Tequila's D&D Revamp (in progress)

Thanks for starting this thread.. looks like alot of interesting work here.

First: from the other thread you asked about HTML tutorials... I am not a big fan of them and tend to just plagarize from the web pages I surf during work :)
However, if you happen to have Microsoft products on your machine, check for a program called MSE7.exe
Its the Microsoft Script Editor and is a very nice development tool. It has a pretty comprehensive 'Help' function.

Second: Magic. Have you looked at Elements of Magic: Mythic Earth? Its designed for D20 Modern but works well in a fantasy setting. Skill based magic that ignore the usual 'school' thing.

More later when I am not at work :)
 

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I like most of that :D

Whats that ol saying "Great minds...."

Class's
Anyway if you want to cut class's back why not just have the Magical and Non Magical
if it's going to be more skill based (as in my idea for bab to skills) it would be doable (esp if you then also make the cut class's abilities open as feats)

(btw how doable would it be to mix in the three basic class types in UA in with the stanard class's?,)

Hit Points
in my game everyone starts (as a 0 level thing) with hit points equal to CON,
so an average (with a CON of 10) Wiz would start the game with 14 Hit Points,

The system
"make the game simpler and more intuitive" Could not agree more ;)
it's about being smarter with less,

Your reasons look almost the same as mine,
 


Primitive Screwhead said:
Thanks for starting this thread.. looks like alot of interesting work here.

First: from the other thread you asked about HTML tutorials... I am not a big fan of them and tend to just plagarize from the web pages I surf during work :)
However, if you happen to have Microsoft products on your machine, check for a program called MSE7.exe
Its the Microsoft Script Editor and is a very nice development tool. It has a pretty comprehensive 'Help' function.

Second: Magic. Have you looked at Elements of Magic: Mythic Earth? Its designed for D20 Modern but works well in a fantasy setting. Skill based magic that ignore the usual 'school' thing.

More later when I am not at work :)

You mean cut and past code from other cites? How do you do that?

I haven't seen EoM; my experience is exclusively with d&d unfortunately. (aside from a single sesssion of Vampire with a bad storyteller) Is EoM one of the things that can be gotten from Enworld or perhaps a Monte Cook thing? Something I've been recommended is Arcana Unearthed and I think that I will get it, to get out of this d&d rut.
 

librarius_arcana said:
I like most of that :D

Whats that ol saying "Great minds...."

Class's
Anyway if you want to cut class's back why not just have the Magical and Non Magical
if it's going to be more skill based (as in my idea for bab to skills) it would be doable (esp if you then also make the cut class's abilities open as feats)

(btw how doable would it be to mix in the three basic class types in UA in with the stanard class's?,)

Hit Points
in my game everyone starts (as a 0 level thing) with hit points equal to CON,
so an average (with a CON of 10) Wiz would start the game with 14 Hit Points,

The system
"make the game simpler and more intuitive" Could not agree more ;)
it's about being smarter with less,

Your reasons look almost the same as mine,

I can't imagine having just one non-magic class, because I don't see how progressive class abilities can be converted to feats. For example, taking a feat to gain +1d6 per 2 levels would be overpowered, while taking a feat per +1d6 would be underpowered. There may be an acceptable middle ground, but it just feels easier to make a class of it. Aside from the Warrior and Rogue, I think I'm going to need at least a third 'weird' class for players that want things like SR, DR...'monk stuff'.

I've skimmed the 3 basic classes of UA, and they definately wouldn't fit in my revamp. The mage uses the spell slot system while the rogue and warrior would be underpowered. They could be adapted to my system but would end up being exactly my warrior and rogue classes.
 


Yup, 'View', 'Source' will get you all the pure HTML code.. .asp and php pages have a bit more behind the scenes that wont show up this way.

EoM is here on Enworld.. authored by Ranger Wickett...making it one of the most user freindly in regarding to getting the straight dope on what the author *really* meant :)

There are two versions:
EoM: Revised which is a point based system were you build your own spells.. very detailed and can be complex. Spells are mainly based on caster level. This is my prefered as I enjoy the extra level of detail you can eek out of the combinations.

EoM: Mythic Earth is skill based. Non-casters can take a feat to gain access to a mystic skill and have limited casting ability..meaning Fighters can be self-buffers :)

Both systems divorce mechanics from flavor, meaning each caster can describe thier 'Evoke: Fire' as it fits the character type. Means balance is less of a concern.
Both versions also allow the DM to add setting specific restrictions on available spell types. This allows your setting to have all casters using the same basic set of tools.. or restrict Evoke: Fire to just the Red Wizards of Thay {PrC or Feat} if you choose.
 

Land Outcast said:
Woooooooooooohooooooo!!!!!!!!!!
:cool:

BTW: in "Magic" I support option "B"... actually I support psionics, have looked at the system? I haven't seen psionics myself ever in game, but I feel that's the one way to define power of spells and nº of spells per day should be handled.

I have the Expanded Psionics handbook, though I've never played a psionic character. Certain powers are totally overpowered: there's one that adds +1 save DC per 1d6 damage that you power it up!

Land Outcast said:
About the skills: :D
Sounds like a viable alternative to CL and Bab... and I was thinking exactly the same about concentration... I'm working on a combat use of Concentration... which allows to make a series of moves (either techniques, building momentum, finding the enemy's center, flavor goes with character) which end up dealing greater damage or have a better attack bonus, I'll post it on this forum eventually this week probably. You see how Constitution just didn't make it.

This sounds exciting! I'm interested to know exactly how the mechanics work out for this.
 

Primitive Screwhead said:
Yup, 'View', 'Source' will get you all the pure HTML code.. .asp and php pages have a bit more behind the scenes that wont show up this way.

How do I know an asp/php page from an html page?

Primitive Screwhead said:
There are two versions:
EoM: Revised which is a point based system were you build your own spells.. very detailed and can be complex. Spells are mainly based on caster level. This is my prefered as I enjoy the extra level of detail you can eek out of the combinations.

Don't we build our own spells in d&d (well, after we get tired of the cliched fireball)? Is the EoM system a different approach than spell research somehow?

Primitive Screwhead said:
EoM: Mythic Earth is skill based. Non-casters can take a feat to gain access to a mystic skill and have limited casting ability..meaning Fighters can be self-buffers :)

Both systems divorce mechanics from flavor, meaning each caster can describe thier 'Evoke: Fire' as it fits the character type. Means balance is less of a concern.
Both versions also allow the DM to add setting specific restrictions on available spell types. This allows your setting to have all casters using the same basic set of tools.. or restrict Evoke: Fire to just the Red Wizards of Thay {PrC or Feat} if you choose.

I like the idea of a fighter taking a feat to be able to cast a few spells (there's something like this in the Psionics book); I'll be sure to add that in as I just started doing my feats chapter last night.

I'm not sure I like the idea of anything that makes balance less of a concern; I'm trying very hard to balance everything as much as my experience allows.
 


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