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Too much magic in DnD - Lets fo something about it 2.
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<blockquote data-quote="bramadan" data-source="post: 90630" data-attributes="member: 1064"><p>And one that truly demonstrates that mathematicians really can not count <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Kenjib, glad to hear you are a neighbour, Vacnouver is at least as gloomy this time of the year... </p><p></p><p>I do hope we come out with at least a Netbook out of this. There has been a lot of realy good ideas and I am trying to put at least them some of them into game-mechanical terms. I thought I can finish at least an outline of Necromancer last night but did not. It is taking long as I am reworking almost all the spells in the book. </p><p></p><p>I understand your issues with my "program". While I do appreciate the problem of no-spells on first few levels I believe it is almost essential for the feel I am going for. As soon as PC's can cast magic from the very begining at least a portion of its mystery will be lost for them. I think the solution is to make Scholar class playable, at least on the first few levels. Making them masters of Non-Rougish skills is one way to go about it there probably should be more cool things to be given them. I am looking forward to promised "ways to modify the Rogue class" by MIke Mearls. There might be some good ideas there. </p><p></p><p>Another thing that I mentioned long ago is the XP progresion. This might be just a personal preference and not that important for low magic game but I do think that it somehow contributes to the feel. I like the XP table of 3rd ed. What I do not like is that the ammount of XP PC's get increases in the same progression as the table so it always takes roughly the same time between the levels. IMC I award the flat XP awards which end up ammounting to somewhere between 400 and 600XP per PC per session, depending on how they played, with extra bonues for out of session character developmnent - logs, backgrounds and what not. That way first few levels last relatively short time and the high ones relatively longer. This not only adresses the issue of low-level non casting, as those levels flee by in only a couple of sessions, but also the problem of achieveing powerfull spells "early" as 13-14th level becomes rather far-of future. </p><p></p><p>Reason I like to have level/spell level progression is that that way you can achieve what you are looking for: fellow who is realy good in more than one school, within the regular 20levels dnd span. You can have your Necromancer/Diviner who gets the new spell level every second level and still max him out within the scope of the rules. </p><p></p><p>RangerWicket, thanks for the offer. The project is long from finished but, if ever it is done to satisfaction, I at least would love to see it published in some form.</p></blockquote><p></p>
[QUOTE="bramadan, post: 90630, member: 1064"] And one that truly demonstrates that mathematicians really can not count ;) Kenjib, glad to hear you are a neighbour, Vacnouver is at least as gloomy this time of the year... I do hope we come out with at least a Netbook out of this. There has been a lot of realy good ideas and I am trying to put at least them some of them into game-mechanical terms. I thought I can finish at least an outline of Necromancer last night but did not. It is taking long as I am reworking almost all the spells in the book. I understand your issues with my "program". While I do appreciate the problem of no-spells on first few levels I believe it is almost essential for the feel I am going for. As soon as PC's can cast magic from the very begining at least a portion of its mystery will be lost for them. I think the solution is to make Scholar class playable, at least on the first few levels. Making them masters of Non-Rougish skills is one way to go about it there probably should be more cool things to be given them. I am looking forward to promised "ways to modify the Rogue class" by MIke Mearls. There might be some good ideas there. Another thing that I mentioned long ago is the XP progresion. This might be just a personal preference and not that important for low magic game but I do think that it somehow contributes to the feel. I like the XP table of 3rd ed. What I do not like is that the ammount of XP PC's get increases in the same progression as the table so it always takes roughly the same time between the levels. IMC I award the flat XP awards which end up ammounting to somewhere between 400 and 600XP per PC per session, depending on how they played, with extra bonues for out of session character developmnent - logs, backgrounds and what not. That way first few levels last relatively short time and the high ones relatively longer. This not only adresses the issue of low-level non casting, as those levels flee by in only a couple of sessions, but also the problem of achieveing powerfull spells "early" as 13-14th level becomes rather far-of future. Reason I like to have level/spell level progression is that that way you can achieve what you are looking for: fellow who is realy good in more than one school, within the regular 20levels dnd span. You can have your Necromancer/Diviner who gets the new spell level every second level and still max him out within the scope of the rules. RangerWicket, thanks for the offer. The project is long from finished but, if ever it is done to satisfaction, I at least would love to see it published in some form. [/QUOTE]
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Too much magic in DnD - Lets fo something about it 2.
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