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<blockquote data-quote="bloodymage" data-source="post: 200743" data-attributes="member: 4381"><p>Thanks for the input. To answer a couple of questions. Elements I think I want to use from 3e: d20 (maybe, I'm considering d% for skills), the basic skills system, AC, DC, and some skills breakdowns of feats and PrC's . From 2e, non-weapon proficiencies, secondary skills and skill breakdowns of "kits."</p><p></p><p>I didn't list anything for the Rogue because it's already a skills-based class and I couldn't think of anything to add. Legerdemain makes sense to me.</p><p></p><p>Everything you listed for the fighter is under my "Weapons." In my scribblings at this point, it's just easier to list "weapons" than what's in my head. Good list, btw.</p><p></p><p>As to my magic system. At present I don't use spell slots for major casters. Wizards use mana and clerics beseech their deities for spells as needed. Additionally, clerics may only take <em>scribe scroll</em> and <em>brew potion</em>. Wizards "enchant" all items though clerics can enspell a prepared enchanted item. So:</p><p>1. Faith=investment in divine relationship</p><p>2. Intone=supplication to a deity</p><p>3. Ritual=physical elements of spell casting, site preparation, traditional "rules of order, precedence, etc." Listed under clerics, but a necessary skill for arcane casters as well.</p><p>4.Turning=turning</p><p>5. Incite/inspire=proseltyzing, leadership, "rabble-rousing"</p><p>6. Invoke=tapping mana, casting</p><p>7. Scribe=write magic-scrolls, spellbooks. IMW, wizards are the only automatic literates and all arcane magic is written in draconoic. Clerics must spend 1 skill point in <em>literacy</em> (any language other than Common) to <em>scribe scroll</em>.</p><p>8. Enchant=preparing items to receive spells</p><p>9. Research=new spells, item creation design</p><p>10. Alchemy=use and combination of mundane items to produce desired results or magical effect </p><p></p><p>My thinking hasn't gotten far enough for allocation. I figure my first step is listing component skills, then all skills, then think about allocation. I do think that some skills may require prerequisites like some feats do now. I also know it should be easier to become a middling swordswinger or cutpurse or even a spell beggar than a fledgling spellslinger. Haven't worked that out yet.</p><p></p><p>Suggestions concerning any stage of this project are eagerly sought. Keep it coming!</p></blockquote><p></p>
[QUOTE="bloodymage, post: 200743, member: 4381"] Thanks for the input. To answer a couple of questions. Elements I think I want to use from 3e: d20 (maybe, I'm considering d% for skills), the basic skills system, AC, DC, and some skills breakdowns of feats and PrC's . From 2e, non-weapon proficiencies, secondary skills and skill breakdowns of "kits." I didn't list anything for the Rogue because it's already a skills-based class and I couldn't think of anything to add. Legerdemain makes sense to me. Everything you listed for the fighter is under my "Weapons." In my scribblings at this point, it's just easier to list "weapons" than what's in my head. Good list, btw. As to my magic system. At present I don't use spell slots for major casters. Wizards use mana and clerics beseech their deities for spells as needed. Additionally, clerics may only take [i]scribe scroll[/i] and [i]brew potion[/i]. Wizards "enchant" all items though clerics can enspell a prepared enchanted item. So: 1. Faith=investment in divine relationship 2. Intone=supplication to a deity 3. Ritual=physical elements of spell casting, site preparation, traditional "rules of order, precedence, etc." Listed under clerics, but a necessary skill for arcane casters as well. 4.Turning=turning 5. Incite/inspire=proseltyzing, leadership, "rabble-rousing" 6. Invoke=tapping mana, casting 7. Scribe=write magic-scrolls, spellbooks. IMW, wizards are the only automatic literates and all arcane magic is written in draconoic. Clerics must spend 1 skill point in [i]literacy[/i] (any language other than Common) to [i]scribe scroll[/i]. 8. Enchant=preparing items to receive spells 9. Research=new spells, item creation design 10. Alchemy=use and combination of mundane items to produce desired results or magical effect My thinking hasn't gotten far enough for allocation. I figure my first step is listing component skills, then all skills, then think about allocation. I do think that some skills may require prerequisites like some feats do now. I also know it should be easier to become a middling swordswinger or cutpurse or even a spell beggar than a fledgling spellslinger. Haven't worked that out yet. Suggestions concerning any stage of this project are eagerly sought. Keep it coming! [/QUOTE]
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