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General Tabletop Discussion
*Dungeons & Dragons
conversion, magic fighting falconers.
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<blockquote data-quote="Humanophile" data-source="post: 196066" data-attributes="member: 1049"><p>First, if you want them magically resistant, either give them more good saves or else a flat bonus to saves. Spell resistance seems too magical for a group of anti-magic barbarians, and you already have precedent in the form of anti-magical dwarves and their +2 to saves vs. magic. Plus, 10 + 1/level is resistant to almost half the spells thrown at them. Even if you do decide to go with a spell resistance bonus, 5 + level is probably more in line with their 2e level of power. +2 flat anti-magic save bonus still gets my vote, though.</p><p></p><p>Taboos can be tricky. If you have a way to hold them to the "no obvious magic" taboo, they're more or less screwed all around. They lose out on healing and a lot of the niftiness high level characters have as par for the course. (Flight, invisibility, teleportation, and possibly speed abilities go down the drain, and many high level characters see those the same way many of us see telephones, cars, and computers.) So if the game is naturally low powered/low magic, go for it, but be aware that anything balanced at low-mid levels with these guys will screw them over in vanilla high level D&D.</p><p></p><p>Not harming women, OTOH, is relatively minor, and fits in well as flavor. I say keep it, but be aware it's not that heavy a drawback.</p><p></p><p>Starting with a trained falcon is no big deal. In effect, it's just a bit more gold the class gets to start with, and when it's just something like a mundane animal, or even up to a masterwork weapon, it's nice when you start play, but over the long term it's about as effective as a penalty to hit women. Do take care that they have Handle Animal as a class ability, and that most of them take it, though.</p><p></p><p>Overall the +'s and -'s seem balanced to me, but you'll have to do something to enforce the anti-magic taboo as the game is underway.</p></blockquote><p></p>
[QUOTE="Humanophile, post: 196066, member: 1049"] First, if you want them magically resistant, either give them more good saves or else a flat bonus to saves. Spell resistance seems too magical for a group of anti-magic barbarians, and you already have precedent in the form of anti-magical dwarves and their +2 to saves vs. magic. Plus, 10 + 1/level is resistant to almost half the spells thrown at them. Even if you do decide to go with a spell resistance bonus, 5 + level is probably more in line with their 2e level of power. +2 flat anti-magic save bonus still gets my vote, though. Taboos can be tricky. If you have a way to hold them to the "no obvious magic" taboo, they're more or less screwed all around. They lose out on healing and a lot of the niftiness high level characters have as par for the course. (Flight, invisibility, teleportation, and possibly speed abilities go down the drain, and many high level characters see those the same way many of us see telephones, cars, and computers.) So if the game is naturally low powered/low magic, go for it, but be aware that anything balanced at low-mid levels with these guys will screw them over in vanilla high level D&D. Not harming women, OTOH, is relatively minor, and fits in well as flavor. I say keep it, but be aware it's not that heavy a drawback. Starting with a trained falcon is no big deal. In effect, it's just a bit more gold the class gets to start with, and when it's just something like a mundane animal, or even up to a masterwork weapon, it's nice when you start play, but over the long term it's about as effective as a penalty to hit women. Do take care that they have Handle Animal as a class ability, and that most of them take it, though. Overall the +'s and -'s seem balanced to me, but you'll have to do something to enforce the anti-magic taboo as the game is underway. [/QUOTE]
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