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<blockquote data-quote="Hammerhead" data-source="post: 317329" data-attributes="member: 73"><p>Also, when creating characters at higher level, the Spells and Magic addon for S&P was hideous. You could delay all your abilities for reduced cost. So you could make a cleric, buy fighter powers, and maybe a school of magic, and then delay all your cleric spheres a few levels. Because you'd generally buy lots of spheres, the 1 or 2 points you saved for delaying things added up when used on all your spheres. Add then you buy more spheres with those points, and delay them too. Fear the clerics with all the fighter powers and then evocation.</p><p></p><p>Also, you could get disadvantages that weren't. Taking Spell Talisman - you need a certain object to cast spells - gave you 8 bonus points. However, wizards could do nothing without a spell book anyway, and clerics needed a Holy Symbol for most of their spells. Since those classes would already be screwed without certain objects, spell talisman was essentially free points.</p><p></p><p>I always thought that the split stats were more broken than the weapon mastery rules. At higher levels, weapon mastery was about the only thing that made fighters worth playing. You could get the stat bonuses for "free" and from first level, while by the time you get Grandmastery, the wizards could have flying, Imp Invis, the uber stoneskin, etc.</p><p></p><p>I was always interested in creating the XP machine. I'd pick the 5% bonus XP option in the human race section, have a 16 prime stat for another 10%, and then I could find some kits that gave bonus XP as well. Using the registered wizard kit from FR, I think I could get 25% bonus XP for a wizard.</p></blockquote><p></p>
[QUOTE="Hammerhead, post: 317329, member: 73"] Also, when creating characters at higher level, the Spells and Magic addon for S&P was hideous. You could delay all your abilities for reduced cost. So you could make a cleric, buy fighter powers, and maybe a school of magic, and then delay all your cleric spheres a few levels. Because you'd generally buy lots of spheres, the 1 or 2 points you saved for delaying things added up when used on all your spheres. Add then you buy more spheres with those points, and delay them too. Fear the clerics with all the fighter powers and then evocation. Also, you could get disadvantages that weren't. Taking Spell Talisman - you need a certain object to cast spells - gave you 8 bonus points. However, wizards could do nothing without a spell book anyway, and clerics needed a Holy Symbol for most of their spells. Since those classes would already be screwed without certain objects, spell talisman was essentially free points. I always thought that the split stats were more broken than the weapon mastery rules. At higher levels, weapon mastery was about the only thing that made fighters worth playing. You could get the stat bonuses for "free" and from first level, while by the time you get Grandmastery, the wizards could have flying, Imp Invis, the uber stoneskin, etc. I was always interested in creating the XP machine. I'd pick the 5% bonus XP option in the human race section, have a 16 prime stat for another 10%, and then I could find some kits that gave bonus XP as well. Using the registered wizard kit from FR, I think I could get 25% bonus XP for a wizard. [/QUOTE]
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