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<blockquote data-quote="SylverFlame" data-source="post: 1188246" data-attributes="member: 8423"><p>Hello all. I've been working on a campaign setting and have run into a conundrum. You see, the setting is magic rare, as I call it. What this means is that the setting is similar to a low magic setting, but instead of balancing things to make magic a little weaker, it is simply less common. One of the things I have done is purposly stated that wizards and sorcerers are highly rare (I will likely not allow more than one "magic" class in a party) and magic items can be found, but making them has become a closly guarded secret (only two guilds have access to the feats, except for potions).</p><p></p><p>Now then, this has now gotten to the point of class tweaking. I have tweaked the mage and sorcerer to accomodate the rare rules by limiting the classes, requiring guild memberships (these give bonuses in resources but require time and effort) though "rogue" wizards (along the line of Renegades in Dragonlance) are frowned on. Other things are in the work.</p><p></p><p>Now then, my next question is Clerics, Bards, Rangers, Druids and Paladins. I have taken care of the divine class by saying not all priests are clerics, Paladins are chosen by the gods so individual gods decide how much magic they have (read this as saying some "Paladins" are Paladins, though some aren't, like clerics) and Druids are subject to rarity as wizards. </p><p></p><p>Now then, how do I balance taking away Ranger spells and Bard magic? I don't want to nerf the classes though I do see them as part of my campaign world. I think the "some are, some aren't" is already being used enough with Paladins and Clerics, so I don't want to do that. I find giving them bonus feats steps too much on the fighters toes while extra skills and skill points hurts rogues. What can be done? A "beefing" of present abilities? Get rid of them and let other classes absorb the niche? I would love to hear any suggestions. </p><p></p><p>So far I have these ideas:</p><p>1) Make Rangers the "Paladins" of nature and elemental deities</p><p>2) Add bonus feats to each, though I feel this steps to heavily on the fighter's toes</p><p>3) Add skills and skill points to each, again, stepping on rogues toes</p><p>4) Simply eliminate the classes (I don't like this because I like the flavour of bards and would go for number 1 first)</p><p></p><p>Thanks.</p><p></p><p>-- A very humble SylverFlame, who is presently in the throws of obeisance to the great and helpful people of this World called EN.</p></blockquote><p></p>
[QUOTE="SylverFlame, post: 1188246, member: 8423"] Hello all. I've been working on a campaign setting and have run into a conundrum. You see, the setting is magic rare, as I call it. What this means is that the setting is similar to a low magic setting, but instead of balancing things to make magic a little weaker, it is simply less common. One of the things I have done is purposly stated that wizards and sorcerers are highly rare (I will likely not allow more than one "magic" class in a party) and magic items can be found, but making them has become a closly guarded secret (only two guilds have access to the feats, except for potions). Now then, this has now gotten to the point of class tweaking. I have tweaked the mage and sorcerer to accomodate the rare rules by limiting the classes, requiring guild memberships (these give bonuses in resources but require time and effort) though "rogue" wizards (along the line of Renegades in Dragonlance) are frowned on. Other things are in the work. Now then, my next question is Clerics, Bards, Rangers, Druids and Paladins. I have taken care of the divine class by saying not all priests are clerics, Paladins are chosen by the gods so individual gods decide how much magic they have (read this as saying some "Paladins" are Paladins, though some aren't, like clerics) and Druids are subject to rarity as wizards. Now then, how do I balance taking away Ranger spells and Bard magic? I don't want to nerf the classes though I do see them as part of my campaign world. I think the "some are, some aren't" is already being used enough with Paladins and Clerics, so I don't want to do that. I find giving them bonus feats steps too much on the fighters toes while extra skills and skill points hurts rogues. What can be done? A "beefing" of present abilities? Get rid of them and let other classes absorb the niche? I would love to hear any suggestions. So far I have these ideas: 1) Make Rangers the "Paladins" of nature and elemental deities 2) Add bonus feats to each, though I feel this steps to heavily on the fighter's toes 3) Add skills and skill points to each, again, stepping on rogues toes 4) Simply eliminate the classes (I don't like this because I like the flavour of bards and would go for number 1 first) Thanks. -- A very humble SylverFlame, who is presently in the throws of obeisance to the great and helpful people of this World called EN. [/QUOTE]
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