Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Pathfinder & Starfinder
My House Rules Reference List
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="seasong" data-source="post: 879053" data-attributes="member: 5137"><p>Two edits: natural cantrips is replaced with natural spells, blessed, and nature's gift; and two fisted crossbows has been rewritten to take advantage of pre-existing rules. I am also thinking about a "off hand throw" feat that will allow you to draw and throw a weapon in your off hand while fighting with a one handed weapon, at a lower penalty.</p><p></p><p>With that said...</p><p></p><p>As I may have mentioned, the feats are still under construction. As I work on the setting, different ideas come to me, and some of the old ideas get shifted around a bit. The natural cantrips feat, for example, was originally intended as a way for rakshasa and fey (two of the setting races) to develop <em>additional</em> spell-like abilities.</p><p></p><p>However, the more I thought out the background, the more I liked the idea of sufficiently intelligent people with knowledge of magic achieving something short of true magic. So it has been replaced with a feat chain that allows one to develop spell-like abilities at increasing levels, but with a limit on the number per day, and standard actions (and material and XP components) required. I also expanded it to include divine and nature spells (as separate feat chains).</p><p></p><p>And I may drop it entirely once I've worked out what impact this is going to have on the setting. A 3rd level expert could develop <em>purify food/water</em> and <em>plant growth</em> once per day each; and while ~200 square miles per year of <em>plant growth</em> is not quite as impressive as what a cleric or priest can dish out per year, experts are more common. Of course, the clerics and priests will be doing that anyway - the main city I'm playing with right now only requires two 5th level priests to maintain all crops associated with the city, its subsidiary towns, villages, etc. So maybe this won't have a huge impact, other than freeing up a few extra heals per day.</p><p></p><p>This is why I'm trying to keep the house rules as non-invasive as possible. I want to maintain a feeling that this is a D&D world, one where the People have taken advantage of the Natural Laws of their world. Some of the Natural Laws, I don't like, and those I'm house ruling away (like cheap <em>raise dead</em>*), but those are highly specific and usually (I think) very understandable.</p><p></p><p></p><p>* If you have a death rate of 5%, which is pretty decently high, a single cleric able to cast <em>raise dead</em> once a day can provide death insurance to 7,300 people. Add a second cleric to reduce the workload (to one every other day) and charge 50 GP per year per person (the <em>raise dead</em> is "free"), and you're set. That's just too video-gamish for me.</p></blockquote><p></p>
[QUOTE="seasong, post: 879053, member: 5137"] Two edits: natural cantrips is replaced with natural spells, blessed, and nature's gift; and two fisted crossbows has been rewritten to take advantage of pre-existing rules. I am also thinking about a "off hand throw" feat that will allow you to draw and throw a weapon in your off hand while fighting with a one handed weapon, at a lower penalty. With that said... As I may have mentioned, the feats are still under construction. As I work on the setting, different ideas come to me, and some of the old ideas get shifted around a bit. The natural cantrips feat, for example, was originally intended as a way for rakshasa and fey (two of the setting races) to develop [i]additional[/i] spell-like abilities. However, the more I thought out the background, the more I liked the idea of sufficiently intelligent people with knowledge of magic achieving something short of true magic. So it has been replaced with a feat chain that allows one to develop spell-like abilities at increasing levels, but with a limit on the number per day, and standard actions (and material and XP components) required. I also expanded it to include divine and nature spells (as separate feat chains). And I may drop it entirely once I've worked out what impact this is going to have on the setting. A 3rd level expert could develop [i]purify food/water[/i] and [i]plant growth[/i] once per day each; and while ~200 square miles per year of [i]plant growth[/i] is not quite as impressive as what a cleric or priest can dish out per year, experts are more common. Of course, the clerics and priests will be doing that anyway - the main city I'm playing with right now only requires two 5th level priests to maintain all crops associated with the city, its subsidiary towns, villages, etc. So maybe this won't have a huge impact, other than freeing up a few extra heals per day. This is why I'm trying to keep the house rules as non-invasive as possible. I want to maintain a feeling that this is a D&D world, one where the People have taken advantage of the Natural Laws of their world. Some of the Natural Laws, I don't like, and those I'm house ruling away (like cheap [i]raise dead[/i]*), but those are highly specific and usually (I think) very understandable. * If you have a death rate of 5%, which is pretty decently high, a single cleric able to cast [i]raise dead[/i] once a day can provide death insurance to 7,300 people. Add a second cleric to reduce the workload (to one every other day) and charge 50 GP per year per person (the [i]raise dead[/i] is "free"), and you're set. That's just too video-gamish for me. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
My House Rules Reference List
Top