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Mystara 5th Edition Fan Made Supplement
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<blockquote data-quote="The Glen" data-source="post: 6692189" data-attributes="member: 6800327"><p>To answer you questions in order:</p><p></p><p>Will look into the expertise.</p><p></p><p>In the background, Sidhe are the fey. That's why they get the large amount of bonus spells. They answer to King Oberron, becoming a warlock means they are double timing him and he'll know it. </p><p></p><p>Turns should mean 10 minutes, that's me unlearning previous editions. Killing references to them as I find them.</p><p></p><p>Aurumancer is the guild wizard from Darokin and Minrothad. In the original version they were merchant wizards that earned XP with profit. The two varieties were so close I merged them. They aren't as powerful in magic because they spend a large portion of their time as merchants as well. Trying to keep the original intent, back when the version had a lot more rules on trading.</p><p></p><p>Brave is a work in progress, not too happy with it. Any suggestions?</p><p></p><p>Diplomat strength is supposed to more skills and languages, with a focus on charisma. Suggestions?</p><p></p><p>Foresters are a direct port from the original version. They were supposed to be almost invisible moving at will. They also patrolled a single forest.</p><p></p><p>Will switch a spell for compelled duel. Should nip that in the bud.</p><p></p><p>Hin Master's spell problems is a holdover from the rules. Hin rarely leave the Five Shires. Originally they didn't get any spells. I'm trying to keep with the spirit of the source.</p><p></p><p>Horse Warrior- Missed that paragraph entirely. Will revise.</p><p></p><p>Gift of Kagyr gives you a quick bonus to saving throws against spells whenever you want. Especially when you double your proficiency at 6th level.</p><p></p><p>Battlemaster is another hold over from the original source. Improving weapon proficiency changed the damage of the weapon. Was an extremely complicated system as every weapon had it's unique chart. Will restrict it to a single weapon, so it's more a weapon master than multiple weapons.</p><p></p><p>Order of the Griffon will remove the region restriction. It's an ability holdover, the original Karameikos was crawling with wild animals.</p><p></p><p>Privateer goes back to two old gazetteers, and had much more complicated naval combat rules. Trying to write for a mechanic that isn't fleshed out yet.</p><p></p><p>The Rake's abilities skills are just my background in history showing. The characters they are based on were the courtiers of Byzantium, where knowledge of history and religion played a major part in their education. You wanted to be able to talk about the glory days or debate religion as best you could.</p><p></p><p>Will come up with some a little more tangible for the Shadow Elf</p><p></p><p>Toa Makai are Maori warriors, not even poorly disguised. Their combat style is more of just in your face smash mouth with a lot of intimidation.</p><p></p><p>Craft Circles and Nordic runes are from the original source material. They weren't used much then, I kept them in for completion.</p><p></p><p>The guild spells are all commerce related. They aren't the most useful spells, and aren't even that situational. I included them for completion.</p><p></p><p>Let me know if you have any other feedback.</p></blockquote><p></p>
[QUOTE="The Glen, post: 6692189, member: 6800327"] To answer you questions in order: Will look into the expertise. In the background, Sidhe are the fey. That's why they get the large amount of bonus spells. They answer to King Oberron, becoming a warlock means they are double timing him and he'll know it. Turns should mean 10 minutes, that's me unlearning previous editions. Killing references to them as I find them. Aurumancer is the guild wizard from Darokin and Minrothad. In the original version they were merchant wizards that earned XP with profit. The two varieties were so close I merged them. They aren't as powerful in magic because they spend a large portion of their time as merchants as well. Trying to keep the original intent, back when the version had a lot more rules on trading. Brave is a work in progress, not too happy with it. Any suggestions? Diplomat strength is supposed to more skills and languages, with a focus on charisma. Suggestions? Foresters are a direct port from the original version. They were supposed to be almost invisible moving at will. They also patrolled a single forest. Will switch a spell for compelled duel. Should nip that in the bud. Hin Master's spell problems is a holdover from the rules. Hin rarely leave the Five Shires. Originally they didn't get any spells. I'm trying to keep with the spirit of the source. Horse Warrior- Missed that paragraph entirely. Will revise. Gift of Kagyr gives you a quick bonus to saving throws against spells whenever you want. Especially when you double your proficiency at 6th level. Battlemaster is another hold over from the original source. Improving weapon proficiency changed the damage of the weapon. Was an extremely complicated system as every weapon had it's unique chart. Will restrict it to a single weapon, so it's more a weapon master than multiple weapons. Order of the Griffon will remove the region restriction. It's an ability holdover, the original Karameikos was crawling with wild animals. Privateer goes back to two old gazetteers, and had much more complicated naval combat rules. Trying to write for a mechanic that isn't fleshed out yet. The Rake's abilities skills are just my background in history showing. The characters they are based on were the courtiers of Byzantium, where knowledge of history and religion played a major part in their education. You wanted to be able to talk about the glory days or debate religion as best you could. Will come up with some a little more tangible for the Shadow Elf Toa Makai are Maori warriors, not even poorly disguised. Their combat style is more of just in your face smash mouth with a lot of intimidation. Craft Circles and Nordic runes are from the original source material. They weren't used much then, I kept them in for completion. The guild spells are all commerce related. They aren't the most useful spells, and aren't even that situational. I included them for completion. Let me know if you have any other feedback. [/QUOTE]
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