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D&D Older Editions, OSR, & D&D Variants
New D&D 3.5 Character class (spellcaster)
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<blockquote data-quote="Hawken" data-source="post: 4833783" data-attributes="member: 23619"><p>You can argue all you want about how the outrageous costs of your gems justify what you want to do, but you're not going to get any competent DM to allow this class. Gems so valuable they throw the economies of countries into disarray aren't just found willy-nilly and the only things with 7 digit values are in the hands of gods and rulers of planes, not some 15th+ level adventurers trolling around the countryside for goodies!</p><p></p><p>Your class isn't viable for a plethora of reasons, which you're so far either overlooking, ignoring or hoping no one else will spot them.</p><p></p><p>1) There is no spell level limit per caster level for your class. An 8th level character could cast a 9th level spell and at 20th, they could cast 9th level spells 10 times a day! That right there is unplayable brokenness. The psion is the closest class to what you're wanting to do and they are limited by caster level in the level of powers they can use. Until you adopt that, don't bother with anything else.</p><p></p><p>2) You have no rules for adjudicating spells. Your class can come up with any spell they can think of on the fly with no rules in place for determining what level an improvised spell should be. This forces the DM to halt play whenever a player does this and arbitrarily decide a level of a spell without the chance or time to consider its applications or impact on the game. Way too much work/headache for any DM to want to bother with!</p><p></p><p>2.5) No class has the ability to create a power or spell on the fly. At best, meta-magic/psionic feats, and power point expenditures allow characters to modify existing powers, but new powers or spells don't get created without a lot of research (spending money), and never without some cost involved.</p><p></p><p>3) Forcing a player to spend wealth to improve/maximize their character's class abilities is broken. No class does this. Some spells have material components or XP components, but there are plenty of others out there that do not or only have a basic cost to get a focus. </p><p></p><p>4) Despite what you argue, these channel items you're talking about ARE magical. Ask any DM to run a game with this class and they are going to consider those items magical if they store channels that only a specific caster can use. You're just wanting magic items that are Dispel/Disjunction proof, yet you want the basic item cheap and simple enough that if they are sundered or otherwise lost, they are quickly and easily replaced.</p><p></p><p>5) Your point system is out of whack. You need to simplify your numbers and make sure they are proportionate or something. You really should have just used the point cost from the expanded psionics handbook and then scale your spell points based on that. Your system is kind of clunky and definitely NOT easy to remember; psionics, easy. Power cost there is power level plus previous level; so, a 1st level power is 1, 2nd level is 3, 3rd level is 5, etc. With yours, you have to consult the table or force yourself to memorize something you shouldn't have to memorize.</p><p></p><p>6) You're not wanting something that is different from Wizard and Sorcerer, you're wanting something that is better than both of them. That's not going to happen. Plus you're wanting to mix in that 4e orb, wand, staff crap that wizards have but without any of their restrictions either. </p><p></p><p>7) No class can cast a higher level power than what their level allows. You're wanting to let them do it for some spells 1 or 2 levels higher, but the mechanics allow for much more abuse than that when a character that can normally cast 4th level spells at best (8th level caster) can cast a 9th level spell. </p><p></p><p>8) Because someone already did what you want to do and they did it better. Its called the Revised Elements of Magic. It works, its balanced without having to spend stupidly silly amounts of money on items and it is not any better than any other spellcasting class, only different.</p><p></p><p>The REOM rules allow for creation of new spells, but there are guidelines and restrictions in place that do balance it out--none of which you have incorporated into this class.</p><p></p><p>And to answer your question philosophically: Let's suppose you take 5 hours to create your system. REOM has what you want but its already tested and proven (and better) than what you offer, and they offer it for $5. But, we'll give you the benefit of the doubt and say that your system is just as good (for the sake of this point). That means that your time is only worth $1 an hour! I'm sure you think you're worth more than that, but your actions prove otherwise. That's why you spend money. Part of creating your own thing involves finding out of there is something else out there that already does what you want it to do--and that costs money. That's why you spend.</p></blockquote><p></p>
[QUOTE="Hawken, post: 4833783, member: 23619"] You can argue all you want about how the outrageous costs of your gems justify what you want to do, but you're not going to get any competent DM to allow this class. Gems so valuable they throw the economies of countries into disarray aren't just found willy-nilly and the only things with 7 digit values are in the hands of gods and rulers of planes, not some 15th+ level adventurers trolling around the countryside for goodies! Your class isn't viable for a plethora of reasons, which you're so far either overlooking, ignoring or hoping no one else will spot them. 1) There is no spell level limit per caster level for your class. An 8th level character could cast a 9th level spell and at 20th, they could cast 9th level spells 10 times a day! That right there is unplayable brokenness. The psion is the closest class to what you're wanting to do and they are limited by caster level in the level of powers they can use. Until you adopt that, don't bother with anything else. 2) You have no rules for adjudicating spells. Your class can come up with any spell they can think of on the fly with no rules in place for determining what level an improvised spell should be. This forces the DM to halt play whenever a player does this and arbitrarily decide a level of a spell without the chance or time to consider its applications or impact on the game. Way too much work/headache for any DM to want to bother with! 2.5) No class has the ability to create a power or spell on the fly. At best, meta-magic/psionic feats, and power point expenditures allow characters to modify existing powers, but new powers or spells don't get created without a lot of research (spending money), and never without some cost involved. 3) Forcing a player to spend wealth to improve/maximize their character's class abilities is broken. No class does this. Some spells have material components or XP components, but there are plenty of others out there that do not or only have a basic cost to get a focus. 4) Despite what you argue, these channel items you're talking about ARE magical. Ask any DM to run a game with this class and they are going to consider those items magical if they store channels that only a specific caster can use. You're just wanting magic items that are Dispel/Disjunction proof, yet you want the basic item cheap and simple enough that if they are sundered or otherwise lost, they are quickly and easily replaced. 5) Your point system is out of whack. You need to simplify your numbers and make sure they are proportionate or something. You really should have just used the point cost from the expanded psionics handbook and then scale your spell points based on that. Your system is kind of clunky and definitely NOT easy to remember; psionics, easy. Power cost there is power level plus previous level; so, a 1st level power is 1, 2nd level is 3, 3rd level is 5, etc. With yours, you have to consult the table or force yourself to memorize something you shouldn't have to memorize. 6) You're not wanting something that is different from Wizard and Sorcerer, you're wanting something that is better than both of them. That's not going to happen. Plus you're wanting to mix in that 4e orb, wand, staff crap that wizards have but without any of their restrictions either. 7) No class can cast a higher level power than what their level allows. You're wanting to let them do it for some spells 1 or 2 levels higher, but the mechanics allow for much more abuse than that when a character that can normally cast 4th level spells at best (8th level caster) can cast a 9th level spell. 8) Because someone already did what you want to do and they did it better. Its called the Revised Elements of Magic. It works, its balanced without having to spend stupidly silly amounts of money on items and it is not any better than any other spellcasting class, only different. The REOM rules allow for creation of new spells, but there are guidelines and restrictions in place that do balance it out--none of which you have incorporated into this class. And to answer your question philosophically: Let's suppose you take 5 hours to create your system. REOM has what you want but its already tested and proven (and better) than what you offer, and they offer it for $5. But, we'll give you the benefit of the doubt and say that your system is just as good (for the sake of this point). That means that your time is only worth $1 an hour! I'm sure you think you're worth more than that, but your actions prove otherwise. That's why you spend money. Part of creating your own thing involves finding out of there is something else out there that already does what you want it to do--and that costs money. That's why you spend. [/QUOTE]
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New D&D 3.5 Character class (spellcaster)
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