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Fantasy Concepts: An OGL Fantasy Saga Project
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<blockquote data-quote="Chris_Nightwing" data-source="post: 3647548" data-attributes="member: 882"><p>I really can't think of a resolution for the armor, reflex defense mess. One thing that really goes against D&D concepts is that even with a max dex bonus, serious armor adds to your reflex save/defense. Since there's not much differentiation between classes at high levels, the levels you have access to serious armor, warriors will be better at avoiding fireballs than rogues (although they do get evasion). This -sort- of makes sense, the fireball smacks into your plate and not into you, but still seems a bit against previous archetypes. I'm stumped.</p><p></p><p>Weapon-wise, I think you should allow for critical ranges and x3 or x4 weapons. Streamline the available set though. The standard martial weapon set seems to be: 1d6 -> 1d8 -> 1d10 (2H or 1H with feat) -> 2d6/1d12 2H. The basic set would seem to be clubs/maces. Then there are martial swords at 19-20/x2, sharp swords at 18-20/x2 with a step down in damage dice, axes at x3, hammers at x3, picks at a dice down x4. Polearms, flails, etc. are a bit bleh. My point I guess is unifying the weapon size to damage dice progression across the main weapon categories.</p><p></p><p>Finally, on magic, I can't suggest anything to solve that either. I will suggest that since static defenses make spell DCs redundant, the 'magic attack' modifier for a character should be 10 + character level + relevant stat modifier. Scrap caster level and just make it character level across the board - although I guess this depends on how you're granting access to the spells exactly. Obviously if you take only one level of Mage you should only be casting level one spells (or equivalents).</p></blockquote><p></p>
[QUOTE="Chris_Nightwing, post: 3647548, member: 882"] I really can't think of a resolution for the armor, reflex defense mess. One thing that really goes against D&D concepts is that even with a max dex bonus, serious armor adds to your reflex save/defense. Since there's not much differentiation between classes at high levels, the levels you have access to serious armor, warriors will be better at avoiding fireballs than rogues (although they do get evasion). This -sort- of makes sense, the fireball smacks into your plate and not into you, but still seems a bit against previous archetypes. I'm stumped. Weapon-wise, I think you should allow for critical ranges and x3 or x4 weapons. Streamline the available set though. The standard martial weapon set seems to be: 1d6 -> 1d8 -> 1d10 (2H or 1H with feat) -> 2d6/1d12 2H. The basic set would seem to be clubs/maces. Then there are martial swords at 19-20/x2, sharp swords at 18-20/x2 with a step down in damage dice, axes at x3, hammers at x3, picks at a dice down x4. Polearms, flails, etc. are a bit bleh. My point I guess is unifying the weapon size to damage dice progression across the main weapon categories. Finally, on magic, I can't suggest anything to solve that either. I will suggest that since static defenses make spell DCs redundant, the 'magic attack' modifier for a character should be 10 + character level + relevant stat modifier. Scrap caster level and just make it character level across the board - although I guess this depends on how you're granting access to the spells exactly. Obviously if you take only one level of Mage you should only be casting level one spells (or equivalents). [/QUOTE]
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