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<blockquote data-quote="XeviatTranion" data-source="post: 2721519" data-attributes="member: 36318"><p>I don't see how a Fighter can drop Dexterity; didn't I say that it was the statistic for both melee and ranged attack rolls for all weapons? That makes the strong, excessively muscled (low dex) guy more possible: He has a really hard time hitting you, but when he does, you're toast.</p><p></p><p>And yes, fighters can dumb mental scores to some extent, most non-casters can. I've done my best making each mental important. Int: skill points; Wis: will saves; Per: initiative; Cha: "warding checks" (based on the new level based turning check, I let all characters attempt to turn any spirit creature, my setting is animistic so there are many spirit creatures, as long as they have a suitable item in hand; only clerics can make the final check to make it an actual turning instead of a warding). That's why they're fighters and not wizards.</p><p></p><p>To Herobizkit:</p><p></p><p>Zero Level: The main reason is because of my proficiency system (which still allows anyone to use anything at a penalty); with my proficiency system, any warrior would be able to pick up any class as a multiclass (if possible based on favored class) and get anywhere between 4 to 10 proficiency feats. Especially if I allow characters to spend proficiency feats on other feats at a 2 for 1 basis. The Fighter now grants weapon specialization, mastery, high mastery, and grand mastery over the course of its levels, so there's reason to stick with it. And yes, I've seen some rediculous multiclassing; that's what you get when you DM at an art school and you play with a pool of around 40 players.</p><p></p><p>WP/VP: Mainly wanted an opinion on how my altered "death and dying" rules will interact with the WP rules. Eventually going to switch to Armor as partial DR, so I really need an opinion. I've run several games with this so far, and nothing has really come up yet, but lots of stuff can slip through playtesting.</p><p></p><p>MP: This was based on the XPH; I just switched to the die system because of several elements. First, it boosts the MP had by low level casters, increasing their power to let them compete. Second, it reduces the MP of high level casters, reigning in their power level a bit during those levels. Third, because magic is part of everything (hense the chakra system), I needed to give mp to non-casters. Since mana points regenerate slowly (1 point per level per hour, which roughly means a free spell per hour at highest augmentation), this reduces the power of a caster in a single fight (less total mp) but boosts their endurance (a problem XPH psions have).</p><p></p><p>Chakras: I didn't stick with the seven chakras of real mysicsism because it didn't fit what I needed. If I did that, three elements of air, fire, earth, and water would be tied to physical ability scores, and one would be mental: this would make the mental element more used by spellcasters due to ability synergy. Based on my ideas for the chakras, each needed a mental and a physical aspect, and the only possible way to do that easily would be to have some ability scores shared: such as water being Dex: Int, and air being Dex: Wis. Lastly, which the ability score split, my races have become more defined, and character customability has increased. MMORPGs often use 7 or 8 ability scores (though they tend to use a Luck score).</p><p></p><p>I'm going to read that chakra link right now, I'll reply to it soon. Thanks for the posts.</p><p></p><p>Here's a quick list of my classes: I'd like to know which you'd like me to post first:</p><p></p><p>Bard (no major changes)</p><p>Berserker (eventually will have a different "rage" for each element)</p><p>Channeler: An elementally empowered, chaotic warrior (think sorcerer/berserker: a new class for my setting)</p><p>Fighter (altered)</p><p>Knight: An honorbound warrior who wields an ancestral weapon (my take on the OA samurai)</p><p>Monk (almost a new class entirely)</p><p>Priest: A spellcaster who serves a deity or several lesser spirits (a mix of the cleric and druid; still designing the spell list)</p><p>Ranger (altered)</p><p>Rogue (tweeking the level progression so there is a special ability gained at 20th level)</p><p>Templar: A warrior of a faith, gifted by the divine and sworn to service (think cleric/fighter: a new class for my setting which replaces the paladin)</p><p>Sorcerer: A spellcaster who utilizes their own overactive chakra to generate magic (very altered)</p><p>Wizard</p><p></p><p>Thanks again.</p></blockquote><p></p>
[QUOTE="XeviatTranion, post: 2721519, member: 36318"] I don't see how a Fighter can drop Dexterity; didn't I say that it was the statistic for both melee and ranged attack rolls for all weapons? That makes the strong, excessively muscled (low dex) guy more possible: He has a really hard time hitting you, but when he does, you're toast. And yes, fighters can dumb mental scores to some extent, most non-casters can. I've done my best making each mental important. Int: skill points; Wis: will saves; Per: initiative; Cha: "warding checks" (based on the new level based turning check, I let all characters attempt to turn any spirit creature, my setting is animistic so there are many spirit creatures, as long as they have a suitable item in hand; only clerics can make the final check to make it an actual turning instead of a warding). That's why they're fighters and not wizards. To Herobizkit: Zero Level: The main reason is because of my proficiency system (which still allows anyone to use anything at a penalty); with my proficiency system, any warrior would be able to pick up any class as a multiclass (if possible based on favored class) and get anywhere between 4 to 10 proficiency feats. Especially if I allow characters to spend proficiency feats on other feats at a 2 for 1 basis. The Fighter now grants weapon specialization, mastery, high mastery, and grand mastery over the course of its levels, so there's reason to stick with it. And yes, I've seen some rediculous multiclassing; that's what you get when you DM at an art school and you play with a pool of around 40 players. WP/VP: Mainly wanted an opinion on how my altered "death and dying" rules will interact with the WP rules. Eventually going to switch to Armor as partial DR, so I really need an opinion. I've run several games with this so far, and nothing has really come up yet, but lots of stuff can slip through playtesting. MP: This was based on the XPH; I just switched to the die system because of several elements. First, it boosts the MP had by low level casters, increasing their power to let them compete. Second, it reduces the MP of high level casters, reigning in their power level a bit during those levels. Third, because magic is part of everything (hense the chakra system), I needed to give mp to non-casters. Since mana points regenerate slowly (1 point per level per hour, which roughly means a free spell per hour at highest augmentation), this reduces the power of a caster in a single fight (less total mp) but boosts their endurance (a problem XPH psions have). Chakras: I didn't stick with the seven chakras of real mysicsism because it didn't fit what I needed. If I did that, three elements of air, fire, earth, and water would be tied to physical ability scores, and one would be mental: this would make the mental element more used by spellcasters due to ability synergy. Based on my ideas for the chakras, each needed a mental and a physical aspect, and the only possible way to do that easily would be to have some ability scores shared: such as water being Dex: Int, and air being Dex: Wis. Lastly, which the ability score split, my races have become more defined, and character customability has increased. MMORPGs often use 7 or 8 ability scores (though they tend to use a Luck score). I'm going to read that chakra link right now, I'll reply to it soon. Thanks for the posts. Here's a quick list of my classes: I'd like to know which you'd like me to post first: Bard (no major changes) Berserker (eventually will have a different "rage" for each element) Channeler: An elementally empowered, chaotic warrior (think sorcerer/berserker: a new class for my setting) Fighter (altered) Knight: An honorbound warrior who wields an ancestral weapon (my take on the OA samurai) Monk (almost a new class entirely) Priest: A spellcaster who serves a deity or several lesser spirits (a mix of the cleric and druid; still designing the spell list) Ranger (altered) Rogue (tweeking the level progression so there is a special ability gained at 20th level) Templar: A warrior of a faith, gifted by the divine and sworn to service (think cleric/fighter: a new class for my setting which replaces the paladin) Sorcerer: A spellcaster who utilizes their own overactive chakra to generate magic (very altered) Wizard Thanks again. [/QUOTE]
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