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<blockquote data-quote="boredgremlin" data-source="post: 2730516" data-attributes="member: 31646"><p>Hmm lots of interesting ideas. And i really like the concept of your world setting. I am gonna go down and list my thoughts on most of your ideas. </p><p></p><p>1) Races- You havent mentioned so i figured i would ask, are you using standard PHB races or your own designed ones? I ask because this affects the balance of varius ability scores, and possibly world setting, what with different abilities being tied to different kinds of magic. Non human societies are bound to reflect thier dominant magic type. </p><p></p><p>2) Classes- If your using magic as elemental based i would ditch the priests and probably sorcerers and just combine the spells that seem relevent to thier elemental lists and ditch the rest. You'll wind up with a smaller spell list but they will all make sense with the setting. </p><p></p><p>3) Zero level- I understand your reasoning but i dont like this idea at all. Multi classing isnt really all that bad. People who mix and match too much gain extra power early but pay for it later on. It kinda balances itself out so this isnt really necessary. </p><p></p><p>4) VP/WP- I have used this in star wars and spycraft. Very good system for modeling more realistic combat. I like your idea but you may want to work it a little simpler then a save each round. Something like this. </p><p></p><p> Any wound hit= fatigued</p><p> Negative wound points= Exhausted, only 1 action per round, any round you take an action you automaticaly suffer 1 pt of wound damage. As long as your taking no actions though you lose 1 WP per 10 minutes. ( keeps people from getting shot in the chest and just laying there on the sidewalk all night). Also when your in negative WP you dont heal normally. You need medical help when your hurt that bad or your going to die. </p><p> You die when your negative WP equal your WP total. So if you have 15 WP you must get to -15 WP to die.</p><p></p><p>5) chakra's- Neat idea. I would work it as a system where each character gets one point per level or two to use for advancing thier chakra's. And then give each class a maximum chakra advancement level depending on how spiritually focused they are. </p><p></p><p> Since your ditching the standard cantrips i would assign all chakra's 10 different levels and have level 1 be cantrips. Each chakra type would have spells and possibly spell like abilities and extraordinary abilities assigned to it to make up for its shortened spell list. I would also assign spirit based and alignment magic to the void chakra since its the pure energy that ties everyting together. Which says alignment and force or soul type energy to me. </p><p></p><p> To tie the chakra's closer to the abilities you want use the average ability modifier for spell DC. And have the different chakra's raise different abilities every few levels. Nothing too impressive but enough that players can actually see a mechanic for the connection.</p></blockquote><p></p>
[QUOTE="boredgremlin, post: 2730516, member: 31646"] Hmm lots of interesting ideas. And i really like the concept of your world setting. I am gonna go down and list my thoughts on most of your ideas. 1) Races- You havent mentioned so i figured i would ask, are you using standard PHB races or your own designed ones? I ask because this affects the balance of varius ability scores, and possibly world setting, what with different abilities being tied to different kinds of magic. Non human societies are bound to reflect thier dominant magic type. 2) Classes- If your using magic as elemental based i would ditch the priests and probably sorcerers and just combine the spells that seem relevent to thier elemental lists and ditch the rest. You'll wind up with a smaller spell list but they will all make sense with the setting. 3) Zero level- I understand your reasoning but i dont like this idea at all. Multi classing isnt really all that bad. People who mix and match too much gain extra power early but pay for it later on. It kinda balances itself out so this isnt really necessary. 4) VP/WP- I have used this in star wars and spycraft. Very good system for modeling more realistic combat. I like your idea but you may want to work it a little simpler then a save each round. Something like this. Any wound hit= fatigued Negative wound points= Exhausted, only 1 action per round, any round you take an action you automaticaly suffer 1 pt of wound damage. As long as your taking no actions though you lose 1 WP per 10 minutes. ( keeps people from getting shot in the chest and just laying there on the sidewalk all night). Also when your in negative WP you dont heal normally. You need medical help when your hurt that bad or your going to die. You die when your negative WP equal your WP total. So if you have 15 WP you must get to -15 WP to die. 5) chakra's- Neat idea. I would work it as a system where each character gets one point per level or two to use for advancing thier chakra's. And then give each class a maximum chakra advancement level depending on how spiritually focused they are. Since your ditching the standard cantrips i would assign all chakra's 10 different levels and have level 1 be cantrips. Each chakra type would have spells and possibly spell like abilities and extraordinary abilities assigned to it to make up for its shortened spell list. I would also assign spirit based and alignment magic to the void chakra since its the pure energy that ties everyting together. Which says alignment and force or soul type energy to me. To tie the chakra's closer to the abilities you want use the average ability modifier for spell DC. And have the different chakra's raise different abilities every few levels. Nothing too impressive but enough that players can actually see a mechanic for the connection. [/QUOTE]
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