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Powering down D&D?
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<blockquote data-quote="wolfpunk" data-source="post: 117735" data-attributes="member: 699"><p>I played around with making all the classes 10 levels, and giving the powers at an accelerated rate. I then made it so that experience for advancement was doubled, well basically to get from first to second level meant using the experience requirement for third level, moving from second to third used the experience requirement for 5th level and so on.</p><p></p><p>I limited wizards and clerics to 6th level spells, some exceptions were made for higher levels spells to be moved down to 6th level if I wanted it for teh campaign. The damage on a few spells was tweaked either by dice cap, or by reducing the damage die to the next lowest type.</p><p></p><p>For saving throws, good progression was +1 every level, middle progression (star wars style) was +1 every other level, and poor was +1 every third level. This made things very deadly, though, might just have good and poor, good being every level, poor being every other level.</p><p> </p><p>For BAB progression fighters get +11/+6/+1 at 10th level, thieves get +10/+5 and wizards get +6/+1.</p><p></p><p>Bonus feats are gained every level divisble by 2.</p><p></p><p>Skill points are doubled, so a fighter gets 4+Int mod, Rogue gets 16+Int mod. Kept the max skills ranks the same for 10 levels as it would be for 20 levels, meaning you can purchase two ranks in a class skill, or 1 rank in a cross class skill each level.</p><p></p><p>I don't know how effective it was at really powering down d&d. I can post some of the class examples if anyone is interested.</p></blockquote><p></p>
[QUOTE="wolfpunk, post: 117735, member: 699"] I played around with making all the classes 10 levels, and giving the powers at an accelerated rate. I then made it so that experience for advancement was doubled, well basically to get from first to second level meant using the experience requirement for third level, moving from second to third used the experience requirement for 5th level and so on. I limited wizards and clerics to 6th level spells, some exceptions were made for higher levels spells to be moved down to 6th level if I wanted it for teh campaign. The damage on a few spells was tweaked either by dice cap, or by reducing the damage die to the next lowest type. For saving throws, good progression was +1 every level, middle progression (star wars style) was +1 every other level, and poor was +1 every third level. This made things very deadly, though, might just have good and poor, good being every level, poor being every other level. For BAB progression fighters get +11/+6/+1 at 10th level, thieves get +10/+5 and wizards get +6/+1. Bonus feats are gained every level divisble by 2. Skill points are doubled, so a fighter gets 4+Int mod, Rogue gets 16+Int mod. Kept the max skills ranks the same for 10 levels as it would be for 20 levels, meaning you can purchase two ranks in a class skill, or 1 rank in a cross class skill each level. I don't know how effective it was at really powering down d&d. I can post some of the class examples if anyone is interested. [/QUOTE]
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