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Shadowrun using DnD5 [OOC]
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<blockquote data-quote="GreenKarl" data-source="post: 7466654" data-attributes="member: 6801242"><p>Good stuff Bind... lots to more to think about. Yes I kind of left off a lot of bonuses to magical attacks and saving throws. Part of it was in DnD5 there a number of class abilities and even feats that grant some bonus to normal combat (like Battle Master stuff and Fighting Styles) there don't seem to be many that give them to spell casting (except more times to cast and a few that can give a very small bonus to damage like the Elemental master that makes your 1s on damage rolls 2). Make some suggestions and I am open to them.</p><p></p><p>As for Armor and all the other concentration spells. DnD5 is pretty heavy on them and they a balancing issue I think. In Shadowrun no spell can be sustained longer then while the mage is concentration on it. However they do allow a mage to concentrate on more then one spell at a time. I am thinking on dropping or modifying most of the talents for Concentration and doing something like this...</p><p></p><p>"A Magic user can concentrate to maintain a number of Spells equal to its traditions defining attribute modifier. However when doing so the mage suffers an -2 to its Concentration saving throw for every spell past the 1st that it is maintaining at the time. Failure results in all spells that the mage is maintaining to fail."</p><p></p><p>Now there is combat caster feat to give you advantage on the save but maybe a few other or feats could also add some to it. Maybe Sustaining Focuses would mean that you don't need to make a Concentration save if you take damage, at least for the one spell that is being sustained by the focus?</p><p></p><p>Maybe talents that allow you to maintain another spell or spirit would also give you Expertise on your concentration save when you take damage </p><p></p><p>I think this might help the difference between 5th and Shadowrun.</p></blockquote><p></p>
[QUOTE="GreenKarl, post: 7466654, member: 6801242"] Good stuff Bind... lots to more to think about. Yes I kind of left off a lot of bonuses to magical attacks and saving throws. Part of it was in DnD5 there a number of class abilities and even feats that grant some bonus to normal combat (like Battle Master stuff and Fighting Styles) there don't seem to be many that give them to spell casting (except more times to cast and a few that can give a very small bonus to damage like the Elemental master that makes your 1s on damage rolls 2). Make some suggestions and I am open to them. As for Armor and all the other concentration spells. DnD5 is pretty heavy on them and they a balancing issue I think. In Shadowrun no spell can be sustained longer then while the mage is concentration on it. However they do allow a mage to concentrate on more then one spell at a time. I am thinking on dropping or modifying most of the talents for Concentration and doing something like this... "A Magic user can concentrate to maintain a number of Spells equal to its traditions defining attribute modifier. However when doing so the mage suffers an -2 to its Concentration saving throw for every spell past the 1st that it is maintaining at the time. Failure results in all spells that the mage is maintaining to fail." Now there is combat caster feat to give you advantage on the save but maybe a few other or feats could also add some to it. Maybe Sustaining Focuses would mean that you don't need to make a Concentration save if you take damage, at least for the one spell that is being sustained by the focus? Maybe talents that allow you to maintain another spell or spirit would also give you Expertise on your concentration save when you take damage I think this might help the difference between 5th and Shadowrun. [/QUOTE]
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