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Killing a Wizard is Easy... if you know how.
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<blockquote data-quote="Michael Silverbane" data-source="post: 5875965" data-attributes="member: 38016"><p>In the campaign that I am currently running, I have done a few things to make the non-caster classes more powerful and versatile in relation to the caster classes.</p><p></p><p>1. Players choose the attributes for their characters, rather than rolling for them or applying some point buy limitation. Spellcasting classes usually require only one (or two) good stats to be effective, while non-casters usually require all (or nearly all) of them to be good for full effectiveness.</p><p></p><p>2. All types of characters can create magic items on their own, without need for a spellcaster. Spellcasting characters usually require fewer magic items to be fully effective, while non-casters are much more reliant on 'the big six' items to do a good job.</p><p></p><p>3. All characters gain a feat at each character level. Spellcasters get to use a (nearly) limitless number of spells to break the normal game rules, while non-spellcasters are dependent upon feats to accomplish this. Giving everyone more opportunities to break the rules makes everyone more versatile.</p><p></p><p>4. All characters gain max ranks in one of each of the craft, knowledge, perform, and profession skills. This ties in a bit with the magic item creation rules I'm using, but also gives all of the characters an opportunity to make some use of role-playing skills a bit without a need to sacrifice their combat ability.</p></blockquote><p></p>
[QUOTE="Michael Silverbane, post: 5875965, member: 38016"] In the campaign that I am currently running, I have done a few things to make the non-caster classes more powerful and versatile in relation to the caster classes. 1. Players choose the attributes for their characters, rather than rolling for them or applying some point buy limitation. Spellcasting classes usually require only one (or two) good stats to be effective, while non-casters usually require all (or nearly all) of them to be good for full effectiveness. 2. All types of characters can create magic items on their own, without need for a spellcaster. Spellcasting characters usually require fewer magic items to be fully effective, while non-casters are much more reliant on 'the big six' items to do a good job. 3. All characters gain a feat at each character level. Spellcasters get to use a (nearly) limitless number of spells to break the normal game rules, while non-spellcasters are dependent upon feats to accomplish this. Giving everyone more opportunities to break the rules makes everyone more versatile. 4. All characters gain max ranks in one of each of the craft, knowledge, perform, and profession skills. This ties in a bit with the magic item creation rules I'm using, but also gives all of the characters an opportunity to make some use of role-playing skills a bit without a need to sacrifice their combat ability. [/QUOTE]
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