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D&D 6e ala Steampunkette: Structural thoughts
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<blockquote data-quote="Horwath" data-source="post: 9752289" data-attributes="member: 6801299"><p>if keeping spell slots and not going for spell points, I think that it's better to give more low level slots later on or even at the start.</p><p>Just to have casters more magic actions available.</p><p>And just have full casters and halfcasters. keep it simple.</p><p>and maybe give halfcasters same rate of gaining spell levels, but capping at 5th level and fewer spell slots.</p><p>IE:</p><p></p><p>full caster:</p><p>[ATTACH=full]416722[/ATTACH]</p><p></p><p>half caster:</p><p>[ATTACH=full]416723[/ATTACH]</p><p></p><p>cantrip scaling at levels: 3,5,7,9</p><p></p><p>just thinking of rewarding that final level...</p><p></p><p>this is true,</p><p>if just using basic attacks, it might get boring.</p><p>adding some version of maneuvers or mastery for all martials could keep every attack fresh, possibly with different rider every time.</p><p></p><p>yeah,</p><p>monk could have not scaling unarmed damage but more unarmed attacks instead of weapon attacks.</p><p>I.E. at 1st level you make 2 unarmed attack instead of one attack during Attack action, if you spent power for flurry you make 3 attacks instead of 2.</p><p>later when you have 3 attacks in Attack action, that would be 6 unarmed attacks or 9 unarmed with flurry activated.</p><p></p><p>some sub-classes could require "spellcasting" feature to be taken.</p><p>and yeah at 1st level I would keep to proficiencies and spells known/prepared.</p><p>3rd level can come with a real power spike.</p><p></p><p>without any special feats it would be just 2 light weapons in both hands.</p><p>so some martial d4 finesse light weapon or d6 STR light weapon.</p><p></p><p>maybe 12 attacks per round is too much to roll for someone, but it would give the feel of cinematic flurry of slashes.</p><p>And it would iron out much of good/bad luck with rolls.</p></blockquote><p></p>
[QUOTE="Horwath, post: 9752289, member: 6801299"] if keeping spell slots and not going for spell points, I think that it's better to give more low level slots later on or even at the start. Just to have casters more magic actions available. And just have full casters and halfcasters. keep it simple. and maybe give halfcasters same rate of gaining spell levels, but capping at 5th level and fewer spell slots. IE: full caster: [ATTACH type="full" size="263x233"]416722[/ATTACH] half caster: [ATTACH type="full" size="152x234"]416723[/ATTACH] cantrip scaling at levels: 3,5,7,9 just thinking of rewarding that final level... this is true, if just using basic attacks, it might get boring. adding some version of maneuvers or mastery for all martials could keep every attack fresh, possibly with different rider every time. yeah, monk could have not scaling unarmed damage but more unarmed attacks instead of weapon attacks. I.E. at 1st level you make 2 unarmed attack instead of one attack during Attack action, if you spent power for flurry you make 3 attacks instead of 2. later when you have 3 attacks in Attack action, that would be 6 unarmed attacks or 9 unarmed with flurry activated. some sub-classes could require "spellcasting" feature to be taken. and yeah at 1st level I would keep to proficiencies and spells known/prepared. 3rd level can come with a real power spike. without any special feats it would be just 2 light weapons in both hands. so some martial d4 finesse light weapon or d6 STR light weapon. maybe 12 attacks per round is too much to roll for someone, but it would give the feel of cinematic flurry of slashes. And it would iron out much of good/bad luck with rolls. [/QUOTE]
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