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<blockquote data-quote="GMMichael" data-source="post: 6094516" data-attributes="member: 6685730"><p>PromVig: I think the 21-point list has these skills covered. Investigation could be Detect and Persuade, Exploration is Detect and Movement, Leadership is Persuade, Tactics is Movement and Fight. Knowledge-Scholarship (you mention Science) is a skill with Michaelangelo in mind: the lack of specialized knowledge in olden days meant you could be an expert in everything, if you were smart enough.</p><p></p><p>I think I can answer the Cast question from the perspective of multi-classing, which I came close to doing earlier.</p><p></p><p>A fighter-type has lots of points in Fight-Melee and Parry. If he spends two in Cast Spell upon gaining a new level, he can now cast any number of low-level spells. What seems more appropriate: he spends two in Cast Spell, and can cast one new spell at a novice level.</p><p></p><p>A wizard-type has lots of points in Cast Spell (fireball) and Concentration (for regenerating MP points). If he spends two in Fight-Melee upon gaining a new level, he gains the ability to use any close-quarters weapon at a 2nd level ability. This probably puts him a few levels below Gandalf in using that longsword he's been lugging around, but he'll probably prefer to spend those points in Cast Spell (fireball) so that he gets better at hitting distant and spread-out targets.</p><p></p><p>I think the fighter has way more to gain from taking Cast All than from taking Cast One.</p><p></p><p>If true, the problem becomes the wizard's: he can only cast one or two spells at the very peak of his casting ability. Further, his best spells will be the easy ones he learned early on, and on which was therefore able to spend the most points. Part of my solution is the spellbook perk: cast any spell you don't know as if you knew the spell, but without a skill bonus. This is great for wizards who can put lots of spells in that spellbook without wasting skill points, but can only cast them at marginal ability. The fighter (who hasn't taken much Metaphys or many wizard perks) can take the Spellbook perk too, which is the same as Cast All, except he won't be getting any bonuses to his spellcasting. And the caster-damage feature of spells will also prevent a lot of casting from the fighter: casters take Metaphysical damage when casting spells, which is an ability that the fighter won't have in large quantity.</p><p></p><p>But I digress...how does the caster cast new, high-powered spells at high level ability? I'm thinking about a perk: Spell Upgrade. Take a simpler spell you know, and put those skill points in a related higher-level spell. The higher level spell still uses more Metaphysical (spell) points, so he won't be casting a lot of it, but by sacrificing a perk (at level-up), he'll be able to hit hard targets with it. And the pre-upgrade spell is lost, unless he has a 0-point version of it in his spellbook.</p><p></p><p>Discuss?</p></blockquote><p></p>
[QUOTE="GMMichael, post: 6094516, member: 6685730"] PromVig: I think the 21-point list has these skills covered. Investigation could be Detect and Persuade, Exploration is Detect and Movement, Leadership is Persuade, Tactics is Movement and Fight. Knowledge-Scholarship (you mention Science) is a skill with Michaelangelo in mind: the lack of specialized knowledge in olden days meant you could be an expert in everything, if you were smart enough. I think I can answer the Cast question from the perspective of multi-classing, which I came close to doing earlier. A fighter-type has lots of points in Fight-Melee and Parry. If he spends two in Cast Spell upon gaining a new level, he can now cast any number of low-level spells. What seems more appropriate: he spends two in Cast Spell, and can cast one new spell at a novice level. A wizard-type has lots of points in Cast Spell (fireball) and Concentration (for regenerating MP points). If he spends two in Fight-Melee upon gaining a new level, he gains the ability to use any close-quarters weapon at a 2nd level ability. This probably puts him a few levels below Gandalf in using that longsword he's been lugging around, but he'll probably prefer to spend those points in Cast Spell (fireball) so that he gets better at hitting distant and spread-out targets. I think the fighter has way more to gain from taking Cast All than from taking Cast One. If true, the problem becomes the wizard's: he can only cast one or two spells at the very peak of his casting ability. Further, his best spells will be the easy ones he learned early on, and on which was therefore able to spend the most points. Part of my solution is the spellbook perk: cast any spell you don't know as if you knew the spell, but without a skill bonus. This is great for wizards who can put lots of spells in that spellbook without wasting skill points, but can only cast them at marginal ability. The fighter (who hasn't taken much Metaphys or many wizard perks) can take the Spellbook perk too, which is the same as Cast All, except he won't be getting any bonuses to his spellcasting. And the caster-damage feature of spells will also prevent a lot of casting from the fighter: casters take Metaphysical damage when casting spells, which is an ability that the fighter won't have in large quantity. But I digress...how does the caster cast new, high-powered spells at high level ability? I'm thinking about a perk: Spell Upgrade. Take a simpler spell you know, and put those skill points in a related higher-level spell. The higher level spell still uses more Metaphysical (spell) points, so he won't be casting a lot of it, but by sacrificing a perk (at level-up), he'll be able to hit hard targets with it. And the pre-upgrade spell is lost, unless he has a 0-point version of it in his spellbook. Discuss? [/QUOTE]
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