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<blockquote data-quote="whatisitgoodfor" data-source="post: 2244681" data-attributes="member: 932"><p>Yeah, sorry, I probably shoulda put some more stuff in the post, but I was trying to keep it as short as I could. </p><p></p><p>Each critter ended up with a CR based on innate abilities of the race (Stats, max number of attack capable limbs, stuff like that) any sort of attack abilities (including passive spell like abilities) have to be purchased with class ability slots, this includes the ability to have a second natural attack. </p><p></p><p>If I had a mob like Lizard Men, who would be nasty as all get out if they had any gear, then I would have their base CR listed with an asterisk to explain that if they go down to Ye Olde Armorey their CR would be +X higher.</p><p></p><p>The pleasant part of doing it that way is that CR=ECL.</p><p></p><p>Right after I had started working on that, I decided that I hated the DnD magic system enough that I scrapped it completely. *Really long rant about it that I won't go into*</p><p></p><p>The system I ended up with determined the highest level that you could cast spells at being based on your Will save (to encourage multi-classing some), with each spell counting as a class ability (to be bought like any other). It allows for (IMO) a much more free flowing magic system and even allows for always on spells (like gaze attacks and druids being immune to tracking). The biggest pain from that was creating a new spell book (since spells for that system actually need to be scalable by what level they're cast at, instead of what level the caster is.)</p></blockquote><p></p>
[QUOTE="whatisitgoodfor, post: 2244681, member: 932"] Yeah, sorry, I probably shoulda put some more stuff in the post, but I was trying to keep it as short as I could. Each critter ended up with a CR based on innate abilities of the race (Stats, max number of attack capable limbs, stuff like that) any sort of attack abilities (including passive spell like abilities) have to be purchased with class ability slots, this includes the ability to have a second natural attack. If I had a mob like Lizard Men, who would be nasty as all get out if they had any gear, then I would have their base CR listed with an asterisk to explain that if they go down to Ye Olde Armorey their CR would be +X higher. The pleasant part of doing it that way is that CR=ECL. Right after I had started working on that, I decided that I hated the DnD magic system enough that I scrapped it completely. *Really long rant about it that I won't go into* The system I ended up with determined the highest level that you could cast spells at being based on your Will save (to encourage multi-classing some), with each spell counting as a class ability (to be bought like any other). It allows for (IMO) a much more free flowing magic system and even allows for always on spells (like gaze attacks and druids being immune to tracking). The biggest pain from that was creating a new spell book (since spells for that system actually need to be scalable by what level they're cast at, instead of what level the caster is.) [/QUOTE]
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