Bad side: They only get five talents. Option Two: As an advanced class: This seems closest to the rules. Bad side: This forces them into categories, and I'd have to make a different advanced class for each type of Kineticist -- or list these as ordinary spells, which I sort of wanted to avoid. Option Three: Use the Advanced Class format with Basic Class Talent Trees: As in, Talent, Talent, Bonus Feat, Talent, Talent, Bonus Feat. This gives a lot of Talents while keeping the flexibility. Bad side: Might give too many Talents, might be breaking a canonical rule that was put up for a very good reason. Anyways, thanks for the help -- and if anyone's interested in seeing other classes, I'm currently working on systems for Mindbenders, Elementalists, and Illusionists that follow the same kind of pattern. -Tacky [/QUOTE]
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