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Using Blue Rose magic system
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<blockquote data-quote="JBowtie" data-source="post: 2126814" data-attributes="member: 1810"><p>So, here's a summary of my first round of design work. Note this is all predicated on the assumption that playtesting doesn't reveal any inherent problems with the system as written.</p><p></p><p>For the psion, instead of giving him max ranks (as is assumed by the system), give him no ranks. When he wants to cast a spell, he spends points to get ranks; he can go up to some mulitple (say, 1.5x) of the max ranks as long as he has the points. This leaves him with the tactical flexibility.</p><p></p><p>For the bard, make it easier for her to maintain multiple effects, and allow her to aid another spellcaster (using the standard aid another action). This preserves her role as a support caster and allows multiple bards to work together easily.</p><p></p><p>For the mage, allow him to boost his spell effects by using spellcraft checks and material components. Possibly allow him to add traditional spells using spell research, but make them fatiguing and/or wild (which will limit the number added).</p><p></p><p>For the witch, allow her to use all arcana untrained and train in a small number, say 2. This keeps her using spells but leaves the focus on her class abilities.</p><p></p><p>For the druid, give him a fixed selection of nature-related arcana. Probably with an inherent boost to compensate for the decreased flexibility.</p><p></p><p>The runecaster would need to be rethought, since all the class abilities are based around spell level.</p><p></p><p>In addition to the changes, I'd need to look carefully at the ritual magic rules in my world, use my own classification scheme for arcana and tweak the out-of-place arcana (because elementals and elemental magic do not exist in my campaign world).</p></blockquote><p></p>
[QUOTE="JBowtie, post: 2126814, member: 1810"] So, here's a summary of my first round of design work. Note this is all predicated on the assumption that playtesting doesn't reveal any inherent problems with the system as written. For the psion, instead of giving him max ranks (as is assumed by the system), give him no ranks. When he wants to cast a spell, he spends points to get ranks; he can go up to some mulitple (say, 1.5x) of the max ranks as long as he has the points. This leaves him with the tactical flexibility. For the bard, make it easier for her to maintain multiple effects, and allow her to aid another spellcaster (using the standard aid another action). This preserves her role as a support caster and allows multiple bards to work together easily. For the mage, allow him to boost his spell effects by using spellcraft checks and material components. Possibly allow him to add traditional spells using spell research, but make them fatiguing and/or wild (which will limit the number added). For the witch, allow her to use all arcana untrained and train in a small number, say 2. This keeps her using spells but leaves the focus on her class abilities. For the druid, give him a fixed selection of nature-related arcana. Probably with an inherent boost to compensate for the decreased flexibility. The runecaster would need to be rethought, since all the class abilities are based around spell level. In addition to the changes, I'd need to look carefully at the ritual magic rules in my world, use my own classification scheme for arcana and tweak the out-of-place arcana (because elementals and elemental magic do not exist in my campaign world). [/QUOTE]
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