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General Tabletop Discussion
EN Publishing
O.L.D. Playtest Document: Book I - Characters (October 2014)
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<blockquote data-quote="Primitive Screwhead" data-source="post: 6437100" data-attributes="member: 20805"><p>Sounds good. But.. here is some semi-filtered feedback from the group tonight.</p><p></p><p>Typo/legacy references:</p><p>- Intellect, INT, etc for LOG scattered all over.</p><p>- Page 77: Once per day you may substitute your REP attribute for another attribute in order to make an attribute check. REP is no longer a standard OLD attribute</p><p>- Magical Skills still reference spell lists and have the benefit of an increased MP Cap for that kind of spell list. I presume that magical skills will now reference secrets and grant skill dice to the casting rolls for spells that derive from that secret.</p><p>- Fey as a creature type. This is referenced in the Elf descriptions, but there isn't a Fey secret nor a creature sub-category for Fey.</p><p></p><p>Speaking of secrets. I need to better categorize them in my collection of spell paths.</p><p></p><p>Now into the meat of the problems we encountered. The re-alignment of the casting classes into the two base traditions and subsequent specializations didn't pan out well. </p><p></p><p>Base traditions granting +1 Magic and specialization granting +2. The mage power-level in OLD is comparable to a mid-level caster in 1e or 2e. Phenomenal power for a very short time. Like one encounter short time. Meanwhile the non-casters are ready to keep on going. Our Druid has almost given up on casting after gaining a MasterCraft bow and realizing he gets to attack with 9d6 and deal 6d6 damage with every shot. And if the targets are easy to hit, burn dice from attack to deal more damage. He outclasses the casters in every combat.</p><p> All that to say, more Magic isn't a bad thing. </p><p></p><p>I recommend boosting the base traditions to grant +2 Magic at each rank in order to give the casters more longevity.</p><p></p><p>The idea of having the specialized traditions grant more Magic is to give them more power within their sphere. But it also gives them more power across the board.</p><p></p><p>I recommend adding the following benefit to specialized caster traditions:</p><p></p><p>Specialized Traditions require the caster to know a specific secret, Fire for FireMage, etc... The tradition Rank I benefit in a specialized traditions is that MP costs for that secret are reduced by 2MP and you gain a +1d6 die bonus to MAGIC attribute checks when casting spells from that secret.</p><p></p><p>This gives them more power in their focused area without granting broad powers.</p><p></p><p></p><p>Mage:</p><p> The pre-req of LOG 4 is too high, making the tradition only accessible as a starting tradition only to Humans and Grand Elfs who had taken the apprentice origin. Setting it to LOG 3 makes more sense and allows for entry into the tradition through other origins.</p><p></p><p>Cleric:</p><p> With no LOG boosts and only +1 Magic, the dedicated Clerics suck at casting. They will only have a small handful of spell paths and they are forced to take one from the Good or Evil. </p><p></p><p> Recommend a pre-req of Will 3 and link spell paths learned to Will, and grant the secret of Good/Evil as a free secret.</p><p></p><p>Druid:</p><p> Due in part to the problem listed above in cleric, Druids are pretty much forced to take the same three secrets. I recommend having the pre-req for secrets be a 'or' instead of 'and', allowing more player choice</p><p></p><p></p><p>Spell paths:</p><p> We need a lot more!</p><p></p><p>That is all for tonight!</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 6437100, member: 20805"] Sounds good. But.. here is some semi-filtered feedback from the group tonight. Typo/legacy references: - Intellect, INT, etc for LOG scattered all over. - Page 77: Once per day you may substitute your REP attribute for another attribute in order to make an attribute check. REP is no longer a standard OLD attribute - Magical Skills still reference spell lists and have the benefit of an increased MP Cap for that kind of spell list. I presume that magical skills will now reference secrets and grant skill dice to the casting rolls for spells that derive from that secret. - Fey as a creature type. This is referenced in the Elf descriptions, but there isn't a Fey secret nor a creature sub-category for Fey. Speaking of secrets. I need to better categorize them in my collection of spell paths. Now into the meat of the problems we encountered. The re-alignment of the casting classes into the two base traditions and subsequent specializations didn't pan out well. Base traditions granting +1 Magic and specialization granting +2. The mage power-level in OLD is comparable to a mid-level caster in 1e or 2e. Phenomenal power for a very short time. Like one encounter short time. Meanwhile the non-casters are ready to keep on going. Our Druid has almost given up on casting after gaining a MasterCraft bow and realizing he gets to attack with 9d6 and deal 6d6 damage with every shot. And if the targets are easy to hit, burn dice from attack to deal more damage. He outclasses the casters in every combat. All that to say, more Magic isn't a bad thing. I recommend boosting the base traditions to grant +2 Magic at each rank in order to give the casters more longevity. The idea of having the specialized traditions grant more Magic is to give them more power within their sphere. But it also gives them more power across the board. I recommend adding the following benefit to specialized caster traditions: Specialized Traditions require the caster to know a specific secret, Fire for FireMage, etc... The tradition Rank I benefit in a specialized traditions is that MP costs for that secret are reduced by 2MP and you gain a +1d6 die bonus to MAGIC attribute checks when casting spells from that secret. This gives them more power in their focused area without granting broad powers. Mage: The pre-req of LOG 4 is too high, making the tradition only accessible as a starting tradition only to Humans and Grand Elfs who had taken the apprentice origin. Setting it to LOG 3 makes more sense and allows for entry into the tradition through other origins. Cleric: With no LOG boosts and only +1 Magic, the dedicated Clerics suck at casting. They will only have a small handful of spell paths and they are forced to take one from the Good or Evil. Recommend a pre-req of Will 3 and link spell paths learned to Will, and grant the secret of Good/Evil as a free secret. Druid: Due in part to the problem listed above in cleric, Druids are pretty much forced to take the same three secrets. I recommend having the pre-req for secrets be a 'or' instead of 'and', allowing more player choice Spell paths: We need a lot more! That is all for tonight! [/QUOTE]
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