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<blockquote data-quote="Celebrim" data-source="post: 3803743" data-attributes="member: 4937"><p>Every class gets +1 to all defences and all attacks every level.</p><p></p><p>Caster level now always equals character level.</p><p></p><p>Every class has a starting set of modifiers to attacks and defences.</p><p></p><p>For example, a rogue might have +1 AC, +2 reflex, -1 Will, -1 Fort, -1 attack. At 10th level your class modifiers double. At 20th level they triple. Characters with multiclassing total thier modifiers from all classes.</p><p></p><p>Each class has basically the same progression in per round, per encounter, and per day manuevers. The total number of manuevers you know maxs out at a relatively low number (say 4 of each). Each time you gain a level you can swap out old manuevers for newer and more powerful ones. </p><p></p><p>For example, a 6th level wizard might have 3 'spells' of 0-1st level he can use at will, 3 'spells' of 1st-2nd level he can use each encounter, and 2 'spells' of 2nd-3rd level he can use per day. Spells will tend to 'silo', so his at will spells for example will include an offensive spell (some sort of ray attack), a defensive spell (some sort of terrain generator like 'obscuring mist'), and a utility spell (something like detect magic or mage hand). Of course, this is just an abstraction because actually the spells won't be spells as we understand them and the spell level will be 1st through 6th.</p><p></p><p>A fighter will be similar with 3 at will 'stances' that give him some advantage (like 'iron skin' or 'hold your ground'), 3 per encounter special manuevers (like whirlwind attack), and 2 big per day manuevers (like 'automatic critical' or 'ignore armor class').</p><p></p><p>All PC's start with the 'hero' special advantage that gives them 'action points' and +20 starting hit points. The majority of NPC's don't have this advantage (and are villain classed to boot), so a 1st level PC will be much more powerful than a 1st level NPC.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 3803743, member: 4937"] Every class gets +1 to all defences and all attacks every level. Caster level now always equals character level. Every class has a starting set of modifiers to attacks and defences. For example, a rogue might have +1 AC, +2 reflex, -1 Will, -1 Fort, -1 attack. At 10th level your class modifiers double. At 20th level they triple. Characters with multiclassing total thier modifiers from all classes. Each class has basically the same progression in per round, per encounter, and per day manuevers. The total number of manuevers you know maxs out at a relatively low number (say 4 of each). Each time you gain a level you can swap out old manuevers for newer and more powerful ones. For example, a 6th level wizard might have 3 'spells' of 0-1st level he can use at will, 3 'spells' of 1st-2nd level he can use each encounter, and 2 'spells' of 2nd-3rd level he can use per day. Spells will tend to 'silo', so his at will spells for example will include an offensive spell (some sort of ray attack), a defensive spell (some sort of terrain generator like 'obscuring mist'), and a utility spell (something like detect magic or mage hand). Of course, this is just an abstraction because actually the spells won't be spells as we understand them and the spell level will be 1st through 6th. A fighter will be similar with 3 at will 'stances' that give him some advantage (like 'iron skin' or 'hold your ground'), 3 per encounter special manuevers (like whirlwind attack), and 2 big per day manuevers (like 'automatic critical' or 'ignore armor class'). All PC's start with the 'hero' special advantage that gives them 'action points' and +20 starting hit points. The majority of NPC's don't have this advantage (and are villain classed to boot), so a 1st level PC will be much more powerful than a 1st level NPC. [/QUOTE]
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