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Theurgist Feats

No evil characters, I take it. How about CN?

Do you have "wealth audits" to see if they are at the recommended level of treasure? I used to do that with my group every couple of levels. Do it too often and I'd be afraid that they'd abuse disposable items like potions, scrolls, and wands.

Do they use point-buy, or is it 4d6 drop lowest, or what?

I'm trying to get context for our discussion about the balance of feats, and you have made reference to campaign specific factors. I'm trying to get a handle on why, for example, a charisma prerequisite would be suited to a cleric/wizard feat in your campaign but not in others. Saying that they "have to 'be the best'" isn't terribly informative, since that is true of any adventurer, particularly high level ones.

Your reference to perform, craft and profession skills is helpful; it makes it clear why the knowledge prerequisites for spellcasters might be considered a sacrifice rather than an automatic decision.
 

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Cheiromancer said:
No evil characters, I take it. How about CN?
Actually, evil characters have their place. I tried to get my current gaming group to create characters that were at least partially neutral in alignment. (That didn't work very well, as they didn't buy into the concept that the world is dominated by the balance of forces.)

So, basically, LN, NG, N, NE, and CN are the alignments I like to encourage, with a lot of roleplaying built it. The four exteme alignments aren't as "strong" in the world. Kulan is based on the ideals of Balance, specifically, the Tenets of the Balance. Law vs. Chaos, Good vs. Evil, Nature vs. Civilization, Arcane vs. Divine, and the Balance of the Four Elements.

I've borrowed a lot of ideas, regarding alignment, from the Jester. :cool:

Do you have "wealth audits" to see if they are at the recommended level of treasure? I used to do that with my group every couple of levels. Do it too often and I'd be afraid that they'd abuse disposable items like potions, scrolls, and wands.
No, never tried that. Mainly due to the fact the game isn't played at my place and my players rarely use "official" character sheets.

I really should insist on them giving me updated character sheets once in a while, but we play every week, so it can be difficult.

Do they use point-buy, or is it 4d6 drop lowest, or what?
My standard is the following: Roll 4d6 (drop lowest) 10 times, pick the best six, and arrange however they like. I do allow point buy, as an option, at 28 points.

I'm trying to get context for our discussion about the balance of feats, and you have made reference to campaign specific factors. I'm trying to get a handle on why, for example, a charisma prerequisite would be suited to a cleric/wizard feat in your campaign but not in others. Saying that they "have to 'be the best'" isn't terribly informative, since that is true of any adventurer, particularly high level ones.
I see the feats as being used by other arcane and divine spellcasters, not just cleric/wizards. I would allow cleric/sorcerers and favored soul/wizards to use those feats. Maybe even bard/clerics or paladin/wizards*.

Plus, I use a Elementalist class, created by the Jester, but my version is an arcane spellcasting class instead of a divine spellcasting class. Regardless, I'll likely have to comeup with different theurgist feats for that class, as its Ability score used for spellcaster is Constitution.

*There aren't any multiclassing restrictions for the World of Kulan beyond alignment restrictions. (Rogues can't be lawful good, rangers must be partially neutral, just like druids.)

Your reference to perform, craft and profession skills is helpful; it makes it clear why the knowledge prerequisites for spellcasters might be considered a sacrifice rather than an automatic decision.
I hadn't thought of it that way, but I see what you mean. :cool:
 

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