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<blockquote data-quote="XeviatTranion" data-source="post: 2707717" data-attributes="member: 36318"><p>Sadrik, you caught a typo. Spells cost mp equal to (Spell Level x2)-1; so the progression goes 1, 3, 5, 7, 9 ...</p><p></p><p>There are no level zero spells, I will be handling cantrips differently (of that I haven't decided just yet).</p><p></p><p>The level zero mechanic was created in order to better mediate multiclassing (I didn't want all warriors picking up a level of fighter for additional proficiencies, and I don't like what I've seen happen to some characters saving throws from excessive multiclassing). The mechanic has also proved very helpful with balancing my classes, and really helps out PCs with racial hit dice.</p><p></p><p>About the ability scores: you did notice that I had thought of the mentals as mental equivalents of the physicals. I'd rather not combine the ability scores, the four physical scores idea was something I had leaned towards before I even began playing D&D officially (though I had played Baldur's Gate); I always thought that quickness/reflexes was separate from flexability/coordination; a marksman and a video game player are often very dextrous, but may not be the most agile people in the world. Like Str and Con, Dex and Agi are often associated with each other, but you can have one without the other (though not often). Adding Perception was just a natural growth of the idea.</p><p></p><p>Cheiromancer, I'll take your advice on not posting everything at once: I'll start with the post above, and the second post on the settings, and I'll later post full descriptions based on what is commented on the most.</p><p></p><p>You're right about odd levels, since saving throws will never grow on them, I'll keep that in mind when I look over the classes once more.</p><p></p><p>As for Chakras and item slots (that's from Magic of Incarnum, correct?), I have taken that into consideration as an explanation of why certain affects are easier to make (cheeper) in certain slots than others, but the current item slot locations don't match up well with my interpretations of chakra location (brow-void, throat-air, heart-fire, stomach-water, hips-earth, all located along the spine). I am looking into it though (there are nine body slots interestingly enough, and there could easily be a void slot and two slots for each other chakra, associated with the ability scores and what not).</p><p></p><p>Thanks for the quick replies. I'll cut back on the concentration of stuff in each post from now on.</p></blockquote><p></p>
[QUOTE="XeviatTranion, post: 2707717, member: 36318"] Sadrik, you caught a typo. Spells cost mp equal to (Spell Level x2)-1; so the progression goes 1, 3, 5, 7, 9 ... There are no level zero spells, I will be handling cantrips differently (of that I haven't decided just yet). The level zero mechanic was created in order to better mediate multiclassing (I didn't want all warriors picking up a level of fighter for additional proficiencies, and I don't like what I've seen happen to some characters saving throws from excessive multiclassing). The mechanic has also proved very helpful with balancing my classes, and really helps out PCs with racial hit dice. About the ability scores: you did notice that I had thought of the mentals as mental equivalents of the physicals. I'd rather not combine the ability scores, the four physical scores idea was something I had leaned towards before I even began playing D&D officially (though I had played Baldur's Gate); I always thought that quickness/reflexes was separate from flexability/coordination; a marksman and a video game player are often very dextrous, but may not be the most agile people in the world. Like Str and Con, Dex and Agi are often associated with each other, but you can have one without the other (though not often). Adding Perception was just a natural growth of the idea. Cheiromancer, I'll take your advice on not posting everything at once: I'll start with the post above, and the second post on the settings, and I'll later post full descriptions based on what is commented on the most. You're right about odd levels, since saving throws will never grow on them, I'll keep that in mind when I look over the classes once more. As for Chakras and item slots (that's from Magic of Incarnum, correct?), I have taken that into consideration as an explanation of why certain affects are easier to make (cheeper) in certain slots than others, but the current item slot locations don't match up well with my interpretations of chakra location (brow-void, throat-air, heart-fire, stomach-water, hips-earth, all located along the spine). I am looking into it though (there are nine body slots interestingly enough, and there could easily be a void slot and two slots for each other chakra, associated with the ability scores and what not). Thanks for the quick replies. I'll cut back on the concentration of stuff in each post from now on. [/QUOTE]
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