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Too much magic in DnD - Lets fo something about it 2.

kenjib said:


That's a good point and I hadn't thought of that approach. However, do you like the way that prestige classes and caster levels interact? I can't think of a good model for getting something like this to work very well. The problem is that each prestige class either has it's own spell progression list, which really cripples spell casters and is a bit of a balance problem (usually on the underpowered side) since you can start taking the prestige class at a wide range of levels but the power of the spell progression is fixed, or you do the +1 of existing class thing, which does not allow you to have different skill levels in different areas.

Why do you feel that using skills is less appropriate? A rogue can learn different tools - pick pocket, open locks, disable device - as she advances and know them all at different levels of expertise. That's more of the kind of feel I wanted.

Since you've brought it up, though, I do agree that prestige classes ideally are the game mechanic that seems best suited toward this, but with the way that they are actually implemented in the rules I just don't see it working very well. What do you think?

Sorry about the previous post, that is what I get for not reading the thread in full before responding :D. Point is, this is exactly what I was proposing sometime at the begining of the old thread.
It is a huge ammount of work but I think it is ultimately worthwile. If we pool our resources we might make it a bit less horrible.

The way I was thinking about it is: Have a scholar class as a base class, they would be a rogue variant with vastly different skill selection and various "Lore" class abilities replacing sneak attack.
On top of that have a number (as many as we can come up with) of spell-casting classes. Most of them being able to sattisfy the entry requirements somewhere between 3rd and 6th level depending on the power of the class (which need not and shoud not be equal if we are to achieve the classical-fantasy feel of this varius traditions).

Next step might seem a bit drastic but the idea is to change spell progression level to one spell-level per character level. In that way 5th level necromancer would be able to cast 5th level necromantic spells. Given that we will be fiddling with the spell-lists anyway we can fix the balance issues in those. Having the progress through levels directly related to spells reinforces the traditional mystical feel (He is 5th chapter necromancer) and removes one of the ore annoying DnDisms. It is also good as it allows the entire prestige class to be "realized" within the 9 levels. This should go a long way to balance out the fact that spell-casters start out later and that they are significantly more specialized.

In most cases I would allow multiclassing between various prestige classes but caster levels would *not* stack. Much slower progress is a price you pay for versatility and that is like it should be. In the "real" world you do not expect that an acomplished Kabbalist will also know much about the Druidic lore... Of course there could be "jelaous" classes that do have you lose your perks and possibly even spells if you multiclass out or "incompatible" classes that negate each other and so on...

Another major departure point from DnD that I propose is getting rid of spells per day, spell-slots, "mana" or any other game-like measure for artificial limitation of the spell-casting. Two things that should limit the spell-caster are time, components and consequences.

Time should be a major one. In mythology most spells are what in gaming could be termed "ritual" spells. They take very long time to complete but have effects that are more long-lasting then ones in PHB. My "Bull's Strength" from the previous thread is an example of how I think this things should work. Most summonings, alterations, abjurations and necromantic spells should have casting time in hours and duration adequately extended. There is few things in DnD as it stands that are more Diablo-like then the summoning spells that take seconds to complete and bring forth a creature from nether planes for a whooping half a minute (not to mention that the creatre is frequently a fiendish dire badger or something of that ilk). Prefered duration for almost any spell of that sort is something like till the next sunset or sunrise in the best keeping with tradition. Also some "escape clause" to end it early such as washing off the blood in my spell, or whatever is good thing to have.

Components are greatly important. Both for controling the ammount of casing and for atmosphere. Traditionaly, components have to be something that is not mass-produced (no pinches of sulfur, or bat guano because those can all be aquired in large quantities at once). Very good components are ones from Mongooses "Necromancy" book: bladed weapon burried with a corpse, skull of an infant and so on are excellent examples of what I have in mind. They should end up enhancing atmophere, providing the controlling factor for number of spells and most importantly cutting down on frivoulous casting.

Consequences are the most heavy-handed way of limiting the spell-casting. They can be very interesting (again enhancing the atmosphere - see the "Eater of Dead" and other consequences of the necromantic feats in "Necromancy") but if they are used to the point of effectively shutting down the PC spell-casters then they are overused. Idealy a wizard should be able to go through the career in more or less safe way following one of the more pedestrian paths, say Alchemy, without ever being xposed to serious consequences. His spells, in that case, should be slow expensive, usefull but not spectacular. Consequences should be reserved for those who wish to get lots of power quickly. Besides those obviously dangerous paths as Demonology and Necromancy, any attempts to cut down on time and components should be dangerous. Perhaps it is possible to cast the Bull's strength without a night of fasting and a ritual sacrifice by invoking Spirit of the Bull straight into oneself, but these spirits are hard to controll and maybe some less desirable after-effects will inger long after the strength has gone away...

Finaly I do thing that there should be a casting check for all spells. I aslo think that DC's shoul be such that it is realtively easy for the character to pass them. This way spells are still *largely* reliable but there is always a chance of mishap. Giving bonuses and minuses to this role for extraordinary circumstances is also in the best tradition of myth and fantasy... Full or New Moon, Caster is Virgin, Recepient is Blood Realtive of the caster etc... are all good examples of possible conditins that affect the role. Giving extra bonuses to succeding Roll with margin of 5 or 10 or some other high number might give further incetive for the casters to look for the most appropriate conditions for casting, again as per traditional fantasy.

I have more ideas but have to leave for now.
I would *really* like some comments on those ideas and idealy some volounteers to split the work with...
 

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The way I was thinking about it is: Have a scholar class as a base class, they would be a rogue variant with vastly different skill selection and various "Lore" class abilities replacing sneak attack. On top of that have a number (as many as we can come up with) of spell-casting classes. Most of them being able to sattisfy the entry requirements somewhere between 3rd and 6th level depending on the power of the class (which need not and shoud not be equal if we are to achieve the classical-fantasy feel of this varius traditions).

That's an idea I've been batting around for quite some time. My idea though wasn't tied to historic occult traditions but to mundane skills and their magical counterparts. For instance, instead of having a Bard class, the Bard would be a variant Rogue. Once his Perform skill reached a certain level, he'd be eligible for a Sorcerer-variant Prestige Class full of song-related spells. Similarly, a Druid would be some kind of mundane Expert-variant until his Wilderness Lore and Knowledge (Nature) skills qualified him for a Prestige Class full of nature spells (i.e. the current Druid spell list).

This would mean that only mundane experts would become magical experts, and you'd have no such thing as a Bard barely good enough to earn his meal (four ranks of Perform) singing magical songs, or a Druid who knows the deepest secrets of the forest without actually having the skill to survive in the wild (four ranks of Wilderness Lore). This also meant that any Wizard would have a full array of Gandalf-esque knowledge skills, as they would be prereqs for spellcasting. It also meant that spellcasting Rangers and Paladins could be a Prestige Class for mundane woodsmen and templars to enter.

Next step might seem a bit drastic but the idea is to change spell progression level to one spell-level per character level.

That might work fine, especially if each spell list is as one-dimensional as a typical Cleric Domain.

Another major departure point from DnD that I propose is getting rid of spells per day, spell-slots, "mana" or any other game-like measure for artificial limitation of the spell-casting. Two things that should limit the spell-caster are time, components and consequences.

Further, many spells should only work at certain times, or their components should only be valid if plucked at certain times, etc. You can only collect so many chicken eggs hatched by a toad at midnight on Midsummer's Eve.

There is few things in DnD as it stands that are more Diablo-like then the summoning spells that take seconds to complete and bring forth a creature from nether planes for a whooping half a minute (not to mention that the creatre is frequently a fiendish dire badger or something of that ilk).

That's one of my serious peeves, summoning a fiendish dire rat for six seconds.

Prefered duration for almost any spell of that sort is something like till the next sunset or sunrise in the best keeping with tradition. Also some "escape clause" to end it early such as washing off the blood in my spell, or whatever is good thing to have.

Agreed. And a really long spell duration might be "a year and a day".

Very good components are ones from Mongooses "Necromancy" book: bladed weapon burried with a corpse, skull of an infant and so on are excellent examples of what I have in mind.

Excellent examples.

Perhaps it is possible to cast the Bull's strength without a night of fasting and a ritual sacrifice by invoking Spirit of the Bull straight into oneself, but these spirits are hard to controll and maybe some less desirable after-effects will inger long after the strength has gone away...

Good ideas.

Finaly I do thing that there should be a casting check for all spells. I aslo think that DC's shoul be such that it is realtively easy for the character to pass them. This way spells are still *largely* reliable but there is always a chance of mishap.

Agreed. There doesn't have to be much risk to explain why magic wouldn't be ubiquitous. Really, a 1% chance of summoning an angry demon is quite a risk to take. Or a 1% chance that you'll polymorph into a wolf just fine, but you might not come back.

Giving bonuses and minuses to this role for extraordinary circumstances is also in the best tradition of myth and fantasy... Full or New Moon, Caster is Virgin, Recepient is Blood Realtive of the caster etc... are all good examples of possible conditins that affect the role.

Absolutely, but some of those make for better game mechanics than others. Tying spellcasting to phases of the moon means that either the DM controls the PCs power depending on his mood (one of the chief complaints of the Ranger's Favored Enemy ability), or the PCs can turn the tables and wield more power than he'd like by only adventuring when they want to. It's something to think about.
 

I like the idea of class-prgression...basically:

STEP 1: Weak NPC-style class (like Adept)

STEP 2: Mini-PrC for lower levels with basic abilities (like your basic Wizard or Sorcerer, but only full of 0-2nd level spells)

STEP 3: Full-Fledged Spellcaster with VERY limited lists (Illusionists can now ONLY cast illusion, Evokers can cast ONLY evocations). Transmuters ACTUALLY change stuff with their spells (Burning hands?!). More powerful spellcasters (like Evokers) will have more stringent requirements.

STEP 4: MULTICLASSING: You can be a 3rd level Necromancer/4th level Abjurer with only the mildest crossings of spells (perhaps Wall of Bone or something), but with similar "universal" spells that are more utilitarian than

This works pretty well for me...seems interresting, too. :)
 

It's a shame that barsoomcore isn't involved in this thread. The scholar - PRC route is precisely what he's already done from what I gather. He's even been using it actively in a campaign so it's been tested somewhat and he could give quite valuable insight into pitfalls and benefits. Hopefully he'll find his way here. He could save a great deal of headache all around I'm sure.
 

Something like that, except that I am trying hard to make Scholar (a base feeder-class) a viable thing to play in and out of itself (particularily outside combat).
Also I see little need for the step two generalist. Somewhere between leves 3 and 6 you should pick your path. That way you get more focused character develpment but I guess if you want them you can have some sort of in-between class, at the very least it should not be necessary and should slow you down a bit in your specialization...
 

kenjib said:
It's a shame that barsoomcore isn't involved in this thread. The scholar - PRC route is precisely what he's already done from what I gather. He's even been using it actively in a campaign so it's been tested somewhat and he could give quite valuable insight into pitfalls and benefits. Hopefully he'll find his way here. He could save a great deal of headache all around I'm sure.

It would be great to have him onboard. But do I sense concensus ? Kenjib, are you interested in working on this stuff ? How about others ?
I am currently working on Necromancer which I will soon present as an example of how I think those classes should look like. We can then take him apart and work from there... In the mean time if any of you write any other classes please share...
 

I suppose Step 1 and 2 could be integrated into each other....it's just that I have trouble thinking of a wizard without Read Magic because it isn't on his spell list. There should probably be a few things that anyone with the capacity in magic could do.

What's wrong with the NPC class Adept as it stands as being the intro to those classes? I mean, they're basically watered-down spellcasters as it is...

So, it could be like a tree...maybe...

ADEPT leads to cleric, druid, other divine spellcaster...

SCHOLAR (or whatever) leads to wizard, sorcerer, bard, or other arcane spellcaster....

Maybe not. :) But just requiring some Adept levels before you go into full-on spellcasting may solve the problem in part...gets the ball rolling, anyway
 

mmadsen said:

Absolutely, but some of those make for better game mechanics than others. Tying spellcasting to phases of the moon means that either the DM controls the PCs power depending on his mood (one of the chief complaints of the Ranger's Favored Enemy ability), or the PCs can turn the tables and wield more power than he'd like by only adventuring when they want to. It's something to think about.

I agree, we have to figure them out...
BTW I like the eggs hatched at midnight; I will defiitvely use those.
I think we are on the roll :cool:
 

In the mean time if any of you write any other classes please share...

Ideally, I think all the spellcasting classes should be mechanically identical, just with different spell lists. That is, they could all be mechanically the same as the Sorcerer (or whatever) but with a mega-Domain of spells.
 

Kamikaze Midget said:
I suppose Step 1 and 2 could be integrated into each other....it's just that I have trouble thinking of a wizard without Read Magic because it isn't on his spell list. There should probably be a few things that anyone with the capacity in magic could do.

What's wrong with the NPC class Adept as it stands as being the intro to those classes? I mean, they're basically watered-down spellcasters as it is...

So, it could be like a tree...maybe...

ADEPT leads to cleric, druid, other divine spellcaster...

SCHOLAR (or whatever) leads to wizard, sorcerer, bard, or other arcane spellcaster....

Maybe not. :) But just requiring some Adept levels before you go into full-on spellcasting may solve the problem in part...gets the ball rolling, anyway

I do not mind Adept or Expert or what have you and those could be totaly legitimate routes into spell-casting. I only believe that people should be having fun on all levels and NPC classes as mich as they serve our purpose in terms of the atmosphere are not necessarily the most fun thing to play.

Also, in the best tradition of multiplicity of options I would not make prerequisites for the prestige classes based on levels in other classes but rather on skills and feats. That way truly dedicated Fighter or Rogue can one day learn to cast spells (at the cost of seriously disregarding their primary pursuits) it is just that the guy who spends most of his time reading books is going to get there first...

For those who might have missed it here is my draft of Scholar Class. It is currently being playtested and player is not complaining. Any suggestions as to how to make it better are most welcome:

The Scholar

Scholars are lore-masters and alchemists. Sages and explorers came from their number but so do the Demonologists and Necromancers. They are counter-part to the rogues in that that they are masters of many skills but theirs are of more intellectual type.

Hit Die: d6
BAB: As Wizard
ST: As Monk

Class Skills:
Alchemy, Appraise, Concentration, Craft, Decipher Script, Diplomacy, Disguise, Forgery, Gather Information, Heal, Knowledge, Perform, Profession, Ride, Sense Motive, Spot, Wilderness Lore

Class Features:

Weapon/armour proficiencies:
Scholar is proficient with all simple weapons and with light armour.

Scholarly Lore:
The scholarly lore functions as the “Bardic Lore” but with following exceptions.
At second level and every two levels thereafter scholar can choose the “Area of Expertise” in this area scholar can use synergy between his knowledge skill and the scholarly lore. One half of the scholarly lore level can be added to all knowledge skills in the area. Further specializations can be either in different fields or in a particular sub-field. If the sub-field is chosen the full scholarly lore score can be added to all knowledge checks in this sub-field. One more level of specialization is available to the truly dedicated scholars allowing the one and a half scholarly lore added to the particular topic within a subfield.
Typical Fields would be: Arcana, Arhitecture/Engeneering, Alchemy, Profession Herbalist, Geography, History, Religion, Folklore, etc…
Typical subfields would be (within say Arcane ) would be Demon Lore, Rune Lore, Magical artefacts etc…
Typical topics would be (within Demon Lore): Succubi and Incubi, consequences of Demonology on mortal practitioners, and so on.

Skill Lore:
Starting 3rd level and every three levels thereafter Scholar can chose a single skill. Number of allowed ranks in this skill is increased from level+3 to level +5 for class skills and from (level+3)/2 to (level+5)/2 for cross class ones. The new ranks still need to be paid for with skill points but otherwise count as ranks for all purposes including the synergy bonus (this is a powerful ability as it makes qualifying for certain prestige classes much easier) .

Book Lore:
Starting 5th level Scholar can get bonuses to skills due to the available books on the subject. Number of skills in which this can be used is equal to scholar’s level and the maximum allowed bonus is +1 at 5th level and +1 more for every two level above that. Only appropriate skills can be so enhanced and availability of the relevant books can restrict the use of this ability.

Language Lore:
Starting 3rd level all languages cost only one skill point.
At 6th level scholar can understand most living languages even if she has not previously encountered them. For previously unheard languages intelligence checks can be used to figure the nature of the writing or the conversation. DC varies with circumstance. At 8th level scholar can try to make herself understood in a totally novel languages. Wisdom check is used. At 10th level scholar can attempt to communicate with any being with intelligence 3 or more.

Great Lore:
At 7th level scholar can identify magical and special items as well as read most of the arcane and archaic scripts even if she has no ranks in appropriate skills. The analysis time required is anything between a day and a week and the result duplicates the spells identify or comprehend languages.

True Lore:
At 10th level analysis of objects or writings can produce results equivalent to the spells Analyse Dweomer or Legend Lore.
 

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