The Shaman
First Post
Are these special abilities of the Effete class, perhaps?Mark said:YOU ARE OBVIOUSLY VERY SMART AND HAVE EXCELLENT TASTE!!!![]()
Are these special abilities of the Effete class, perhaps?Mark said:YOU ARE OBVIOUSLY VERY SMART AND HAVE EXCELLENT TASTE!!!![]()
Droogie said:I'm not really sold on the spellpoints idea. Many seem to like the concept, but I'd like to try a skill-based magic system, similar to Blue Rose.
Come to think of it, I'm annoyed by any power or ability that you can only activate "x times per day". Its a lousy way to balance things. Not to mention the fact that I always find it difficult trying to decide if 8 hours of game time has passed so that the party can rest and replenish their "ammo".
Abstraction said:The funny thing about this thread is that it is suppposed to be about how 4E can be elegant and streamlined. How do you know what changes are more elegant and streamlined? To me, the question to ask is, would such-and-so change make the game easier or harder for casual or first-time players? Most of the changes you guys want would raise that bar significantly. Realize that 3E is the first roleplaying game since cowboys & indians that people can play without knowing the rules. I think we need to keep it that way.
You could easily replace times-per-day with a "burnout" roll; once you fail, you can't use that power until...whenever.reanjr said:I agree, times per day adds just one more thing you have to keep track of all the time. It's kind of difficult to come up with a system that could replace the power of D&D's spell system and still remove the times per day paradigm.
apsuman said:Make "Wizard caster level +1" as a feat. Same with Sorcerer, Cleric, and Druid.
That way you could be a level 3 wizard that has a caster level 6 from feats. The have that many spellslots, and third level spells. Their fireballs do only 3d6. They have no other feats.
This way, for a feat, multicaster characters can close the gap. For that matter, give wizards one extra feat at each level, and take away their natural spell progression. If at character level 12, if the wizard wants to pick up spell penetration, and improved initiative (for example) because he already has a caster level 14 (or 10 for that matter) that's up the the character.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.