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The Book of Experimental Might: Now in Print!
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<blockquote data-quote="Castellan" data-source="post: 4081787" data-attributes="member: 639"><p>kensanata has a pretty good breakdown of your list, Greg K.</p><p></p><p>As for the disciplines that spellcasters get, I like the way they're handled. The player picks a branch of study and can either add a new branch at higher levels, or take more powerful features of those branches he's already taken. This is balanced out by Monte removing class abilities -- PCs now have to choose a discipline to get certain abilities.</p><p></p><p>A popular one will be Eldritch Bolt, which gives a Magic Missile-like attack every round (as an aside, Monte removed the Magic Missile spell, since this discipline effectively replaces it). It's a ranged touch attack at close range, doing 1d6 force damage and increasing after every few levels gained. If the player chooses to focus on this discipline, he can get bonuses to hit, increased spell range, energy substitution, and even additional damage dice over the standard amount. It seems well-balanced and goes hand-in-hand with the 20 spell levels he's broken spells out to.</p><p></p><p>I like this method a bit better than reserve feats in Complete Mage.</p><p></p><p>This concept is similar for clerics and druids, too. The druid's wild shape ability is rolled into a discipline, so someone not wanting that power doesn't have to take it, or they can spend time really focusing on making it powerful.</p><p></p><p>I haven't had a chance to run any of the changes in a game yet, and it'll probably be awhile before I do, but I'm looking forward to trying it out.</p><p></p><p>The book also includes an action for combat called "Taking A Breather" which I far and away prefer over the 4e "Second Wind" idea. In addition to healing some damage, a PC can "refocus" to get a bonus to hit or damage against one target, get a bonus to a saving throw on the following round, or gain another saving throw to remove an unwanted spell effect. It takes a Standard Action to do, which I think is quite fair given the benefit that can arise from such a game change. Ultimately, this action is going to be a flavor issue. In some games, I'd find it appropriate, but in others, not (i.e. if you want grim and gritty, this whole book isn't for you).</p><p></p><p>My Midnight campaign won't see anything from this book, since it's just not a good fit, but a Forgotten Realms or Ptolus game would be fine host for such changes.</p></blockquote><p></p>
[QUOTE="Castellan, post: 4081787, member: 639"] kensanata has a pretty good breakdown of your list, Greg K. As for the disciplines that spellcasters get, I like the way they're handled. The player picks a branch of study and can either add a new branch at higher levels, or take more powerful features of those branches he's already taken. This is balanced out by Monte removing class abilities -- PCs now have to choose a discipline to get certain abilities. A popular one will be Eldritch Bolt, which gives a Magic Missile-like attack every round (as an aside, Monte removed the Magic Missile spell, since this discipline effectively replaces it). It's a ranged touch attack at close range, doing 1d6 force damage and increasing after every few levels gained. If the player chooses to focus on this discipline, he can get bonuses to hit, increased spell range, energy substitution, and even additional damage dice over the standard amount. It seems well-balanced and goes hand-in-hand with the 20 spell levels he's broken spells out to. I like this method a bit better than reserve feats in Complete Mage. This concept is similar for clerics and druids, too. The druid's wild shape ability is rolled into a discipline, so someone not wanting that power doesn't have to take it, or they can spend time really focusing on making it powerful. I haven't had a chance to run any of the changes in a game yet, and it'll probably be awhile before I do, but I'm looking forward to trying it out. The book also includes an action for combat called "Taking A Breather" which I far and away prefer over the 4e "Second Wind" idea. In addition to healing some damage, a PC can "refocus" to get a bonus to hit or damage against one target, get a bonus to a saving throw on the following round, or gain another saving throw to remove an unwanted spell effect. It takes a Standard Action to do, which I think is quite fair given the benefit that can arise from such a game change. Ultimately, this action is going to be a flavor issue. In some games, I'd find it appropriate, but in others, not (i.e. if you want grim and gritty, this whole book isn't for you). My Midnight campaign won't see anything from this book, since it's just not a good fit, but a Forgotten Realms or Ptolus game would be fine host for such changes. [/QUOTE]
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