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<blockquote data-quote="Eltern" data-source="post: 1665151" data-attributes="member: 5870"><p>Basically to Jester's comments, as the others were "Hey, that's about alright"</p><p></p><p>How does taking out sorcs weaken the other classes? Seems more flavor for the campaign thing than anything else. I think the only people who get screwed by taking out sorcs is...sorcs.</p><p></p><p>Kinda similar: How does "cloistering" the cleric weaken his magic? If anything they will focus on it more. It's basically flavor oriented, but also shifts party roles as the cleric is now a "priest." He will avoid combat as much as the wizard, now.</p><p></p><p>The fighter is weak. Very weak. I may take out Imp. Crit from the list of "off level" feats, but as it is now, he's got jack every other level, in comparison to other classes that get fun abilities or spells. </p><p></p><p>I think that spell points up the wizards/clerics' power level significantly. The vitalizing aspect is both a pro and a con, because they could potentially lose a lot of spell points if they get hit with a critical, but they can gain back points more quickly (as can vitality points, which allows the whole party to get up and ready to go again, almost fully "charged" in 1-2 hours instead of 8, something I wanted to accomplish)</p><p></p><p>Now METAMAGIC, I'll take all the comments I can get. <img src="http://www.enworld.org/forum/images/smilies/paranoid.png" class="smilie" loading="lazy" alt=":uhoh:" title="Paranoid :uhoh:" data-shortname=":uhoh:" /> Will doing something like this completely screw things up to high heaven? A thought I had was decreasing the prices of all metamagic components by some percentage. My thoughts concerning taking out metamagic went something like this:</p><p></p><p>-As this particular campaign is from 2-11 level, metamagic could not possibly become a big part of the rules until the last quarter.</p><p>-Characters IMCs tend not to really hit home on metamagic unless they're something like 15th level.</p><p>-I want to encourage my players as much as possible to make things through crafting, and the wizard already is getting bonus feats every few levels...</p><p>-The idea of fun things having potential magical properties really appeals to me, and I want my characters to be thinking about such things.</p><p></p><p>Now, if I decreased the cost of metamagic components by 1/2, would things be broken? </p><p></p><p>Thanks for the comments!</p><p>Eltern</p></blockquote><p></p>
[QUOTE="Eltern, post: 1665151, member: 5870"] Basically to Jester's comments, as the others were "Hey, that's about alright" How does taking out sorcs weaken the other classes? Seems more flavor for the campaign thing than anything else. I think the only people who get screwed by taking out sorcs is...sorcs. Kinda similar: How does "cloistering" the cleric weaken his magic? If anything they will focus on it more. It's basically flavor oriented, but also shifts party roles as the cleric is now a "priest." He will avoid combat as much as the wizard, now. The fighter is weak. Very weak. I may take out Imp. Crit from the list of "off level" feats, but as it is now, he's got jack every other level, in comparison to other classes that get fun abilities or spells. I think that spell points up the wizards/clerics' power level significantly. The vitalizing aspect is both a pro and a con, because they could potentially lose a lot of spell points if they get hit with a critical, but they can gain back points more quickly (as can vitality points, which allows the whole party to get up and ready to go again, almost fully "charged" in 1-2 hours instead of 8, something I wanted to accomplish) Now METAMAGIC, I'll take all the comments I can get. :uhoh: Will doing something like this completely screw things up to high heaven? A thought I had was decreasing the prices of all metamagic components by some percentage. My thoughts concerning taking out metamagic went something like this: -As this particular campaign is from 2-11 level, metamagic could not possibly become a big part of the rules until the last quarter. -Characters IMCs tend not to really hit home on metamagic unless they're something like 15th level. -I want to encourage my players as much as possible to make things through crafting, and the wizard already is getting bonus feats every few levels... -The idea of fun things having potential magical properties really appeals to me, and I want my characters to be thinking about such things. Now, if I decreased the cost of metamagic components by 1/2, would things be broken? Thanks for the comments! Eltern [/QUOTE]
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