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No One Plays High Level?
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<blockquote data-quote="Minigiant" data-source="post: 9195001" data-attributes="member: 63508"><p>Class passives versus Treasure passives</p><p></p><p>The core point is to<strong> minimize active abilities</strong> on both sides of the DM screen during encounters.</p><p></p><p>Look at the Evoker wizard in MOTM</p><p></p><p>Before build as a PC wizad, it would a caster with 5+ cantrips,awhole lot of spellsslots and TWENTY FIVE prepared spells to think about.</p><p></p><p>The MOTM version?</p><p></p><ol> <li data-xf-list-type="ol">Arcane Burst (4d10+3 force)</li> <li data-xf-list-type="ol">Multi attack: 3 Arcane Bursts</li> <li data-xf-list-type="ol">Sculpted Explosion (recharge 4-6)</li> <li data-xf-list-type="ol">Wall of Ice (1)</li> <li data-xf-list-type="ol">Ice Storm (2)</li> <li data-xf-list-type="ol">Lightning Bolt (2)</li> <li data-xf-list-type="ol">Magic Armor (2)</li> <li data-xf-list-type="ol">Light (at will)</li> <li data-xf-list-type="ol">Mage hand (at will)</li> <li data-xf-list-type="ol">Message (at will)</li> <li data-xf-list-type="ol">Prestidigitation (at will)</li> </ol><p></p><p>11 abilities. Easy for a DM. And you only have to think about 1-7 in a fight. And not really 7 because it's passive. You can play that monster toned down and have fun as player. And since 8-11 wont matter in most combats you and combine them and add more for a player.</p><p></p><ol> <li data-xf-list-type="ol">Offensive Cantrip: Arcane Burst (4 Bursts of 1d10+8 force damage)</li> <li data-xf-list-type="ol">Sculpted Explosion (recharge 4-6)</li> <li data-xf-list-type="ol">Wall of Ice (1)</li> <li data-xf-list-type="ol">Ice Storm (2)</li> <li data-xf-list-type="ol">Lightning Bolt (2)</li> <li data-xf-list-type="ol">Magic Armor (4)</li> <li data-xf-list-type="ol">Utility Cantrips: Light, Mage hand, Message, Prestidigitation</li> <li data-xf-list-type="ol">Ritual Caster</li> <li data-xf-list-type="ol">Skill Expert: Arcana</li> <li data-xf-list-type="ol">Potent Cantrip (added to Arcane burst)</li> </ol><p></p><p>Wanna change magic armor to shield for defense? Sure.</p><p>Passive magic items are calculated into your stats on your sheet. Active magic items just has to be kept at a minimum by the DM.</p><p></p><p>I've reduced monsters and NPCs to index cards of ~10 features like how my family Urban Fantasy game works as a conversion for a high level one shot and it worked great. I can pull out and drop monsters or NPCs out on the fly without having to parse through a ton of info. And the payers grasped their PCs fast. Less "Ummm... I'm gonna"</p></blockquote><p></p>
[QUOTE="Minigiant, post: 9195001, member: 63508"] Class passives versus Treasure passives The core point is to[B] minimize active abilities[/B] on both sides of the DM screen during encounters. Look at the Evoker wizard in MOTM Before build as a PC wizad, it would a caster with 5+ cantrips,awhole lot of spellsslots and TWENTY FIVE prepared spells to think about. The MOTM version? [LIST=1] [*]Arcane Burst (4d10+3 force) [*]Multi attack: 3 Arcane Bursts [*]Sculpted Explosion (recharge 4-6) [*]Wall of Ice (1) [*]Ice Storm (2) [*]Lightning Bolt (2) [*]Magic Armor (2) [*]Light (at will) [*]Mage hand (at will) [*]Message (at will) [*]Prestidigitation (at will) [/LIST] 11 abilities. Easy for a DM. And you only have to think about 1-7 in a fight. And not really 7 because it's passive. You can play that monster toned down and have fun as player. And since 8-11 wont matter in most combats you and combine them and add more for a player. [LIST=1] [*]Offensive Cantrip: Arcane Burst (4 Bursts of 1d10+8 force damage) [*]Sculpted Explosion (recharge 4-6) [*]Wall of Ice (1) [*]Ice Storm (2) [*]Lightning Bolt (2) [*]Magic Armor (4) [*]Utility Cantrips: Light, Mage hand, Message, Prestidigitation [*]Ritual Caster [*]Skill Expert: Arcana [*]Potent Cantrip (added to Arcane burst) [/LIST] Wanna change magic armor to shield for defense? Sure. Passive magic items are calculated into your stats on your sheet. Active magic items just has to be kept at a minimum by the DM. I've reduced monsters and NPCs to index cards of ~10 features like how my family Urban Fantasy game works as a conversion for a high level one shot and it worked great. I can pull out and drop monsters or NPCs out on the fly without having to parse through a ton of info. And the payers grasped their PCs fast. Less "Ummm... I'm gonna" [/QUOTE]
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