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[GE] A Game Of Elves, ElfQuest d20, OOC
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<blockquote data-quote="Guilt Puppy" data-source="post: 684634" data-attributes="member: 6521"><p><a href="http://guilt.swoo.net/junk/eq-magic.html" target="_blank">ElfQuest Magic, v 2.0</a> </p><p></p><p>Changes:</p><p></p><p>- Clarified some rules on when the subdual damage occurs, attacks of opportunity, and the like.</p><p></p><p>- Clarified some spells.</p><p></p><p>- Altered the way the Healer deals with subdual damage (it now costs two points to heal one point of subdual damage.)</p><p></p><p>- Changed Plant-shapers damage to be based around 1d4+1's, as opposed to 1d6's (same average, less range.)</p><p></p><p>- Substantially increased power of spell-shaper magic, to account for their other weaknesses. Based damage around 1d8+1.</p><p></p><p>- Added Sense Magic to the Sender's spell-list, and corrected some mis-namings.</p><p></p><p>- Added Combat Casting</p><p></p><p>- Substantially weakened Practiced Casting, as it was just asking for abuse.</p><p></p><p>- Changed the mechanics for the Sender's Wisdom bonus to armor class, making it less open to abuse. (Note that in the example, I forgot to specify the Sender was wearing a chain shirt. Oops!)</p><p></p><p>- Altered some costs here and there to try to balance the spell-casters a little more between each other, and those in the PHB.</p><p></p><p>Note that the stone-shaper is now extremely powerful in a cavern -- although extremely weak most other places. This is not the best way to balance a class, but given flavor reasons it seemed like the only option aside from having an altogether too-weak class. Plant-shapers run into similar problems, although they have the benefit of better hit points, skill points, and attack rolls, and are thus a little weaker in the forest than the stone-shaper is in a cave (although both classes are still extremely potent).</p><p></p><p>I may change some abilities around to make the shapers' damaging effects and the telekin's damaging effects resemble each other more, but I still haven't decided which model I want to keep, or whether that's really at all necessary. (It's still a little odd to have some effects cost a plus per radius, and others a times per radius, but considering it should really be times radius squared I guess both are equally wrong <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> )</p></blockquote><p></p>
[QUOTE="Guilt Puppy, post: 684634, member: 6521"] [URL=http://guilt.swoo.net/junk/eq-magic.html]ElfQuest Magic, v 2.0[/URL] Changes: - Clarified some rules on when the subdual damage occurs, attacks of opportunity, and the like. - Clarified some spells. - Altered the way the Healer deals with subdual damage (it now costs two points to heal one point of subdual damage.) - Changed Plant-shapers damage to be based around 1d4+1's, as opposed to 1d6's (same average, less range.) - Substantially increased power of spell-shaper magic, to account for their other weaknesses. Based damage around 1d8+1. - Added Sense Magic to the Sender's spell-list, and corrected some mis-namings. - Added Combat Casting - Substantially weakened Practiced Casting, as it was just asking for abuse. - Changed the mechanics for the Sender's Wisdom bonus to armor class, making it less open to abuse. (Note that in the example, I forgot to specify the Sender was wearing a chain shirt. Oops!) - Altered some costs here and there to try to balance the spell-casters a little more between each other, and those in the PHB. Note that the stone-shaper is now extremely powerful in a cavern -- although extremely weak most other places. This is not the best way to balance a class, but given flavor reasons it seemed like the only option aside from having an altogether too-weak class. Plant-shapers run into similar problems, although they have the benefit of better hit points, skill points, and attack rolls, and are thus a little weaker in the forest than the stone-shaper is in a cave (although both classes are still extremely potent). I may change some abilities around to make the shapers' damaging effects and the telekin's damaging effects resemble each other more, but I still haven't decided which model I want to keep, or whether that's really at all necessary. (It's still a little odd to have some effects cost a plus per radius, and others a times per radius, but considering it should really be times radius squared I guess both are equally wrong :) ) [/QUOTE]
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