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#91 | |
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Join Date: Nov 2006
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#92 |
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Join Date: Feb 2005
Location: Berkeley, CA
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#93 |
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Join Date: Nov 2006
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#94 |
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Join Date: Feb 2005
Location: Berkeley, CA
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Ignoring the spellcasting system for the moment, there's something to be said for the Int/Wis/Cha split in D&D; it's decently descriptive of fictional stereotypes. However, it's really best to not base spellcasting on any attribute -- if the attribute is balanced without spellcasting, it's too good with spellcasting, and if it's balanced with spellcasting, it's an underperformer without.
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#95 |
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formerly known as 'Kenneth Latrans'
Join Date: Aug 2009
Location: Wyoming, Michigan
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Except that WIS is more reasonable and logical than INT ;)
__________________
Ba-weep granah wheep minibon. Wubba lubba dub dub. |
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#96 | |
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Join Date: Nov 2006
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#97 |
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formerly known as 'Kenneth Latrans'
Join Date: Aug 2009
Location: Wyoming, Michigan
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My answer would be drop IQ by 2 [-40], raise Magery from 13 to 17[40]. You're still getting Hard spells at 15 and Very Hard ones at 14 for 1 point, most of your IQ-based skills are still very respectable, your Per doesn't drop below 10, and 3 more levels of Magery as stated on your template brings you to 20...which is base Attribute+10, the usual cutoff for increasing them anyway.
__________________
Ba-weep granah wheep minibon. Wubba lubba dub dub. |
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#98 |
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Join Date: Feb 2005
Location: Berkeley, CA
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One thing I've considered is basing ritual and fatigue on points in skill rather than absolute skill. If Magery is separate it's easier:
Skill at Magery-2 or worse: as Skill 9 (words, hands and feet, double time) Skill at Magery-1: as skill 10-14 (words, gestures, normal time) Skill at Magery+0: ritual as skill 15-19; no effect on cost. Minimum for enchantment and ceremonial magic. Skill at Magery+1: -1 casting cost; -1 per extra +2 skill. Skill at Magery+2: ritual as skill 20 (none, half time); halved per extra +2 skill. That makes it somewhat easier to be Johnny one-spell (to cast like skill-25 in RAW, you only need the skill at Magery+4, costing 20 or 24 points), though not much cheaper than in 3e (it was 10 points for -1 cost, half time in 3e; this works out to 8 points for -1 and half, and you only get +2 skill instead of +5), but means you don't just put one point in every spell. |
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#99 |
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Join Date: Nov 2006
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Some things that could happen with Magery being its own stat would be that some wizards may not have as high an IQ stat but maybe learning spells could be more difficult for wizards with low IQs so they would want to keep their IQs around 13. When a scroll is found in a dungeon it would need to be deciphered first before it could be used as would spell books. That would keep the wizards honest and make them have reasonable IQs so as to be more like the traditional fantasy wizard. But they need not be Scholars and Sages, they do not need to know how to know a lot of mundane mundane things as that would be the domain of the Scholars. Most of the IQ skills would tend to be related to understanding magic and reading magical material.
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#100 |
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Join Date: Nov 2006
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Wizard
Attributes: ST 10 [0]; DX 12 [40]; IQ 13 [60]; HT 11 [10]. Secondary Characteristics: HP 10 [0]; Will 13 [0]; Per 13 [0]; FP 14 [9] Advanatages: Magery 4 [45] Primary Skills: Hidden Lore (Demons, Magic Items, Magical Writings or Spirits) and Occultism IQ [2] 13, Alchemy IQ[8] 13, Thaumatology IQ[8] 13. Secondary Skills: Hazardous Materials (Magical); Research, Speed-Reading, Teaching and Writing all IQ-1 [1] 12 etc. |
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