[GE] A Game Of Elves, ElfQuest d20, OOC

Regional feats are quite good indeed, but they will be based on subrace.

And the classes will be based on PHB, but with some twists.
 

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Timothy said:
I like the rules Guilt Puppy, although I would make the permanent ability score even harder to do (maybe level 15+ and 6000 XP cost) because in teh core ules this can only be done by a wish spell.

If you want, I wouldn't mind outlining the whole magic system like that... I'd go ahead and do it myself, but I don't want to conflict with anything you're working on.

(Edit:) And agreed on the inherent bonus... I was just trying to rough things out off the top of my head.
 
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I'm not sure about the magic classes, so you could do everything, because this sounds VERY good. I'll post the classes tomorrow.
 

ElfQuest Magic

A lot of the costs need to be fiddled with, but the basic idea comes across... Was hard balancing the abilities (they're way weaker than anything a spell-caster of equivalent level could do, usually, except they can be done a lot more often) but I think with some play-testing things can be worked out. Should definitely work as a system in an rp-heavy game.

Also implicit to this is using the abilities in non-specified ways... Say you wanted to have a stone-shaper ride a crest of stone over several large jutting rocks in a chasm... There's nothing there that specifically says they can do that (they can shape cubic feet of stone, but what if they want to do it quickly with less precision, sucking the stone back up behind, et cetera...) One option would be to use calculus, another would be to say "that sounds somewhere between Stone Waves and Encase Creature in terms of difficult, so I'll say it requires level 11+, with a cost of 15 per 5 feet moved." The whole system is focused on being as free-form as possible (by combining multiple abilities in one casting, et cetera)

Further, the logic of the system focuses on Wisdom first, Charisma second, and Intelligence last, all though all three effect casters... A run-down:

Wisdom: Effects how much you can cast in a round. Also improves certain magic effects directly.

Charisma: Used for save DCs.

Intelligence: Prereq for meta-magic style feats.

I think this naturally covers all the styles of spell-casting: The wisdom-based caster who uses spells the way they come to them, the charismatic caster whose spell-power is a threatening force, and the meticulous, studied caster who learns to shape their abilities in new ways.

The system naturally favors Wisdom over the other stats, as it seems most important in Elven spell-casting in general. Non-elven spell-casting is another issue, and one not covered here at all(although the PHB Wizard may be appropriate, if you nerf all setting-inappropriate spells.)

Also note that these are highly specialized classes... More highly specialized than anything in the PHB. Because of this, a single-classed magic-user is going to seem generally weaker in an adventure than the non-magic classes; this is based on the assumption that most elven spell-casters are multi-classed. Unlike the PHB casters, this magic is built to work well with multi-classing: Its usage does scale independent of the spell-casting class (more hit points results in more spells per day, essentially), without negating the usefulness of advancing in that class (access to more powerful abilities.)

I'd consider an option for the Elven races (excluding Go-Backs) where the highest level spell-casting class is not taken into account for multi-class XP penalties. This allows for Healer/Fighters, Plantshaper/Rangers, et cetera, all within one tribe. This simulates (somewhat) the "in-born talent" nature of elven spell-casting, while still allowing the D&D-style flexibility that lets a character make a Healer/Plantshaper/Telekin if they really want to.

Oh, and "Telekin" was the best name I could come up with (Telekineticist was too damn long)... "Sender" is also somewhat inaccurate to the Suntop style of magic, but again, best I could come up with. Feel free to change those (and add the flavor text which is sorely lacking from the abilities.)
 

Guilt Puppy, I have just one thing to say:

WOW!

This is a very good magic system that IMHO represents the world of elfquest and keeps game balnce. I hope I will be able to post the other classes by tomorrow, because I'm off to bed, although I doubt they will be as good as this.
 

I showed my drafts for classes to some friends today, and it was generally disliked, I get the advice to leave the classes like they are as much as posible. so that's what I will do. (The classes we're disliked because I added to much special abilities that weren't needed).
 

Okay, Here are the classes (in a doc format attached to this post) They are still subject for change, as I'm not sure about the Beast-rider class. Maybe it is too powerful, but I really like it. Let me know what you think, I can always bring down the HD to D10, but plz tell me what you think.
 

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Argent/Timothy: Thanks :) I still worry that the magic system may be a little boring at lower levels... But at least the lower-level abilities tend to have the broadest range of application, so creative players should be okay.

The other new classes look great... I'd suggesting leaving in the PHB Barbarian as an option, but I really like the flavor of the new version.

Beast-rider is also great... I might swap Treat as Equal around to allow the rider to take the form of the mount (or maybe both!), although I don't know how specifically either is referenced in the books (in either case, it's an ability that will rarely occur, so...)

I think I might go for an Archer/Wolf-Rider once we start going... In past experience, you always end up with a disproportionate number of spell-casters in EQ RPGs (compared to the books), so I try to avoid them... That, and if the magic system turns out to be over-powered, I don't want to get accused of making it that way on purpose :)
 

The beastrider class is referenced in some hidden years books about twospear, you have an elf that resembles a wolf much more than the other elfs, his name was Greywolf I think, although I don't know for sure. He is in the story about how two-spear got his second spear.

Also, I mostly only know the Dutch words for ElfQuest, in my experience all the names were directly translated from english ito dutch, so I;ll do that vive versa. If a name or an ability has a different name in english plz say so. (For example: Recogniztion).

I do not see elfs becoming barabarians, because they do not fly into an uncontrollable rage. Hmmm, waita minute, I can see the Go-Backs do that. Okay, I'll allow Barbarian form the PHB, but leave the other versions intact. I need a name for the barbarian with the heightened wareness.
 

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