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Community
General Tabletop Discussion
*TTRPGs General
Breaking the Class Lineup rules
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<blockquote data-quote="Plane Sailing" data-source="post: 648571" data-attributes="member: 114"><p>Of the mechanisms you describe, I'd go with a new Advanced class, using either option 3 or simply taking the basic class talent/feat/talent level benefits and not worry that the progression doesn't map onto other advanced classes. After all, it is arguably still less flexible than what they have done for the wizard and cleric advanced classes!</p><p></p><p>Unless you are committed to the idea of talent trees, you could consider other d20 examples of mechanisms that could be usefully used to handle magic casting include:</p><p></p><p>Call of Cthulhu : attribute loss (and sanity loss if used)</p><p>Star Wars: feats which give access to skills for doing "magic"</p><p>Wheel of Time: Spell slots, overchanneling for greater effect, scaleable spells.</p><p>Sovereign Stone: I know they have a different mechanism, but I've not seen it <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Plus there is the Elements of Magic system from Natural 20 Press, which is interesting in its concept of having level 1 to level 9 of every spell in its spell lists.</p><p></p><p>Other concepts have been described in the house rules board which also look at other ways of handling magic - unlimited casting but long casting time, unlimited casting but take subdual damage when casting spells and others....</p><p></p><p>If you *do* go with talent trees for this class, perhaps some of the powers ought to have Action Point expenditure used to activate them?</p><p></p><p>Cheers</p></blockquote><p></p>
[QUOTE="Plane Sailing, post: 648571, member: 114"] Of the mechanisms you describe, I'd go with a new Advanced class, using either option 3 or simply taking the basic class talent/feat/talent level benefits and not worry that the progression doesn't map onto other advanced classes. After all, it is arguably still less flexible than what they have done for the wizard and cleric advanced classes! Unless you are committed to the idea of talent trees, you could consider other d20 examples of mechanisms that could be usefully used to handle magic casting include: Call of Cthulhu : attribute loss (and sanity loss if used) Star Wars: feats which give access to skills for doing "magic" Wheel of Time: Spell slots, overchanneling for greater effect, scaleable spells. Sovereign Stone: I know they have a different mechanism, but I've not seen it :) Plus there is the Elements of Magic system from Natural 20 Press, which is interesting in its concept of having level 1 to level 9 of every spell in its spell lists. Other concepts have been described in the house rules board which also look at other ways of handling magic - unlimited casting but long casting time, unlimited casting but take subdual damage when casting spells and others.... If you *do* go with talent trees for this class, perhaps some of the powers ought to have Action Point expenditure used to activate them? Cheers [/QUOTE]
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Breaking the Class Lineup rules
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