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<blockquote data-quote="Urbannen" data-source="post: 4401534" data-attributes="member: 7643"><p>That's true and it's not true - the specialized spells and skills are so expensive for unrelated classes as to make them impractical to learn. Sometimes the DP cost is so high as to make it virtually impossible. </p><p></p><p></p><p></p><p>I say D&D is customizable because of its multi-classing option. That doesn't mean that I like it or that it makes sense. I personally prefer single-class systems. </p><p></p><p></p><p></p><p>Well, it favors those who wear armor, IME. I remember trying to cast Animal Sleep on some worgs who were wearing metal armor. My 2nd level animist's spell had a 25% chance to succeed on 3rd level creatures (after spending three rounds casting, of course). </p><p></p><p></p><p></p><p>RAW, pure spellcasters can max out 15 spell lists without going over their 5 lists per level limit. They can learn 3 ranks of 5 lists every level. 15 lists covers their base lists and 9 out of 20 closed/open lists. That's a lot of lists they don't have access to, and they will probably not choose to develop the lists with limited usefulness. Or if they are a healer, they will have to spend points in lists that have very limited usesfulness, like Nerve Law. Doing so leaves few skill points left for other stuff, like Lore.</p><p></p><p>Anyway, 2 out of 3 levels they are spending skill points on spell lists ranks that they cannot safely cast. IMO they should be able to develop one rank in all 15 lists each level, with the option of overdevelopment. </p><p></p><p></p><p></p><p>Looking at the rules again, semi-spell casters can develop most of their base lists for about a third of their DP. That's not too bad. </p><p></p><p></p><p></p><p>It is playable, but it is too hard to get reliable successes, especially outside of your class's expertise. I do understand the Moving Manuever system, it just took me a while. My problem is that skills are much harder to use in RM than in, say, D&D. In RM you have to role 111 to succeed at a normal task. That's like a DC 22 in D&D. Routine tasks require an 81 (111-30). That's like a DC 16. I know there are rules for re-trys, but in the end you have to roll a 111 to actually succeed. In RM it is also very easy to rack up the penalties. In order to routinely get your 111, you have to have very high bonuses. The best way to get those bonuses is to focus on the skills you can most cheaply get multiple ranks of every level. </p><p></p><p>I don't think most RM DMs play the 111=success system strictly, however, which is probably a good thing.</p></blockquote><p></p>
[QUOTE="Urbannen, post: 4401534, member: 7643"] That's true and it's not true - the specialized spells and skills are so expensive for unrelated classes as to make them impractical to learn. Sometimes the DP cost is so high as to make it virtually impossible. I say D&D is customizable because of its multi-classing option. That doesn't mean that I like it or that it makes sense. I personally prefer single-class systems. Well, it favors those who wear armor, IME. I remember trying to cast Animal Sleep on some worgs who were wearing metal armor. My 2nd level animist's spell had a 25% chance to succeed on 3rd level creatures (after spending three rounds casting, of course). RAW, pure spellcasters can max out 15 spell lists without going over their 5 lists per level limit. They can learn 3 ranks of 5 lists every level. 15 lists covers their base lists and 9 out of 20 closed/open lists. That's a lot of lists they don't have access to, and they will probably not choose to develop the lists with limited usefulness. Or if they are a healer, they will have to spend points in lists that have very limited usesfulness, like Nerve Law. Doing so leaves few skill points left for other stuff, like Lore. Anyway, 2 out of 3 levels they are spending skill points on spell lists ranks that they cannot safely cast. IMO they should be able to develop one rank in all 15 lists each level, with the option of overdevelopment. Looking at the rules again, semi-spell casters can develop most of their base lists for about a third of their DP. That's not too bad. It is playable, but it is too hard to get reliable successes, especially outside of your class's expertise. I do understand the Moving Manuever system, it just took me a while. My problem is that skills are much harder to use in RM than in, say, D&D. In RM you have to role 111 to succeed at a normal task. That's like a DC 22 in D&D. Routine tasks require an 81 (111-30). That's like a DC 16. I know there are rules for re-trys, but in the end you have to roll a 111 to actually succeed. In RM it is also very easy to rack up the penalties. In order to routinely get your 111, you have to have very high bonuses. The best way to get those bonuses is to focus on the skills you can most cheaply get multiple ranks of every level. I don't think most RM DMs play the 111=success system strictly, however, which is probably a good thing. [/QUOTE]
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