Designing the Perfect D&D

It looks like your gaming needs differ from mine quite a bit, so your perfect D&D looks a lot different than mine does. Never the less, I hope that you enjoy your game and will gladly murder and loot your fantasy heartbreaker to make my own more powerful.

I am intrigued by your use of fighting styles and stance, and will be taking a closer look at that.
 

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the Jester

Legend
An important clarification I realize is needed: You don't automatically get the expert/master/whatever versions of your fighting styles et. al. You have to advance them. Those are prerequisites. (It's totally not obvious at a glance that this is how it is supposed to work. Aargh. So many unwritten assumptions.)

Cleric forthcoming.
 

the Jester

Legend
Note: I just realized that I haven't done the "clerics and ability scores" bit yet, and I doubt I've done that for wizards either. Hmm. Oh well. Maybe later.

CLERIC

A cleric is a priest of a specific deity, gaining might through prayers and divine inspiration. A cleric is expected to represent his god's interests and failure to do so may result in the loss of his prayers' power.

Cleric Starting Package
A 1st-level character that is a rogue gains the following:

Attacks: Choose- +1 bonus to melee OR spell attacks. Whichever you choose is your primary cleric attack stat, and the other is your secondary. A character who becomes a cleric after first level chooses which is primary and which is secondary at 3rd level.
Defenses: +1 Fortitude, +1 Will
Hit Points: 8 hit points + 1/3 your Constitution score
Armor Proficiency: You are proficient in chain mail and lighter armor, as well as shields.
Weapon Proficiencies: You are proficient in maces and hammers. You may choose one specific weapon, such as dagger or trident, that you are proficient in as well.
Implement Proficiencies: You are proficient in holy symbols.
Domains and Prayers: You begin with access to four domains appropriate to your deity. Each domain grants you certain prayers which you can employ to varying effect. Initially, you know only the lowest valence prayer of each domain. Initially, all clerics will have access to the domains of Battle, Healing, Protection and Sun.
Fighting Style: A cleric begins knowing one fighting style.
Metamagic: A cleric begins knowing two types of metamagic.
Stances: A cleric begins knowing one stance.
XP: A cleric with a Wisdom of 13 or higher gets a 5% bonus to earned xp. If his Wisdom is 16 or higher he instead gets a 10% bonus to earned xp.

A character that beocmes a 1st-level cleric but is not a 1st level character advances per the 'cleric advancement' chart listing for 1st level instead.

CLERIC ADVANCEMENT
When you gain a cleric level other than first, add 3d10% to your Wisdom and 2d10% to one other abiltiy score of your choice. Once this reaches 100%, your ability score increases by one point.

Level --- Attacks --- Defenses --- Hit Points --- Features
1 --- None --- +1 Will --- None --- Gain 2 domains
2 --- None --- +1 Fort --- None --- Gain 1 metamagic, gain 1 fighting style
3 --- +1 primary --- None --- +1d8 --- Gain 1 stance
4 --- +1 secondary --- +1 Will --- None --- Gain 1 domain
5 --- None --- +1 Fort --- +1d8 --- Gain 1 metamagic, gain 1 stance
6 --- None --- +1 Will --- None --- Gain 1 domain
7 --- +1 primary --- +1 AC --- None --- Gain 1 fighting style
8 --- None --- +1 Fort --- +1d8 --- Gain 1 domain
9 --- +1 secondary --- +1 Will --- None --- Gain 1 metamagic, gain 1 stance
10 --- None --- +1 AC --- +1d8 --- Gain 1 domain, gain 1 metamagic, gain 1 stance

Attacks: The cleric chooses either melee or spell as his primary attack stat, and the other is his secondary.

Gain a Domain/Fighting Style/Stance/Metamagic: The cleric chooses a domain, style, stance or metamagic type available to him. If he qualifies to do so, a cleric may advance a fighting style, stance, domain or metamagic type instead of taking a new one.

FIGHTING STYLES

A fighting style is a method of fighting- e.g. weapon and shield or great weapon, as opposed to a stance, which can be applied to any style and is more like an “attitude”.

The fighting styles available to the cleric are: great weapon, weapon and shield, one-handed weapon, holy warrior and paladin style. When a cleric gains a new style, if he qualifies to do so he may instead upgrade one of his existing styles to “expert” or “master” level.

Great Weapon Style
When you wield a weapon with both hands, you gain a +2 bonus to damage.
Expert (must be 4th level cleric, must have Str 11 or Con 11): When you wield a weapon with both hands, you gain a +1 bonus to attack.
Master (must be 8th level cleric, must have Str 14 or Con 14): When you wield a weapon with both hands, your base critical range doubles.

Holy Warrior Style
When you wield a weapon in one hand and a holy symbol in the other, you gain a +1 bonus to AC and Will.
Expert (must be 4th level cleric, must have Wis 11): When you wield a weapon in one hand and a holy symbol in the other, you gain a +1 bonus to spell attacks.
Master (must be 8th level cleric, must have Wis 14): When you wield a weapon in one hand and a holy symbol in the other, you gain a +1 bonus to melee attacks.

One-Handed Weapon Style
When you wield a weapon in one hand and have your other hand free, you gain a +1 bonus to attack.
Expert (must be 4th level fighter, must have Int 11 or Cha 11): When you wield a weapon in one hand and have your other hand free, you gain a +1 bonus to AC and Reflex.
Master (must be 8th level fighter, must have Int 14 or Cha 14): When you wield a weapon in one hand and have your other hand free, you gain a +2 bonus to initiative.

Paladin Style
Once per round you can stow a weapon and draw a holy symbol (or vice versa) as a single minor action.
Expert (must be 8th level cleric, must have Str 13 and Cha 13): Once per round if an enemy triggers an opportunity attack from you and you have a holy symbol but no weapon in hand, you may stow your holy symbol and draw a weapon as an interrupt. If you do so, you gain combat advantage for your opportunity attack.

Weapon and Shield Style
When you wield a melee weapon in one hand and a shield in the other, you gain a +1 bonus to AC and Reflex.
Expert (must be 4th level fighter, must have Con 11, Int 11 or Wis 11): When you wield a melee weapon in one hand and a shield in the other, you gain a +1 bonus to Fort and reduce the severity of critical hits on you by 1d8.
Master (must be 8th level fighter, must have Con 14, Int 14 or Wis 14): When you wield a melee weapon in one hand and a shield in the other and you miss with a melee attack, you may make a shield bash attack as a free action.

METAMAGIC

Metamagic effects change spells or prayers, making them more effective in one way or another. You may use as many metamagic effects on one spell or prayer as you like, but each must recharge before you can use it again. You decide which metamagic effects to apply to a spell or prayer at the start of casting.

Accurate (recharge 16+)
When you miss with a spell attack, you may reroll that attack.
Expert (must be 6th level cleric, must have Int 11 or Dex 11): Recharge 14+.
Master (must be 10th level cleric, must have Int 14 or Dex 14): Recharge 12+.

Concentrate (recharge 16+)
When you use a spell or prayer that gives a bonus to you or your allies, that bonus increases by +1.
Expert (must be 4th level cleric, must have Wis 11): Recharge 11+.
Master (must be 8th level cleric, must have Wis 14): Recharge 6+.

Empower (recharge 18+)
When you cast a spell or prayer that deals damage, it deals extra damage equal to your class level on a hit.
Expert (must be 8th level cleric, must have Str 11): Recharge 16+.

Extend (recharge 16+)
When you cast a spell or prayer that that lasts until the end of a round, it lasts an extra round.
Expert (must be 4th level cleric, must have Con 11): Recharge 11+.
Master (must be 8th level cleric, must have Con 14): Recharge 6+.

Far Reach (recharge 16+)
When you cast a spell or prayer with a range, you double the range.
Expert (must be 4th level cleric, must have Dex 11): Recharge 11+.
Master (must be 8th level cleric, must have Dex 14): Recharge 6+.

Overwhelm (recharge 18+)
When you hit a target with a spell attack, you knock it prone.
Expert (must be 8th level cleric, must have Str 11): Recharge 16+.

Persistent (recharge 16+)
Enemies take a -2 penalty to saving throws against effects you impose with spells or prayers.
Expert (must be 4th level cleric, must have Int 11): Recharge 11+.
Master (must be 8th level cleric, must have Int 11): Recharge 6+.

Reaching (recharge 18+)
You treat a spell or prayer with a range of touch as if its range was 25'.
Expert (must be 4th level cleric, must have Wis 11): Recharge 14+.
Master (must be 8th level cleric, must have Wis 14): Recharge 10+.

Subdue (recharge 11+)
When you hit a target with a spell attack, you deal nonlethal damage.
Expert (must be 4th level cleric, must have Wis 11): Recharge 6+.
Master (must be 8th level cleric, must have Wis 14): Recharge 1+.

STANCES

A stance is a form that its user takes up as a modifier to her attacks. A character can only use one stance at a time, and the stance ends as soon as the character changes it (which a character must do at the start of his turn) or loses consciousness. When a cleric gains a new stance, if he qualifies to do so he may instead upgrade one of his existing stances to “expert” or “master” level.

The stances available to the cleric are as follows:

Crusher Stance
When you use a melee weapon that deals bludgeoning damage, you get a +2 bonus to damage.
Expert (must be 4th level cleric, must have Con 11): When you hit with a melee weapon that deals bludgeoning damage, you can choose to take a -4 penalty to damage in order to daze the target until the end of your next turn.
Master (must be 8th level cleric, must have Con 14): When you attack with a melee weapon that deals bludgeoning damage, your base critical range doubles.

Defensive Stance
You gain a +1 bonus to all defenses.
Expert (must be 4th level cleric, must have Dex 11 or Wis 11): If an enemy enters an adjacent square, you may shift 1 as an interrupt.
Master (must be 8th level cleric, must have Dex 14 or Wis 14): You gain resist 2 blundgeoning, piercing and slashing.

Healer's Stance
When you use a healing power, you restore an extra 1d4 hit points.
Expert (must be 4th level cleric, must have Wis 11 or Cha 11): When you use a healing power, you may affect an additional target within range.
Master (must be 8th level cleric, must have Wis 11 or Cha 11): When you use a healing power, you may shift 2 squares before or after it takes effect.

Prayerful Stance
You gain a +1 bonus on spell attacks.
Expert (must be 4th level cleric, must have Wis 11 or Cha 11): You gain a +2 bonus on metamagic recharge rolls.
Master (must be 8th level cleric, must have Wis 14 or Cha 14): You can spend a minor action to sustain two effects that each require one minor action to sustain, or to sustain a single effect that normally requires a standard action to sustain.

Protective Stance
Adjacent allies get a +1 bonus to AC and Will.
Expert (must be 4th level cleric, must have Con 11): Adjacent allies get a +1 bonus to Reflex and Fortitude.
Master (must be 8th level cleric, must have Con 14): Adjacent allies get resist 1 all.

Stolid Stance
Special: You may not move while you are in this stance.
If an enemy tries to maneuver you, reduce the distance it maneuvers you by 10'.
Expert (must be 4th level cleric, must be a dwarf or have Dex 11 or Con 11): If an attack would knock you prone, make a saving throw; 10 or higher: You are not knocked prone.
Master (must be 8th level cleric, must be a dwarf or have Dex 14 or Con 14): If an enemy tries to maneuver you, make a melee attack vs. its Fortitude as an interrupt. If you hit, you knock it prone instead.

DOMAINS

The domains you know must be ones offered by your deity. Initially, you can use only the 1st valence prayer from each domain, but as you advance, you can increase your power in your domains. Your initial mastery makes you an acolyte of the domain. To become an initiate or adept, the character must meet the following crtieria:

Initiate (gain access to 2nd valence): Must be 4th level cleric, must have 11+ in ability linked to domain.

Adept (gain access to 3rd valence): Must be 8th level cleric, must have 14+ in ability linked to domain.

Gaining access to higher levels of mastery (Priest and High Priest) requires taking an appropriate prestige class.

BATTLE DOMAIN
LINKED ABILITY SCORE: Strength or Dexterity


1st Valence (Bless): As a standard action, you may invoke a blessing on yourself and your allies within a range of 25'. Until the end of the next round, each target gains +1 to melee attacks and AC. Sustain minor.

2nd Valence (Chant): You begin chanting as a standard action, blessing yourself and all your allies within a range of 25'. Until the end of your next turn, each target gains +1 to melee attacks, AC, Fortitude and Will. Sustain standard.

3rd Valence (Recitation): As a standard action, you utter a prayer giving yourself and all allies within a range of 25' a +1 bonus to melee and spell attacks, melee and spell damage and all defenses. This effect lasts until the end of your next turn. Sustain minor.

4th Valence (Dictum): You and all allies within a range of 15' gain +2 to melee attacks and all defenses until the end of your next turn. Make a spell attack vs. Will against each enemy in range; Hit: the target grants combat advantage until the end of your next turn.

5th Valence (Holy Word): As dictum, but the range is 30' and each enemy hit also takes 2d6 thunder damage and is immobilized (save ends on a 10+).

HEALING DOMAIN
LINKED ABILITY SCORE: Wisdom or Charisma

1st Valence (Cure Light Wounds):
As a standard action, you touch one creature and heal it of damage equal to 10% of its maximum hit points plus 1d6 points. Alternatively, you can use this prayer as a minor action, but it must then recharge (13+).

2nd Valence (Cure Serious Wounds): As a standard action, you touch one creature and heal it of damage equal to 25% of its maximum hit points plus 1d12 points. Alternatively, you can use this prayer as a minor action, but it must then recharge (13+).

3rd Valence (Restoration): As a standard action, you touch one creature and heal 2d4 points of ability damage to one ability score OR 1d3 points of ability damage to each damaged ability score OR 1 point of ability drain to each drained ability score. Each creature can only be affected by restoration once per day.

4th Valence (Cure Critical Wounds): As a standard action, you touch one creature and heal it of damage equal to 50% of its maximum hit points plus 1d12 points. This power must then recharge (13+).

5th Valence (Revivify): As a full action, you touch one creature that is alive or that died within the last round. That creature heals damage equal to 50% of its maximum hit points plus 2d8 hit points. If it was dead, it comes back to life with hit points equal to the healing that you delivered. Each creature can only be affected by revivify once per day.

PROTECTION DOMAIN
LINKED ABILTIY SCORE: Wisdom or Constitution

1st Valence (Protection from Harm):
As a standard action, you touch one creature and it gains resist all 2 until the end of your next turn. Alternatively, you may use this prayer as a minor action, but it must then recharge (15+).

2nd Valence (Sanctuary): As a standard action, you touch one creature and give it a +4 bonus to all defenses until the end of your next turn or until it attacks. Sustain minor.

3rd Valence (Circle of Protection): As a standard action, you begin to emanate a circle of protection around you to a range of 10'. You and each ally within the burst gains a +2 bonus to saving throws and all defenses while within the zone. The zone moves with you while it lasts. Sustain minor.

4th Valence (Protection from Energy): As a minor action you touch yourself or one ally and give it resist 10 against one energy type of your choice (acid, cold, fire, force, lightning, necrotic, psychic, radiant or thunder) until the end of your next turn. Sustain minor (1/target).

5th Valence (Holy Aura): As a minor action you touch yourself or one ally and surround it with a visible holy aura that lasts until the end of your next turn. This aura gives the target +4 to all defenses and if any creature makes a melee attack on him, you may make a spell attack vs. the attacker’s Will as a reaction; Hit: the target is blinded (save ends).

SUN DOMAIN
LINKED ABILITY: Intelligence or Charisma

1st Valence (Light):
With a minor action, you cause bright light with a range of 20' to emanate from a willing creature, nonmagical object or point in space within 25'. (This also creates an additional 20' radius of dim light surrounding the bright light.) This light lasts for 1 minute.

2nd Valence (Turn Undead): As a standard action, make a spell vs. Will attack against each undead enemy within a range of 20'. Hit: 1d10 radiant damage, push 5' and immobilize until the end of the target’s next turn; Miss: half damage.

3rd Valence (Searing Light): As a standard action, make a spell attack vs. Reflex against an enemy within 50'; Hit: 2d6 radiant damage and blinded until the end of your next turn.

4th Valence (Radiant Aura): As a minor action, you utter a prayer. You start to glow, shedding bright light in an emanation with a range of 50'. (This counts as an attack dealing 0 radiant damage to each creature in the emanation, so certain monsters will be harmed by this light.) While this effect persists, non-blind enemies have a -2 penalty on attacks against you and if you score a critical hit, the target of the crit is also blinded (save ends on a 12+).

5th Valence (Sunburst): As a standard action, you create a burst 2 of bright light within 100'. Each ally in the burst gains combat advantage against each enemy in burst until the end of your next turn. Make a spell vs. Reflex attack against each enemy. Hit: 2d6 radiant damage and blinded until the end of your next turn. Miss: Half damage. After you use it, this power must recharge (17+).
 

baradtgnome

First Post
Before I can even look at your solution details, I have to ask about your objectives.

1. EVERYONE STARTS AT 1ST LEVEL. The system must support this- in other words, a mixed level party must be viable. I have attempted to approach this with a combination of flatter math (in other words, lower attack bonuses and the like) and a "more breadth than depth" approach to leveling; it's harder to superspecialize on one thing (I think).

Why is this important? I can see wanting a party of first level characters to be viable in the game, and adjusting game rules to support that goal. But if a character died and needed a replacement, or if you had a new player join, why not keep everyone at approximately the same level and not complicate your rules system with this objective it there is not a real imperative for this objective?

I think a flatter math leveling system has other advantages to the play... but not for the reason to have some players more powerful than others in the game.... intentionally.
 

the Jester

Legend
Before I can even look at your solution details, I have to ask about your objectives.

Fair enough. :)

Why is this important? I can see wanting a party of first level characters to be viable in the game, and adjusting game rules to support that goal. But if a character died and needed a replacement, or if you had a new player join, why not keep everyone at approximately the same level and not complicate your rules system with this objective it there is not a real imperative for this objective?

Strong personal preference. Stronger ties between high level pcs and the campaign. A sense that having a high level pc is always something you earn and never the consequence of joining a game. Promoting organic character growth.

Yes, it is absolutely imperative that it be a feature of this system. The lack of the ability of pcs to start at 1st level and adventure meaningfully with higher level characters- which they really could before 3e, at least to a reasonable extent- has been a disappointment for me since my first 3.0 campaign reached about 5th level and I realized that the dead guys really had to start at higher levels in order to be of any use. In fact, I'd say that inability to meaningfully start all pcs at 1st level in 3e and 4e is the primary reason I started working on this.
 

baradtgnome

First Post
Strong personal preference. Stronger ties between high level pcs and the campaign. A sense that having a high level pc is always something you earn and never the consequence of joining a game. Promoting organic character growth.
I can appreciate all that. I had exactly that opinion after 10 years of mixed DM & playing. Add 20+ years to that and I have a different opinion.

Yes, it is absolutely imperative that it be a feature of this system. The lack of the ability of pcs to start at 1st level and adventure meaningfully with higher level characters- which they really could before 3e, at least to a reasonable extent- has been a disappointment for me since my first 3.0 campaign reached about 5th level and I realized that the dead guys really had to start at higher levels in order to be of any use. In fact, I'd say that inability to meaningfully start all pcs at 1st level in 3e and 4e is the primary reason I started working on this.
I agree that RAW in 3 is a problem for 1st level characters. (we use house rules to address our grievances in that area)

In my experience I don't agree that characters could meaningfully adventure with higher level characters before 3. I played in a game like that. I was invited to join a game where the character level difference was substantial. I felt like a second class citizen and it was no fun. I left that game. At the heart of this dilemma is rewarding the players for their commitment to show up and their prowess in not dying with high level powerful characters. Contrast this with your objective of not having so much difference the replacement or new players feel like they can contribute. That may be a dichotomy that is too large to bridge.

What do you want from your gaming group? Are you going to reward your friends who are better gamers (in truth they are not equal) with significantly better game position? Seems like this is fair, but over time it WILL drive away the less accomplished gamers. Want new blood? Hard to get it if the long time players have positions that can never be reached. Think about this objective from a team work perspective. Make sure you are rewarding the behavior your desire: competitive players or team work.

Not here to rain on your parade. I'll read your material, and I can understand your objective. Just saying that thirty years later, with good friends who have been there for the long haul but cannot make every session, or just aren't as good in player as some others.... I am more cautious to create dis-incentives to show up. I offer this as wisdom not criticism.

On the other hand, I'll gladly steal any good ideas. Cheers!
 
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Nadaka

First Post
I think you are dramatically overestimating the chances of survival and ability to contribute of level disparate characters in 1e/2e. Put a level 1 in a level 10 party and see what happens.

HD and Level based auto kill effects were far more common, as well as practically unavoidable area effect damage that would be a 100% kill. Most monsters would be literally untouchable without a level appropriate magic weapon, and they would almost always hit without magic armor and almost always kill.

The only redeeming quality is that thanks to nearly exponential xp requirements to level, in the unlikely event that you survived long enough for everyone else to level once, you would only be 1 or 2 levels behind.
 

the Jester

Legend
WIZARD

A wizard is a student of arcane magic. While a cleric is given his powers by his god, a wizard learns to manipulate magic through study and experiment.

Wizard Starting Package
A 1st level character that is a wizard gains the following:

Attacks: +1 bonus to spell attacks
Defenses: +1 Will
Hit Points: 5 hit points + 1/3 your Constitution score
Weapon Proficiencies: You are proficient in the dagger and staff.
Implement Proficiencies: You are proficient in four of the following implements: dagger, orb, rod, staff, tome, wand.
Schools and Spells: You have studied the three schools of magic, abjuration, evocation and enchantment. You know four spells, at least one from each school that you have studied, rolled from the tables below.
---Learning Spells: To learn a new spell, you must first acquire its formula, usually via a magic scroll, a captured spellbook, another wizard's training, etc, and scribe it into your spellbook. This costs 100 gp x the highest valence of the spell you can cast. You do not automatically gain new spells as you advance, but you do study more schools, which open more options for you.
Metamagic: A wizard begins knowing three types of metamagic.
Stances: A wizard begins knowing one stance.
XP: A wizard with an Intelligence of 13 or higher gets a 5% bonus to earned xp. If her Intelligence is 16 or higher he instead gets a 10% bonus to earned xp.

A character that beocmes a 1st-level wizard but is not a 1st level character advances per the 'wizard advancement' chart listing for 1st level instead.

WIZARD ADVANCEMENT
When you gain a wizard level other than first, add 3d10% to your Intelligence and 2d10% to one other abiltiy score of your choice. Once this reaches 100%, your ability score increases by one point.

Level --- Attacks --- Defenses --- Hit Points --- Features
1 --- +1 spell --- None --- None --- Gain 1 school, gain 2 spells, gain 1 metamagic
2 --- None --- +1 Will --- None --- Gain 1 metamagic, gain 1 fighting style
3 --- +1 spell --- None --- +1d4 --- Gain 1 school
4 --- None --- +1 Will --- None --- Gain 1 metamagic, gain 1 stance
5 --- +1 spell --- None --- +1d4 --- Gain 1 metamagic
6 --- None --- +1 Will --- None --- Gain 1 metamagic, gain 1 school
7 --- +1 spell --- +1 Ref --- None --- Gain 1 stance
8 --- None --- None --- +1d4 --- Gain 1 metamagic, gain 1 stance
9 --- +1 spell --- None --- None --- Gain 1 fighting style, gain 1 school
10 --- None --- +1 Will --- +1d4 --- Gain 1 metamagic, gain 1 stance

Gain a School/Stance/Metamagic: The wizard chooses a school, stance or metamagic type available to her. (In order for a school to become available to a wizard, she must have access to at least one spell of that school, via a scroll, book, trainer, etc.) If she qualifies to do so, a wizard may advance her mastery of a school, stance or metamagic type instead of taking a new one.

FIGHTING STYLES

A fighting style is a method of fighting- e.g. weapon and shield or great weapon, as opposed to a stance, which can be applied to any style and is more like an “attitude”.

The fighting styles available to the wizard are: empty hand, magic-user and one-handed weapon style. When a wizard gains a new style, if he qualifies to do so he may instead upgrade one of his existing styles to “expert” or “master” level.

Empty Hand Style
While your hands are empty, you gain a +1 bonus to initiative and Reflex.
Expert (must be 4th level wizard, must have Dex 11): While your hands are empty, you gain a +1 bonus to AC and Will.
Master (must be 8th level wizard, must have Dex 14): While your hands are empty, you gain a +1 bonus to Fortitude and speed.

Magic-User Style
Special: You cannot use an implement that also functions as a weapon, such as a dagger or staff, with this fighting style.
When you have an implement but no weapon in hand, you gain a +1 bonus to spell attacks.
Expert (must be 4th level wizard, must have Int 11 or Wis 11): When you have an implement but no weapon in hand, you gain a +1 bonus to initiative. Additionally, as a free action 1/round, you can shift 5' immediately before casting a spell.
Master (must be 8th level wizard, must have Int 14 or Wis 14): When you have an implement but no weapon in hand, you gain a +1 bonus to AC and Reflex.

One-Handed Weapon Style
When you wield a weapon in one hand and have your other hand free, you gain a +1 bonus to attack.
Expert (must be 4th level wizard, must have Int 11 or Cha 11): When you wield a weapon in one hand and have your other hand free, you gain a +1 bonus to AC and Reflex.
Master (must be 8th level wizard, must have Int 14 or Cha 14): When you wield a weapon in one hand and have your other hand free, you gain a +2 bonus to initiative.

METAMAGIC

Metamagic effects change spells or prayers, making them more effective in one way or another. At the start of a character's turn, he makes a recharge check for each metamagic that he has expended. You may use as many metamagic effects on one spell or prayer as you like, but each must recharge before you can use it again.

Accurate (recharge 16+)
When you miss with a spell attack, you may reroll that attack.
Expert (must be 6th level wizard, must have Int 11 or Dex 11): Recharge 14+.
Master (must be 10th level wizard, must have Int 14 or Dex 14): Recharge 12+.

Concentrate (recharge 16+)
When you use a spell or prayer that gives a bonus to you or your allies, that bonus increases by +1.
Expert (must be 4th level wizard, must have Wis 11): Recharge 11+.
Master (must be 8th level wizard, must have Wis 14): Recharge 6+.

Empower (recharge 18+)
When you cast a spell or prayer that deals damage, it deals extra damage equal to your class level on a hit.
Expert (must be 4th level wizard, must have Str 11): Recharge 16+.
Master (must be 8th level wizard, must have Str 14): Recahrge 14+.

Extend (recharge 16+)
When you cast a spell or prayer that lasts until the end of a round, it lasts an extra round.
Expert (must be 4th level wizard, must have Con 11): Recharge 11+.
Master (must be 8th level wizard, must have Con 14): Recharge 6+.

Far Reach (recharge 16+)
When you cast a spell or prayer with a range, you double the range.
Expert (must be 4th level wizard, must have Dex 11): Recharge 11+.
Master (must be 8th level wizard, must have Dex 14): Recharge 6+.

Overwhelm (recharge 18+)
When you hit a target with a spell attack, you knock it prone.
Expert (must be 4th level wizard, must have Str 11): Recharge 16+.
Master (must be 8th level wizard, must have Str 14): Recharge 14+.

Persistent (recharge 16+)
Enemies take a -2 penalty to saving throws against effects you impose with spells or prayers.
Expert (must be 4th level wizard, must have Int 11): Recharge 11+.
Master (must be 8th level wizard, must have Int 11): Recharge 6+.

Reaching (recharge 18+)
You treat a spell or prayer with a range of touch as if its range was 25'.
Expert (must be 4th level wizard, must have Wis 11): Recharge 14+.
Master (must be 8th level wizard, must have Wis 14): Recharge 10+.

Subdue (recharge 11+)
When you hit a target with a spell attack, you deal nonlethal damage.
Expert (must be 4th level wizard, must have Wis 11): Recharge 6+.
Master (must be 8th level wizard, must have Wis 14): Recharge 1+.

STANCES

A stance is a form that its user takes up as a modifier to her attacks. A character can only use one stance at a time, and the stance ends as soon as the character changes it (which a character must do at the start of his turn) or loses consciousness. When a fighter gains a new stance, if he qualifies to do so he may instead upgrade one of his existing stances to “expert” or “master” level.

The stances available to the wizard are as follows:

Arcane Intimidation
You get a +2 bonus on skill checks to intimidate creatures or inspire an air of mystique.
Expert (must be 4th level wizard, must have Int 11 or Cha 11): The bonus increases to +3.
Master (must be 8th level wizard, must have Int 14 or Cha 14): The bonus increases to +4.

Caster's Stance
You get a +1 bonus on spell attacks.
Expert (must be 4th level wizard, must have Int 11 or Wis 11): You gain a +2 bonus to damage with spell attacks.
Master (must be 8th level wizard, must have Int 14 or Wis 14): Your critical range with spell attacks doubles.

Defensive Stance
You gain a +1 bonus to all defenses.
Expert (must be 4th level wizard, must have Dex 11 or Wis 11): If an enemy enters an adjacent square, you may shift 1 as an interrupt.
Master (must be 8th level wizard, must have Dex 14 or Wis 14): You gain resist 2 blundgeoning, piercing and slashing.

Focused Stance
You gain a +2 bonus to the recharge rolls of your spells.
Expert (must be 4th level wizard, must have Wis 11 or Con 11): You gain a +1 bonus to Fortitude and Will.
Master (must be 8th level wizard, must have Wis 14 or Con 14): You gain a +2 bonus to saving throws.

Thinker's Stance
You gain a +2 bonus to Will.
Expert (must be 4th level wizard, must have Int 11 or Wis 11): You gain a +1 bonus to spell attacks.
Master (must be 8th level wizard, must have Int 14 or Int 14): You gain a +2 bonus to the recharge rolls of your spells.


Wizard Spell Schools

There are many schools of magic, each with its own spells. The three that wizards begin play with some degree of mastery are Enchantment (the art of magical compulsion), Evocation (spells involving sudden energy) and Abjuration (protective magic). Initially, you are considered a student of those three schools, but as you advance as a wizard you can increase this level of mastery up to mage level; to become an Archmage of a given school, you must take an appropriate prestige class. Five spells from each school, as well as the requirements for higher levels of mastery, are listed below.

Abjuration School Spells
Journeyman (must be 3rd level wizard, must have Wis 11 or Con 11): You gain access to the second valence of each abjuration spell you know.
Thaumaturge (must be 5th level wizard, must have Wis 12 or Con 12): You gain acccess to the third valence of each abjuration spell you know.
Mage (must be 8th level wizard, must have Wis 14 or Con 14): You gain access to the fourth valence of each abjuration spell you know.

01-20 --- Dispel Magic
21-40 --- False Life
41-60 --- Resist Blow
61-80 --- Resist Energy
81-00 --- Shield

Enchantment School Spells
Journeyman (must be 3rd level wizard, must have Cha 11): You gain access to the second valence of each enchantment spell you know.
Thaumaturge (must be 5th level wizard, must have Cha 12): You gain acccess to the third valence of each enchantment spell you know.
Mage (must be 8th level wizard, must have Cha 14): You gain access to the fourth valence of each enchantment spell you know.

01-20 --- Charm
21-40 --- Hold
41-60 --- Mind Stab
61-80 --- Sleep
81-00 --- Suggestion

Evocation School Spells
Journeyman (must be 3rd level wizard, must have Str 11 or Con 11): You gain access to the second valence of each evocation spell you know.
Thaumaturge (must be 5th level wizard, must have Str 12 or Con 12): You gain acccess to the third valence of each evocation spell you know.
Mage (must be 8th level wizard, must have Str 14 or Con 14): You gain access to the fourth valence of each evocation spell you know.

01-20 --- Burning Hands
21-40 --- Magic Missile
41-60 --- Ray of Frost
61-80 --- Scorching Burst
81-00 --- Shatter

OTHER SCHOOLS: Other schools of magic include illusion, necromancy, conjuration and polymorph, and there are many others as well.

WIZARD SPELLS & RECHARGING

When a wizard spell needs to recharge, you can use any lower valence of that spell until it recharges, but not higher valences. However, doing so results in a -4 penalty to your next recharge roll for that spell. If you use multiple recharge valences of the same spell, you only roll one recharge check (using the hardest DC). Success recharges every valence of the spell that you know. (Recharge rolls occur at the start of the round, before making stance and fighting style choices.)

BURNING HANDS (Evocation)

1st Valence: As a standard action, you spray flames from your hands in a close blast 1. Make a spell attack vs. Reflex against each creature in the blast; on a hit, you deal 1d4 points of fire damage, plus ongoing 2 fire (save ends).

2nd Valence: As a standard action, you spray flames from your hands in a close blast 2. Make a spell attack vs. Reflex against each creature in the blast; on a hit, you deal 1d4 points of fire damage, plus ongoing 2 fire (save ends).

3rd Valence: As a standard action, you spray flames from your hands in a close blast 3. Make a spell attack vs. Reflex against each creature in the blast; on a hit, you deal 2d4 points of fire damage, plus ongoing 3 fire (save ends).

4th Valence (recharges on an 11+): As a standard action, you spray flames from you hand in a close blast 3. Make a spell attack vs. Reflex against each creature in the blast; on a hit, you deal 2d4 points of fire damage, plus ongoing 5 fire (save ends).

5th Valence (recharges on an 11+): As a standard action, you spray flames from you hand in a close blast 3. Make a spell attack vs. Reflex against each creature in the blast; on a hit, you deal 3d4 points of fire damage, plus ongoing 5 fire (save ends). You may choose to spend action points to exclude creatures in the blast from the effect; if you do so, you may exclude one creature for each action point you spend this way.

CHARM (Enchantment)

1st Valence: As a standard action, make a spell attack vs. Will against one living creature within a range of 25' that can understand you. If you hit, that creature is charmed (save ends on a 10+). While charmed, the target cannot attack you and considers you an ally and you can likewise consider it an ally for purposes such as flanking, spell effects, etc. A charmed victim receives a new saving throw each time one of your allies damages it, and the charm ends if you damage it.

2nd Valence: As a standard action, make a spell attack vs. Will against one living creature within a range of 50' that can understand you. If you hit, that creature is charmed (save ends on a 12+). While charmed, the target cannot attack you and considers you an ally and you can likewise consider it an ally for purposes such as flanking, spell effects, etc. The charm ends if you damage the target.

3rd Valence: As a standard action, make a spell attack vs. Will against one creature within a range of 50'. If you hit, that creature is charmed (save ends on a 14+). While charmed, the target cannot attack you and considers you an ally and you can likewise consider it an ally for purposes such as flanking, spell effects, etc. The charm ends if you damage the target.

4th Valence (recharges on a 13+): As a standard action, make spell attacks vs. Will against two creatures within a range of 50'. If you hit, the target is charmed (save ends on a 14+). While charmed, the target cannot attack you and considers you an ally and you can likewise consider it an ally for purposes such as flanking, spell effects, etc. The charm ends if you damage the target.

5th Valence (recharges on a 13+): As a standard action, make spell attacks vs. Will against three creatures within a range of 50'. If you hit, the target is charmed (save ends on a 14+). While charmed, the target cannot attack you and considers you an ally and you can likewise consider it an ally for purposes such as flanking, spell effects, etc. The charm ends if you damage the target.

DISPEL MAGIC (Abjuration)

1st Valence: As a full action, you to attempt to dispel a magic effect with a touch. Make a spell attack against the target's valence plus the Will defense of the target's creator; if you hit, the effect ends. You may target a conjuration or zone created by magic, an ongoing magical effect on a single creature, etc. If your target is invalid, you know it after only expending a minor action.

2nd Valence: As a full action, you attempt to dispel a magic effect within a range of 25'. Make a spell attack against the target's valence plus the Will defense of the target's creator; if you hit, the effect ends. You may target a conjuration or zone created by magic, an ongoing magical effect on a single creature, etc. If your target is invalid, you know it after only expending a minor action.

3rd Valence: As a standard action, you attempt to dispel a magic effect within a range of 50'. Make a spell attack against the target's valence plus the Will defense of the target's creator; if you hit, the effect ends. You may target a conjuration or zone created by magic, an ongoing magical effect on a single creature, etc. If your target is invalid, you know it after only expending a minor action.

4th Valence (recharges on an 16+): As an interrupt, you attempt to counter a spell or prayer being cast. Make opposed spell attacks against the caster of the targeted spell; if you win, the spell fizzles and has no effect.

5th Valence (recharges on an 11+): As an interrupt, you attempt to counter a spell or prayer being cast. Make opposed spell attacks against the caster of the targeted spell; if you win, the spell fizzles and has no effect.

FALSE LIFE (Abjuration)

1st Valence: As a full action, you gain 3 temporary hit points that last until the end of the next round. Sustain minor.

2nd Valence: As a full action, you gain 6 temporary hit points that last until the end of the next round. Sustain minor.

3rd Valence (recharges on a 16+): As an interrupt, you gain 3 temporary hit points that last until the end of the next round. Sustain minor.

4th Valence: As a standard action, you gain 8 temporary hit points that last until the end of the next round. Sustain minor.

5th Valence (recharges on a 12+): As an interrupt, you gain 5 temporary hit points that last until the end of the next round. Sustain minor.

HOLD (Enchantment)

1st Valence: As a standard action, make a spell attack vs. Will against one creature within a range of 50'. If you hit, the target is immobilized until the end of the next round.

2nd Valence: As a standard action, make a spell attack vs. Will against one creature within a range of 50'. If you hit, the target is immobilized (save ends on a 10+).

3rd Valence (recharges on a 14+): As a standard action, make a spell attack vs. Will against two creatures within a range of 50'. If you hit, the target is immobilized (save ends on a 10+).

4th Valence (recharges on a 16+): As a standard action, make a spell attack vs. Will against two creatures within a range of 50'. If you hit, the target is immobilized and cannot take standard actions (save ends both on a 10+).

5th Valence (recharges on a 17+): As a standard action, make a spell attack vs. Will against three creatures within 10 squares. If you hit, the target is immobilized and cannot take standard actions (save ends both on a 10+).

MAGIC MISSILE (Evocation)

1st Valence: As a standard action, make a spell attack vs. Reflex against one creature within within a range of 50'. If you hit, you deal 1d4 points of force damage.

2nd Valence: As a standard action, make a spell attack vs. Reflex against two creatures within within a range of 50'. Each creature hit takes 1d4 points of force damage.

3rd Valence: As a standard action, make a spell attack vs. Reflex against three creatures within within a range of 50'. Each creature hit takes 1d4 points of force damage.

4th Valence (recharges on a 13+): As a standard action, make three spell attacks vs. Reflex divided amongst targets within a range of 50' as you see fit. Each hit deals 1d4 force damage to the target. If you hit one target with two of the attacks, you may also push it 5'. If you hit one target with all three attacks, you may also knock it prone.

5th Valence (recharges on an 11+): As a standard action, make a spell attack vs. Reflex against three creatures within within a range of 50'. Each creature hit takes 2d4 points of force damage and is pushed 5' and knocked prone.

MIND STAB (Enchantment)

1st Valence: As a standard action, make a spell attack vs. Will against one creature within a range of 30'. If you hit, you deal 1d8 points of psychic damage.

2nd Valence (recharges on an 11+): As a standard action, make a spell attack vs. Will against one creature within a range of 30'. If you hit, you deal 1d8 points of psychic damage and the target is dazed until the end of the next round.

3rd Valence (recharges on an 11+): As a standard action, make a spell attack vs. Will against one creature within a range of 40'. If you hit, you deal 2d6 points of psychic damage and the target is dazed (save ends on an 11+).

4th Valence (recharges on a 14+): As a standard action, make a spell attack vs. Will against one creature within a range of 50'. If you hit, you deal 2d6 points of psychic damage and the target is dazed (save ends on a 14+).

5th Valence: As a minor action, spend an action point to make a spell attack vs. Will against one creature within a range of 25'. If you hit, it is dazed until the end of the next round. If you use this spell three times in a single round, it must recharge (on a 13+).

RAY OF FROST (Evocation)

1st Valence: As a minor action, make a spell attack vs. Reflex against one creature within a range of 25'. If you hit, you deal 1d3 points of cold damage.

2nd Valence: As a standard action, make a spell attack vs. Reflex against one creature within a range of 25'. If you hit, you deal 1d8 points of cold damage and the target is slowed (save ends on a 10+).

3rd Valence: As a minor action, you create an area of difficult terrain in an area burst 1 within 50'. This area lasts until the end of the next round. Sustain minor.

4th Valence: As a standard action, you create an area of difficult terrain in an area burst 1 within 50'. Any creature that ends its turn in the area falls prone. This area lasts until the end of the next round. Sustain minor.

5th Valence (recharges on a 10+): As a minor action, make a spell attack against Reflex against one creature within 10 squares. If you hit, you deal 1d10 cold damage and the target is immobilized (save ends on a 14+). Aftereffect: the target is slowed (save ends on a 10+).

RESIST BLOW (Abjuration)

1st Valence: As an interrupt 1/round, you gain resist 3 bludgeoning, piercing and slashing against the triggering attack.

2nd Valence: As an interrupt 1/round, you gain resist 5 bludgeoning, piercing and slashing against the triggering attack.

3rd Valence: As a minor action, you gain resist 5 bludgeoning, piercing and slashing until the end of the next round. Sustain minor.

4th Valence: As an interrupt, you gain resist 5 bludgeoning, piercing and slashing until the end of the next round. Sustain minor.

5th Valence: As a standard action, you touch an ally and give it resist 5 bludgeoning, piercing and slashing until the end of the next round. Sustain minor.

RESIST ENERGY (Abjuration)

1st Valence: As a standard action, gain resist 3 against one of the following damage types: acid, cold, fire, lightning or thunder. This lasts until the end of the next round. Sustain minor.

2nd Valence: As a minor action, gain resist 5 against one of the following damage types: acid, cold, fire lightning or thunder. This lasts until the end of the next round. Sustain minor.

3rd Valence: As a minor action, you or a creature you touch gains resist 5 against one of the following damage types: acid, cold, fire, lightning or thunder. This lasts until the end of the next round. Sustain minor.

4th Valence: As a minor action, you and up to two adjacent creatures gain resist 5 against one of the following damage types: acid, cold, fire, lightning or thunder. This lasts until the end of the next round. You can sustain the effect on all targets with a single minor action.

5th Valence: As a minor action, you and up to two adjacent creatures gain resist 8 against one of the following damage types: acid, cold, fire, lightning or thunder. This lasts until the end of the next round. You can sustain the effect on all targets with a single minor action.

SCORCHING BURST (Evocation)

1st Valence (recharge 8+): As a standard action, spend an action point to create a burst of flames in an area burst 1 within 20'. Make a spell attack vs. Reflex against each creature in the burst; on a hit, you deal 1d6 points of fire damage.

2nd Valence: As a standard action, spend an action point to create a burst of flames in an area burst 1 within 30'. Make a spell attack vs. Reflex against each creature in the burst; on a hit, you deal 1d6 points of fire damage. Miss: half damage.

3rd Valence: As a standard action, spend an action point to create a burst of flames in an area burst 1 within 40'. Make a spell attack vs. Reflex against each creature in the burst; on a hit, you deal 2d6 points of fire damage. Miss: half damage.

4th Valence: As a standard action, spend 2 action points to create a burst of flames in an area burst 2 within 50'. Make a spell attack vs. Reflex against each creature in the burst; on a hit, you deal 3d6 points of fire damage. Miss: half damage.

5th Valence: As a standard action, spend 4 action points to create a burst of flames in an area burst 3 within 50'. Make a spell attack vs. Reflex against each creature in the burst; on a hit, you deal 3d6 points of fire damage. Miss: half damage.

SHATTER (Evocation)

1st Valence (recharge 11+): As a full action, make a spell attack vs. Fortitude against one object of small size or less within a range of 30'. If you hit, you deal 2d8 points of damage to it. If the object is crystalline or glass, it suffers an additional 20 points of damage. Effect: the object gains a wear point. Alternatively, you can spend an action point to use this spell to attack a crystalline or glass creature, dealing 2d8 points of damage on a hit.

2nd Valence (recharge 11+): As a standard action, make a spell attack vs. Fortitude against one object of medium size or less within a range of 50'. If you hit, you deal 3d8 points of damage to it. If the object is crystalline or glass, it suffers an additional 20 points of damage. Effect: the object gains a wear point. Alternatively, you can spend an action point to use this spell to attack a crystalline or glass creature, dealing 3d8 points of damage on a hit.

3rd Valence (recharge 11+): As a minor action 1/round, make a spell attack vs. Fortitude against one object of medium size or less within a range of 50'. If you hit, you deal 3d8 points of damage to it. If the object is crystalline or glass, it suffers an additional 20 points of damage. Effect: the object gains a wear point. Alternatively, you can spend an action point to use this spell to attack a crystalline or glass creature, dealing 3d8 points of damage on a hit.

4th Valence (recharge 11+): As a standard action, make a spell attack vs. Fortitude against two objects of medium size or less within a range of 60'. Each target hit takes 3d8 points of damage. If the object is crystalline or glass, it suffers an additional 20 points of damage. Effect: each target gains a wear point.

5th Valence (recharge 11+): As a full action, make a spell attack vs. Fortitude against one object of up to huge size within a range of 60'. If you hit, you deal 4d10 points of damage to it and ongoing 10 damage (save ends), plus the target gains 2 wear points; glass or crystalline objects suffer an additional 20 points of damage. Miss: Half damage, and the object gains a wear point.

SHIELD (Abjuration)

1st Valence: As a minor action, gain a +2 bonus to AC until the end of the next round. Sustain minor.

2nd Valence: As a minor action, gain a +4 bonus to AC until the end of the next round. Sustain minor.

3rd Valence (recharge 11+): As an interrupt 1/round, gain a +4 bonus to AC and Reflex against a single attack.

4th Valence (recharge 11+): As a minor action, gain a +5 bonus to AC and Reflex until the end of the next round. Sustain minor.

5th Valence (recharge 11+): As a minor action, gain a +5 bonus to AC, Fortitude and Reflex until the end of the next round. Sustain minor.

SLEEP (Enchantment)

1st Valence: As a standard action, you touch an enemy. Make a spell attack vs. Will; if you hit, the target is slowed (save ends on a 13+). First failed save: the target falls unconscious (save ends on a 10+). Any damage inflicted on the target wakes it up.

2nd Valence: As a standard action, make a spell attack vs. Will against a creature within a range of 25'; if you hit, the target is slowed (save ends on a 13+). First failed save: the target falls unconscious (save ends on a 10+). Any damage inflicted on the target wakes it up.

3rd Valence: As a standard action, make a spell attack vs. Will against every creature in a burst 1 within a range of 50'. Each creature hit is dazed and slowed (save ends on a 13+). First failed save: the target falls unconscious (save ends on a 13+). Any damage inflicted on the target wakes it up.

4th Valence (recharge 13+): As a standard action, make a spell attack vs. Will against one creature within 50'. If you hit, the target falls unconscious (save ends on a 13+). Any damage inflicted on the creature wakes it up.

5th Valence (recharge 13+): As a standard action, make a spell attack vs. Will against one creature within a range of 50'. If you hit, the target falls unconscious (save ends on a 13+).

SUGGESTION (Enchantment)

1st Valence: As a standard action, make a spell attack vs. Will against one target within a range of 20' that can understand you. If you hit, the target takes one action of your choice on its turn in the next round. This action must be reasonable; you cannot turn a creature against its allies or interests, but you can force a creature to aid your defenses (for example).

2nd Valence: As a standard action, make a spell attack vs. Will against one target within a range of 30' that can understand you. If you hit, the target takes one action of your choice at any time in the next minute. This action must be fairly reasonable; you cannot force a creature to take actions that lead to certain death or the destruction of its own interests, but you can turn a creature against an inferior lackey (for example).

3rd Valence: As a standard action, make a spell attack vs. Will against one target within a range of 40' that can understand you. If you hit, the target takes two actions of your choice at any time in the next ten minutes. This action must be fairly reasonable; you cannot force a creature to take actions that lead to certain death or the destruction of its own interests, but you can turn a creature against an inferior lackey (for example).

4th Valence (recharge 13+): As a standard action, make a spell attack vs. Will against one target within a range of 50' that can understand you. If you hit, at any point within the next hour, the subject takes a series of actions that you dictate for up to one minute. These actions must be within reason and you must be able to express them as a single command. For example, “Let the prisoners go from your camp when you have a chance for secrecy” is a valid suggestion, but “Leave the door open, cook some cabbage and take out the trash” is not, as it commands three separate actions. If your suggestion causes the creature to take actions that place it or its interests in serious jeopardy, it gains a save to end the effect at the end of each round of actions (14+).

5th Valence: As a standard action, make a spell attack vs. Will against one target within a range of 50' that can understand you. If you hit, at any point within the next day, the subject takes a series of actions that you dictate for up to ten minutes. These actions must be within reason and you must be able to express them as a single command. For example, “Let the prisoners go from your camp when you have a chance for secrecy” is a valid suggestion, but “Leave the door open, cook some cabbage and take out the trash” is not, as it commands three separate actions. If your suggestion causes the creature to take actions that place it or its interests in serious jeopardy, it gains a save to end the effect at the end of each round of actions.
 

the Jester

Legend
I can appreciate all that. I had exactly that opinion after 10 years of mixed DM & playing. Add 20+ years to that and I have a different opinion.

I wonder if any of that is systemic, though? The last 20+ years have increasingly made the style of game I am talking about running harder and harder to pull off. But the ten years before that it wasn't so bad (at least, IME).

In my experience I don't agree that characters could meaningfully adventure with higher level characters before 3. I played in a game like that. I was invited to join a game where the character level difference was substantial. I felt like a second class citizen and it was no fun.

I guess, as with everything, it prolly depended a lot on the dm. I both ran and played in games like that, and the players (myself included) were usually pretty happy even when they were 5 or more levels behind. Granted, there was a point at which it could be the superhero and his sidekicks, but then the older editions were very good at putting in "need a thief" or "need a fighter" situations, so everyone had a chance to shine. And in 1e and 2e, even high level monster often had ACs in the reasonable range.

But again, those were the games I was in, and your experience sounds very different.

At the heart of this dilemma is rewarding the players for their commitment to show up and their prowess in not dying with high level powerful characters. Contrast this with your objective of not having so much difference the replacement or new players feel like they can contribute. That may be a dichotomy that is too large to bridge.

Perhaps, but it seems worth a try. :)

Just saying that thirty years later, with good friends who have been there for the long haul but cannot make every session, or just aren't as good in player as some others.... I am more cautious to create dis-incentives to show up. I offer this as wisdom not criticism.

And I appreciate it as such.

I think you are dramatically overestimating the chances of survival and ability to contribute of level disparate characters in 1e/2e. Put a level 1 in a level 10 party and see what happens.

As I said, I both ran and played this way all the time in the old days. In fact, I can barely remember, other than one-offs, a time when any game before 3e that I was in started pcs above 1st level.

HD and Level based auto kill effects were far more common, as well as practically unavoidable area effect damage that would be a 100% kill. Most monsters would be literally untouchable without a level appropriate magic weapon, and they would almost always hit without magic armor and almost always kill.

I disagree. Most monsters' damage was never very high, neither was their AC, and low-level monsters were never really obsolete. Also, while I'll agree that a lot of monsters needed magic weapons to hit, there were plenty that didn't even up to pretty high levels- giants, dragons, etc.

Anyway, sounds like we had different experiences.
 

nnms

First Post
Yes, it is absolutely imperative that it be a feature of this system. The lack of the ability of pcs to start at 1st level and adventure meaningfully with higher level characters- which they really could before 3e, at least to a reasonable extent- has been a disappointment for me since my first 3.0 campaign reached about 5th level and I realized that the dead guys really had to start at higher levels in order to be of any use. In fact, I'd say that inability to meaningfully start all pcs at 1st level in 3e and 4e is the primary reason I started working on this.

My experience has been the same. In 2e and BECMI, I've had no problems with high and low level characters in the same group. In 3.0 and later, this just didn't work. In 4E, the level mechanic assumes a +1 to attack rolls, defenses and other similar increases and the monsters scale appropriately. Also, using dungeon level as an indicator of challenge works to give groups the information they need when selecting an area to explore that works for a mixed group.

It's a very alien idea to 3.x and 4E adventure design-- that the dungeon's level indicates it's challenge. Instead, they assume (moreso 4E) that whereever the characters go, they're going to coincidentally find challenges equal to their level.

I think your rules will work well for that older approach to challenge presentation.
 

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