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Wizards in a rough patch?
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<blockquote data-quote="Staffan" data-source="post: 2576076" data-attributes="member: 907"><p>Elves have no special resistance to magic, sleep just like everyone else, and have a higher base move. Dwarves don't get any racial combat bonuses, but they get a "focus" ability to represent their single-minded dedication to a task. Half-elves are outcasts and should get bonuses to things that make it easier to survive in the wilds. Gnomes (and half-orcs) don't exist. New racial descriptions are needed for half-giants, thri-kreen, and muls (half-dwarves).</p><p></p><p></p><p>Ditch the domains and rewrite the class spell lists.</p><p></p><p></p><p>Templars are a base class.</p><p></p><p></p><p>In 2e, defilers were exactly like normal wizards, except they destroyed nearby vegetation (nearby in this case could mean up to 30 yards, depending on terrain and spell level, or even more if they cast many spells from the same place) and had a faster XP table (by the time a defiler was 20th level, a preserver (= normal wizard) was 17th or 18th). In my non-playtested writeup, I let them skip a few levels of spellcasting, so that at 17th level they had the same spell progression as a 20th level wizard.</p><p></p><p></p><p>Thieves (in 2e, "Rogue" was the collective name for both thieves and bards, just like "Warrior" was the collective name for fighters, paladins, and rangers) were pretty much unchanged, except that they got a chance of attracting a noble patron instead of being able to create their own guild. The revised edition of Dark Sun also gave them some additional thieving skills (Forge documents, Bribe officials, and Escape Bonds). And while the bard got <strong>access</strong> to all thieving skills, they didn't get any additional points to spend on them.</p></blockquote><p></p>
[QUOTE="Staffan, post: 2576076, member: 907"] Elves have no special resistance to magic, sleep just like everyone else, and have a higher base move. Dwarves don't get any racial combat bonuses, but they get a "focus" ability to represent their single-minded dedication to a task. Half-elves are outcasts and should get bonuses to things that make it easier to survive in the wilds. Gnomes (and half-orcs) don't exist. New racial descriptions are needed for half-giants, thri-kreen, and muls (half-dwarves). Ditch the domains and rewrite the class spell lists. Templars are a base class. In 2e, defilers were exactly like normal wizards, except they destroyed nearby vegetation (nearby in this case could mean up to 30 yards, depending on terrain and spell level, or even more if they cast many spells from the same place) and had a faster XP table (by the time a defiler was 20th level, a preserver (= normal wizard) was 17th or 18th). In my non-playtested writeup, I let them skip a few levels of spellcasting, so that at 17th level they had the same spell progression as a 20th level wizard. Thieves (in 2e, "Rogue" was the collective name for both thieves and bards, just like "Warrior" was the collective name for fighters, paladins, and rangers) were pretty much unchanged, except that they got a chance of attracting a noble patron instead of being able to create their own guild. The revised edition of Dark Sun also gave them some additional thieving skills (Forge documents, Bribe officials, and Escape Bonds). And while the bard got [b]access[/b] to all thieving skills, they didn't get any additional points to spend on them. [/QUOTE]
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