evilbob said:
Hit Points:Hurts barbarians, helps wizard/sorc.
Yes, part of the plan. Lower total HP count allows for more reasonable combats longer down the road (i.e. the game doesn't become "epic" at 10th level like most games I've played in).
evilbob said:
Absent alignment: Potentially huge boost to paladins, other alignment-restrictive classes. How are you going to handle "good cleric/evil cleric?"
Regarding Paladins, I don't know that we'll ever have one in Hyboria...but we had a samurai that really struggled with all the "chaotic" actions of a typical hyborian party. Personally, I think the paladin is so weak already that it won't even matter.
As for clerics, the players get to choose whenever and whatever is relevant to their "religion" Good/evil is irrelevant.
evilbob said:
Hurts rogues and rangers somewhat, massive boost to most other classes, especially casters.
I've never understood how it "hurt" rogues, because the other classes don't get enough points to spend anyways
evilbob said:
TWF strength-based fighter ftw!

Seriously, TWF and other fighting styles become very powerful this way.
Excellent. My goal is to get other classes to start doing this kind of stuff. They'll never hold a candle to a fighter anyways
Really, this balances itself. If a fighter has a low dex and is trying to two-weapon wield, he's going to be WEAKER than the guy who actually has an upper dex right?
evilbob said:
Interesting idea to avoid powergaming while still giving everyone a little bit of a boost. This + your skill point rule means everyone will have lots of skill points.
THis is one of the few things that I stole from the CONAN RPG (which I don't care for..to put it mildly).
I think it's great for balance and with fewer magical items in the game, and it seems to make levelling more satisfying too.
evilbob said:
If I'm reading this right, it's a huge hit to clerics. I can see how you're trying to avoid the fighter/wizard thing, what with constant mage multiclassing, but clerics get hurt with this one.
Yes. Another goal met. Magic is magic and clerics are the most powerful group in the game so this balances out. This also hits paladins (but nobody's going to play one of them

.
Yes, it also prevents heavy fighter/divine's.
evilbob said:
Just be sure to have enemies fail, too. Although I think this rule favors melee over ranged, since finding bowstrings in a desert/forest/cave is rather tough...
Yes, the enemies fail too. Monster claws don't go flying off though

As for melee over ranged, yes, bowstrings break..but the critical is almost ALWAYS worth it.
We've had so many broken weapons it's not even funny. Many of them were combat-ending, life-saving events. "You jam your +2 "nonmagical" sword into the belly of the Turanian captain and snap it off at the hilt just before he can cleave you in twain!"
Ah, those are the good times
jh