My own ideas so far are following (mind you those are somewhat drastic, I am talking entirely different d20 game here):
-All spell-casting classes are prestige classes with requirements that make them possible only at arround level 5.
-There is a variety of prestige spell-casters but if they are spell-casters they are *primarily* spell casters. People who specialize in non spell casting things do not get spells. (Assasins, Bards, Temple Raiders etc...)
-Each spellcasting class gets very focused spell-list (ie: Necromancers can only do Necromancy etc..) but they also get some extra feats and wierd skills (in the fashion of Mongoose Necromancers say). One good thing about d20 is that there is so many spells arround in various supplements to choose from.
-Material components are mostly wierd and unusual things, not something you get in bulk. Again, things like "tongue of the sentient creature", "skull of an infant" and so on (from the same source) spring to mind.
-In general spells have significantly higher casting time then what is written but, depending on their class, casters can try to find shortcuts and face possible consequences.
-I am not sure but I think that if we do this right we can get rid of the memorization and spells per day limitations.
-Level progression is not linear but rather quadratic. This can be achieved by making the XP awards non dependant of level. Consequence is that characters go through levels slower, particularily at higher levels. Good thing about this is that it makes for longer campaigns and also hinders the power inflation.
-Scholar class needs to be devised (I have a basic draft). It would serve as a primary feeder into the spell-casting prestige classes but also as the alchemist/herbalist/healer. Idea is for it to be a cerebral equivalent of rogue 8sp/level but different skill selection and class features. Maybe even a few such classes would be in order, or the rules for making them. This would adress the problem of the Diplomat from the other thread. Trick would be to give them enough cool stuff to make them interesting and playable on lower levels. I do not think that they should necessarily be as good as, say the fighters, in combat but should still be viable thing to play.
-I have no clue as to what to do with priests. I am thinking that again begining priest should not be able to cast anything. Some sort of piety acumulation system where character needs to acumulate certain ammount of "saintlyness" points before he can multiclass into a "miracle-worker" prestige class might be possible. I am still thinking about it.
-Grim and Gritty combat rules should be used. This alone should balance mages to large extent. Sure it is very hard to make spell go off but when it does, it is deadly...
Those are just a few ideas, more later...
And of course, economy needs to make more sense as in S'mons games....
-All spell-casting classes are prestige classes with requirements that make them possible only at arround level 5.
-There is a variety of prestige spell-casters but if they are spell-casters they are *primarily* spell casters. People who specialize in non spell casting things do not get spells. (Assasins, Bards, Temple Raiders etc...)
-Each spellcasting class gets very focused spell-list (ie: Necromancers can only do Necromancy etc..) but they also get some extra feats and wierd skills (in the fashion of Mongoose Necromancers say). One good thing about d20 is that there is so many spells arround in various supplements to choose from.
-Material components are mostly wierd and unusual things, not something you get in bulk. Again, things like "tongue of the sentient creature", "skull of an infant" and so on (from the same source) spring to mind.
-In general spells have significantly higher casting time then what is written but, depending on their class, casters can try to find shortcuts and face possible consequences.
-I am not sure but I think that if we do this right we can get rid of the memorization and spells per day limitations.
-Level progression is not linear but rather quadratic. This can be achieved by making the XP awards non dependant of level. Consequence is that characters go through levels slower, particularily at higher levels. Good thing about this is that it makes for longer campaigns and also hinders the power inflation.
-Scholar class needs to be devised (I have a basic draft). It would serve as a primary feeder into the spell-casting prestige classes but also as the alchemist/herbalist/healer. Idea is for it to be a cerebral equivalent of rogue 8sp/level but different skill selection and class features. Maybe even a few such classes would be in order, or the rules for making them. This would adress the problem of the Diplomat from the other thread. Trick would be to give them enough cool stuff to make them interesting and playable on lower levels. I do not think that they should necessarily be as good as, say the fighters, in combat but should still be viable thing to play.
-I have no clue as to what to do with priests. I am thinking that again begining priest should not be able to cast anything. Some sort of piety acumulation system where character needs to acumulate certain ammount of "saintlyness" points before he can multiclass into a "miracle-worker" prestige class might be possible. I am still thinking about it.
-Grim and Gritty combat rules should be used. This alone should balance mages to large extent. Sure it is very hard to make spell go off but when it does, it is deadly...
Those are just a few ideas, more later...
And of course, economy needs to make more sense as in S'mons games....
Last edited: