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<blockquote data-quote="Mortaneus" data-source="post: 495161" data-attributes="member: 485"><p>Great work people! A truly superb product.</p><p></p><p>I'm eagerly looking forward to putting this to use in my campaign.</p><p></p><p>A few comments, though:</p><p></p><p>I'm still puzzling what to do about the cleric. I read the new review of the work, plus comments, and noticed the suggestion that a cleric merely be a fighter/mage. The difficulty with that is then they'd have a decreased spell progression. I'm going to have to come up with my own cleric class, I guess.</p><p></p><p></p><p>I noticed a quirk with the evoke [element] spell list. Compare the ray and missle versions of the spells.</p><p></p><p>Evoke black element, 9th lvl, Mage20:</p><p>Ray: 17d6+20 = 122 max damage</p><p>Missles: 9 missles at 1d6+20 = 234 max damage</p><p></p><p>This isn't too bad considering you have to roll to hit with each missle. Things break down when you look at the evoke force table, though.</p><p></p><p>Evoke force, 9th level, Mage20:</p><p>Ray: 9d4+20 = 56 max</p><p>Missles: 9 missles at 1d4+20 = 216 max</p><p></p><p>Even considering to-hit rolls, there is ABSOLUTELY no reason why someone would should ever throw a force ray when they could throw force missles. Adding the /level damage to each missle causes things to get fairly out of whack, since EACH MISSLE gets that bonus damage, while the ray only gets it once. The fact that the missles have a longer range than the ray makes it even worse. Personally, I'm just going to remove the /level bonus damage from the missles and leave it at 1dX+1 per missle.</p><p></p><p></p><p>Biomatter evocations require some interpretation. Are they just wood? A big exploding lump of protoplasmic goo might appeal to some, but I find the idea more than a bit gruesome.</p><p></p><p></p><p>A question: What to do with spell-like abilities, spell-casting items, and such. Leave them as they are? That seems the easiest route.</p><p></p><p>I'm currently considering ways to incorporate staves and wands into this system. Maybe as channels, mana storing items, or some such.</p></blockquote><p></p>
[QUOTE="Mortaneus, post: 495161, member: 485"] Great work people! A truly superb product. I'm eagerly looking forward to putting this to use in my campaign. A few comments, though: I'm still puzzling what to do about the cleric. I read the new review of the work, plus comments, and noticed the suggestion that a cleric merely be a fighter/mage. The difficulty with that is then they'd have a decreased spell progression. I'm going to have to come up with my own cleric class, I guess. I noticed a quirk with the evoke [element] spell list. Compare the ray and missle versions of the spells. Evoke black element, 9th lvl, Mage20: Ray: 17d6+20 = 122 max damage Missles: 9 missles at 1d6+20 = 234 max damage This isn't too bad considering you have to roll to hit with each missle. Things break down when you look at the evoke force table, though. Evoke force, 9th level, Mage20: Ray: 9d4+20 = 56 max Missles: 9 missles at 1d4+20 = 216 max Even considering to-hit rolls, there is ABSOLUTELY no reason why someone would should ever throw a force ray when they could throw force missles. Adding the /level damage to each missle causes things to get fairly out of whack, since EACH MISSLE gets that bonus damage, while the ray only gets it once. The fact that the missles have a longer range than the ray makes it even worse. Personally, I'm just going to remove the /level bonus damage from the missles and leave it at 1dX+1 per missle. Biomatter evocations require some interpretation. Are they just wood? A big exploding lump of protoplasmic goo might appeal to some, but I find the idea more than a bit gruesome. A question: What to do with spell-like abilities, spell-casting items, and such. Leave them as they are? That seems the easiest route. I'm currently considering ways to incorporate staves and wands into this system. Maybe as channels, mana storing items, or some such. [/QUOTE]
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