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The Scrolls of Lost Magic / Re: The Great Arhosa Rebuild
« on: May 21, 2019, 03:26:43 PM »
Links?
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There would be much more to say, but, i didn't made a changelog so i think it's easier to Link the Book and leave you to read it.
Object | any inanimate matter | Surface | point of origin located on feature from the surroundings. spreading using that surface as vector. | ? | ||
Void | a location in space from which the spell emanates regardless of obstacles. | ? | ||||
Creature | an independent entity such as the living, automatons, golems, constructs, animals, etc'. | Self | caster himself | 0 | ||
Natural | a willing creature | 1 | ||||
Hostile | an unwilling creature, enemy | 2 |
Melee | 0 | |||
Near | 1 | |||
Sight | ~having open line of sight | 4 | ||
Unrestricted | 9 |
Instantaneous | applying effect when the casting concludes | ? | |
Focus | enables the caster to keep an effect in action while he concentrate on the spell | ? | |
Short | apply for a short while after the casting and concentrating thereafter concludes | above+num'ofroundsafter |
Delay = 10
Plus die average rounded down.
Plus a d4 for every semi-unique trait your weapon has (like +2 to disarm).
Plus you take your total equipment weight divided by ten, minus your strength modifier, and add that (minimum 0).
Plus a negative modifier equal to your dexterity modifier.
Plus your action modifier, swift is +0, attack action is +2, move is +4, standard is +8.
Plus your terrain modifier, level ground is +0, small gravel is +1, rock is +2, etc.
Plus your environment modifier, no wind +0, light wind +1, etc.
Plus your sight modifier, normal +0, concealment +2.5, 3/10ths cover +3, etc.
Plus your size modifier to attack rolls (smaller creatures are faster).
Plus your conditional modifiers like lightly winded +1, fatigued +2, etc.
Plus you apply half your base attack bonus as a negative modifier.
Plus a 3d13-13d3 for randomness.
Plus your conditional modifiers like slow's x1.5.
Nah, not complicated enough.
Wording could change a bit to explain that this is an ability against spells that ends the summoning.What is it you'd want to see changed in the wording?
Thanks for the input!You're very welcome.
...You touched on the problem of forwards compatibility; where old classes have to be revised when new material comes out in order to use it.
I'd say the D&D list fits the idea just fine, if you look at things right.I second Lord's notion. Not only you should prefer the underlying mechanic over the overlaying fluffy part for the sake of betterment of the game, you should also not stick to habits just because these are the ways things supposed to be. Heck, take 20 years back and you play a game where elves can't play wizards. It's blasphemy!
Just as a rule of thumb, 2e divided all the priest spells into roughly 27 spheres and the current arcane spell schools can be divided into 3 or 4 distinct-feeling subschools on average, so between 24 and 30 descriptors totals is probably where you want to aim for so they feel neither too vague or too restrictive.I really liked the 2e sphere thingy. I was gravely saddened when 3rd came around inrespect to cleric.
Well, how about this then. Strength no longer gives bonus damage. Instead, for each point of strength you have beyond 10, you treat all weapon delay modifiers as 1 point lower (to a minimum delay modifier of +2).