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Grim Tales- Magic with 3.5ed classes
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<blockquote data-quote="HeapThaumaturgist" data-source="post: 2246857" data-attributes="member: 12332"><p>My real question is "why?". It seems like alot more trouble than it's worth.</p><p></p><p>If you're worried about your players taking to the new class system, then create a one-shot with pre-generated characters for them to see how the new classes can handle.</p><p></p><p>Unfortunately, if you stip out spellcasting from D&D, then Barbarian/Rogue/Fighter builds rule the day. You've limited yourself to 3 real classes. Druid/Ranger/Paladin are still there, but magic is built into their balance and so they'll start to fall behind pretty sharply in power, especially at 5th level and beyond when the Rng/Pal were getting spells to compensate for some of their lacks and the Druid has been suffering since the gate.</p><p></p><p>If you gave Wizard a Caster Level increase every level and spaced out Magical Adept and Master the Eldritch Flow across several levels, he'd still bite. If you increased the hit die to d6 and gave him 2 more skill points per level, maybe, but I still probably wouldn't play it.</p><p></p><p>If you want some more D&D "Higher Fantasy" flavor I'd tweak some of the Talents a little. Make Sneak Attack a pure Fast (Advanced) talent available at 3rd. It only ups the max Sneak Attack dice at 20th by +1d6, but it means you can get to it by 3rd level. (Though with MDTs and such, I'm going to be capping sneak attack at 5 dice, myself).</p><p></p><p>Make Wild Empathy either an advanced Dedicated talent or a standard Dedicated talent. It's not THAT useful of a power to make a wonky-weird build around just to get to it, and Wulf said he made it that way mostly because he didn't like the mystical talents in the first place. This will let the Druid/Ranger types grab something at 1st level they can put toward a class concept. </p><p></p><p>I'd still like to find another Smart basic talent somewhere. Savant is THE most often-taken Smart talent and it's both way too useful and way too unattractive, in equal ammounts. Smart characters quickly get to the point where they cannot fail a particular type of skill roll, while having rather little to suggest a strong archetype outside of a pretty pre-concieved Egghead role. (Unless, oddly, it's a pure Theif and you take Disable Device and Search as Savant skills. Yeowzers.)</p><p></p><p>I'm running sort of a D&D flavored, strong archetypes game next tuesday. I've built a Barbarian (Tough 4, Second Wind and Rage), a Ranger/Druid Elf(Fast1/Ded3, Increased Speed, Wild Empathy, Magical Adept), a Wizard (Smart 4, Savant and Magical Adept), a theif (Fast 4, Evasion and Sneak Attack), and a Ranger/Hero Fighter (Strong 4, Melee Smash x 2, a few ranks in Spellcraft and some cantrips). </p><p></p><p>I've changed magic around a little for my game: Spell Drain is lethal damage, die is 1d8, Adept changes it to Nonlethal, Caster Level = Level, Spellcraft roll to cast a spell successfully. Every spell has a Will or Fort save tied to it against Fatigue/Exhaustion/Unconciousness. There's a cumulative -1 penalty to the save for each spell cast between 1 hour rest periods.</p><p></p><p>I'll see how it goes on Tuesday, but the archetypal characters seem very cool. And because it's GT, I categorized them as a group of temple robbers and general ne'er-do-wells so everybody has at least Move Silently as a core skill.</p><p></p><p>--fje</p></blockquote><p></p>
[QUOTE="HeapThaumaturgist, post: 2246857, member: 12332"] My real question is "why?". It seems like alot more trouble than it's worth. If you're worried about your players taking to the new class system, then create a one-shot with pre-generated characters for them to see how the new classes can handle. Unfortunately, if you stip out spellcasting from D&D, then Barbarian/Rogue/Fighter builds rule the day. You've limited yourself to 3 real classes. Druid/Ranger/Paladin are still there, but magic is built into their balance and so they'll start to fall behind pretty sharply in power, especially at 5th level and beyond when the Rng/Pal were getting spells to compensate for some of their lacks and the Druid has been suffering since the gate. If you gave Wizard a Caster Level increase every level and spaced out Magical Adept and Master the Eldritch Flow across several levels, he'd still bite. If you increased the hit die to d6 and gave him 2 more skill points per level, maybe, but I still probably wouldn't play it. If you want some more D&D "Higher Fantasy" flavor I'd tweak some of the Talents a little. Make Sneak Attack a pure Fast (Advanced) talent available at 3rd. It only ups the max Sneak Attack dice at 20th by +1d6, but it means you can get to it by 3rd level. (Though with MDTs and such, I'm going to be capping sneak attack at 5 dice, myself). Make Wild Empathy either an advanced Dedicated talent or a standard Dedicated talent. It's not THAT useful of a power to make a wonky-weird build around just to get to it, and Wulf said he made it that way mostly because he didn't like the mystical talents in the first place. This will let the Druid/Ranger types grab something at 1st level they can put toward a class concept. I'd still like to find another Smart basic talent somewhere. Savant is THE most often-taken Smart talent and it's both way too useful and way too unattractive, in equal ammounts. Smart characters quickly get to the point where they cannot fail a particular type of skill roll, while having rather little to suggest a strong archetype outside of a pretty pre-concieved Egghead role. (Unless, oddly, it's a pure Theif and you take Disable Device and Search as Savant skills. Yeowzers.) I'm running sort of a D&D flavored, strong archetypes game next tuesday. I've built a Barbarian (Tough 4, Second Wind and Rage), a Ranger/Druid Elf(Fast1/Ded3, Increased Speed, Wild Empathy, Magical Adept), a Wizard (Smart 4, Savant and Magical Adept), a theif (Fast 4, Evasion and Sneak Attack), and a Ranger/Hero Fighter (Strong 4, Melee Smash x 2, a few ranks in Spellcraft and some cantrips). I've changed magic around a little for my game: Spell Drain is lethal damage, die is 1d8, Adept changes it to Nonlethal, Caster Level = Level, Spellcraft roll to cast a spell successfully. Every spell has a Will or Fort save tied to it against Fatigue/Exhaustion/Unconciousness. There's a cumulative -1 penalty to the save for each spell cast between 1 hour rest periods. I'll see how it goes on Tuesday, but the archetypal characters seem very cool. And because it's GT, I categorized them as a group of temple robbers and general ne'er-do-wells so everybody has at least Move Silently as a core skill. --fje [/QUOTE]
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