Satori
First Post
I've already started to tweak and modify the rule set.
This is what I've done so far:
Fighters add +1 to all attack and damage rolls every third level. They can wear any kind of armour and use shields. They have a +3 bonus to Physical.
Rogues can use light armour, one handed weapons melee and all ranged. They have a +3 bonus to Subterfuge, and are the only class that has access to this skill. If they attack an opponent before the opponent acts in a round, they add 1d4 x (level/2) damage to the first attack.
Mages wear no armour, and can only use weapons that do 1d6 or less. They can cast arcane spells, and gain a +3 bonus to Knowledge.
Clerics can wear light or medium armour, and can only use blunt weapons that do 1d6 or less. They can cast divine spells. They gain +3 bonus to Communication.
Hit Points = Max HD + STR bonus per level
HD: Fighter d10, Rogues d8, Casters d6
Casters choose the level of their spell. Minimum levels are listed. See magic categories. DC = Spell Level + MIND bonus.
Mage Categories:
-Damage: Automatic hit, save for half, choose energy type, inflicts 1d6 per caster level. Spell level = Number of Damage Dice/2 (rounded up)
-Control: 1st-Half Movement, 2nd-Held (Not Helples), 3rd-Helpless, 4th-Confusion, 5th-Wall, 6th-Anti-Magic, 7th-Teleport, 8th-Polymorph, 9th-Time Stop
-Charm: 1st-Charm Person, 2nd-Sleep, 3rd-Suggestion, 4th-Charm Monster, 5th-Dominate Person, 6th-Geas, 7th-Power Word, 8th-
(as you can see, I'm hardly halfway done)
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I like my PCs to be VERY survivable, so I've added a bit to the player power curve.
Also, I HATE waiting for players to dig through spell compendiums...and I hate making players wait while I do so.
Hence, the re-tooling of magic.
There are no longer hundreds of spells...only spell types.
Players are instead given the option of customizing these spell types to their needs.
PC 1: I want to shoot a 3rd level fireball!
Me: You take 3 HP.
PC 2: I would really have a more "dark" vibe to my character, so I'm going to shoot a 3rd level negative energy blast.
Me: You take 3 HP.
For the none damage spells, certain types of effects will have a level minimum, and I'm still trying to work out how I'll separate AoE versus Single Target. Add 2 levels maybe? Subtract a level for single target? i.e. A 3rd level Single Target spell does 6d6 damage, but counts as a 2nd level spell for HP loss.
This is what I've done so far:
Fighters add +1 to all attack and damage rolls every third level. They can wear any kind of armour and use shields. They have a +3 bonus to Physical.
Rogues can use light armour, one handed weapons melee and all ranged. They have a +3 bonus to Subterfuge, and are the only class that has access to this skill. If they attack an opponent before the opponent acts in a round, they add 1d4 x (level/2) damage to the first attack.
Mages wear no armour, and can only use weapons that do 1d6 or less. They can cast arcane spells, and gain a +3 bonus to Knowledge.
Clerics can wear light or medium armour, and can only use blunt weapons that do 1d6 or less. They can cast divine spells. They gain +3 bonus to Communication.
Hit Points = Max HD + STR bonus per level
HD: Fighter d10, Rogues d8, Casters d6
Casters choose the level of their spell. Minimum levels are listed. See magic categories. DC = Spell Level + MIND bonus.
Mage Categories:
-Damage: Automatic hit, save for half, choose energy type, inflicts 1d6 per caster level. Spell level = Number of Damage Dice/2 (rounded up)
-Control: 1st-Half Movement, 2nd-Held (Not Helples), 3rd-Helpless, 4th-Confusion, 5th-Wall, 6th-Anti-Magic, 7th-Teleport, 8th-Polymorph, 9th-Time Stop
-Charm: 1st-Charm Person, 2nd-Sleep, 3rd-Suggestion, 4th-Charm Monster, 5th-Dominate Person, 6th-Geas, 7th-Power Word, 8th-
(as you can see, I'm hardly halfway done)
---
I like my PCs to be VERY survivable, so I've added a bit to the player power curve.
Also, I HATE waiting for players to dig through spell compendiums...and I hate making players wait while I do so.
Hence, the re-tooling of magic.
There are no longer hundreds of spells...only spell types.
Players are instead given the option of customizing these spell types to their needs.
PC 1: I want to shoot a 3rd level fireball!
Me: You take 3 HP.
PC 2: I would really have a more "dark" vibe to my character, so I'm going to shoot a 3rd level negative energy blast.
Me: You take 3 HP.
For the none damage spells, certain types of effects will have a level minimum, and I'm still trying to work out how I'll separate AoE versus Single Target. Add 2 levels maybe? Subtract a level for single target? i.e. A 3rd level Single Target spell does 6d6 damage, but counts as a 2nd level spell for HP loss.