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Messages - The-Mage-King

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1
The Spellshaping Codices / Re: Discussion and Suggestion Thread
« on: February 06, 2013, 08:13:44 PM »
In other news, high-level water effects are hard to come up with.  There are only so many ways you can do "it creates a wave!"  I now understand how Aquaman's writers feel.

Include stuff thematically appropriate for water- purification, disintegration, ect. Stuff like wiping away buffs/debuffs or poisons.

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Talented Classes / Re: Talented Classes- Discussion
« on: November 06, 2012, 11:56:29 PM »
I'm not quite following how this is supposed to work. You have a whole bunch of abilities and prerequisites and stated plans for 6 classes. I don't see how this all comes together, yet. d20 Modern style classes, so mostly a chassis with talents on the odd levels and bonus feats on the even levels, maybe mixed with a few minor class features here and there?

Yeah, pretty much.


The idea is that SAGA classes are for the most part, fairly balanced. Scoundrel is equal to Soldier is equal to Scout, at least in their role. The only odd duck is Jedi, but that's because they're a caster in a system without casters.

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Generally speaking, I'm hesitant about that style of classes, at least within the context of D&D (and especially when comparing them to D&D classes). Half of your abilities are things that anyone can do (feats). The other half are picked from a broad menu, which produces reduced overall coherence and synergy compared to a tailored suite. The paradigm also tends towards feature-light classes, resulting in characters whose capabilities are defined more from external sources like the equipment they use than from internal sources like personal strengths and heroics. Not to say that this will result in the same, just a warning of what to avoid.


Hm...

I might cut the number of feats from classes down significantly, from the planned to possibly 4. That will ease some feat constraints, while not making them overwhelmingly common.

With the "Tree" set up, I'd think talents would be more coherent, allowing people to build the character the envision without being forced to multiclass. Of course, it's viable to multiclass, but that's a


For Fighter-Types (Warrior, Rogue, Spellblade), I plan on giving them disciplines of choice to differentiate them from each other further. Like 5 Ex for Warrior, 3 Ex for Rogue, and 3 of Ex or Su for Spellblade. That will make them more varied than they'd otherwise be, even with my improvements to the normal fighting styles. That lets them be somewhat different from any others.


Mages, well, the spell list is being given a look-at, and thought about. For the most part, I'm taking the most iconic stuff, and slapping on some other stuff that's suitable for them.

I suppose I could steal PF's Words of Power system for spell creation as a base and allow people to make their own spells...



And for experts, I don't have a damn clue. I need something to boost them in a way similar to spells/maneuvers.

Or I could give in to the "I have gear" part, and make them be the Batman to the others' Aquaman and... Don't know who, but anyway. Give 'em gear as their gimmick, and let them make up for no special ability with improved uses, ect. Or skill tricks.

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Talented Classes / Talented Classes- Discussion
« on: November 06, 2012, 05:22:48 PM »
So, discussion thread for the idea. If anyone wants to help out, feel free.

No, seriously. Feel free.  :bigeyes I'm insane enough without doing a whole rebalance by myself.


Talent suggestions are desired. I have some rough outlines, but only Warrior stuff is somewhat sketched out.


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Talented Classes / Talents- Expert
« on: November 06, 2012, 05:10:32 PM »
Posting what I have for Expert.


It's... Not much.

Unlike the other two, there will probably be three or four trees, which will be more extended than the others. Sage, Crafter, and two others.  Most will be non-tree talents, like Intuitive Aptitude is. Crafting is going to similar to PF, in that you can sub spellcraft ranks for caster level if you want to be a non-wizard crafter, but you will still need spells for non-enhancement boni.


Intuitive Aptitude: You may use your key ability modifier in place of that of the normal modifier for up to five skills. This talent may be taken multiple times. Each time, it affects a different five skills.


Alchemical Mastery: You may create any alchemical item with the appropriate check, instead of needing to be a spellcaster. Whenever you create an alchemical item, you may choose to add your key ability either its base damage, its duration, or its saving throw DC.
Prerequisites: Craft (Alchemy) 4 ranks.


Magical Replication: You may create magical items without the required spells, provided you succeed on a Use Magic Device check with a DC equal to 20+ the minimum caster level of that spell. You may substitute Use Magic Device for Spellcraft for the purposes of takin and using [Item Creation] feats.
Prerequisites: Craft Wondrous Item, Use Magic Device 6 ranks, Spellcraft 6 ranks.

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Talented Classes / Talents- Mage
« on: November 06, 2012, 04:57:22 PM »
Posting what I've got for Mage talents. These'll wind up being the start of their schools. Much like Warrior talents, there will be 10 trees, half of which will be Spell focused, and the other half will be tradition based.

Spells are down to 6 schools, one of which everyone has full access to, the others which are restricted with talents. Traditions will be arcanist, magic-blooded, priest, master of nature, and mind-mage.


Magician of Power and Defense: You gain full access to the Evocation school. Whenever casting a damage dealing spell from this school, you may add your key ability to the damage roll.
Prerequisites: Spellcraft 8 ranks.


Magician of Subtlety: You gain full access to spells of up to 3rd level from the Enchantment school. Whenever you cast a spell with a duration measured in rounds from this school, you may add your key ability to the duration.
Prerequisites: Spellcraft 8 ranks.


Magician of Life and Death: You gain full access to spells of up to 3rd level from the Necroturgy school. Whenever you cast a spell that heals a creature of damage, you may add your key ability to the damage healed.
Prerequisites: Spellcraft 8 ranks.


Magician of Form and Shape: You gain full access to spells of up to 3rd level from the Transmutation school. Whenever you cast a spell that provides a creature or object with an enhancement bonus with a duration measured in minutes from this school, you may add your key ability to the duration.
Prerequisites: Spellcraft 8 ranks.


Magician of Mass and Realms: You gain full access to spells of up to 3rd level from the Conjuration school. 
Prerequisites: Spellcraft 8 ranks.

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Talented Classes / Talents- Warrior
« on: November 06, 2012, 04:49:13 PM »
Posting what I've got for the Warrior's talents so far. I've decided to go with an overall 10 trees- 5 style, 5 tradition.

The styles will be Power, Finesse, Sniper, Ambidexterity, and Guardian. The traditions will be Berserker (Rage), Armsman (Warblade, basically, focusing on maneuvers or improved use of one weapon), Skirmisher (Exactly what it sounds like), Knight (Armor, maybe mounted combat), and a last one I don't have an idea for.

Naturally, some will work well with each other. Armsman+Finesse, for example.



Power Tree

Focused on dishing out damage and knocking the target for a loop, the Power tree appeals most to those who just want to get in there and beat their opponents into the ground. You can only deliver one condition from the Two-Handed tree per attack- you could use Impressive Strike on one creature, and Punishing Blow on another, but not both on the same creature.

(click to show/hide)
         

Finesse Tree
The central aspect of this tree is skill at arms- any yahoo can swing a sword, but it takes skill to aim for precise strikes.

(click to show/hide)

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Toku & Tamashii / Re: Discussion and Suggestion thread
« on: November 05, 2012, 11:13:13 AM »
Why does the Magician archetype's Spellshape Strike function so differently from its core spellshaping analogue, the Spellshape Champion's Spellshape Channeling? For consistency and to avoid confusion, if nothing else, I'd recommend changing Spellshape Strike to work as Spellshape Channeling. If you want to add the bonus damage on top, that should be a separate class feature (possibly replacing Strike of Justice; they're already mutually exclusive in usage, anyways).

Mostly for the reasons suggested by Darkstar. Strike of Justice has various effects and abilities linked to it already, which I want to keep seperate from spellshapes, and giving a simple way to channel with both melee and ranged is probably better. It also serves as a decent Stance replacement.

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Toku & Tamashii / Re: Discussion and Suggestion thread
« on: October 26, 2012, 03:37:45 AM »
So, just added the most recent update I made from Giantitp.

6 abilties contributed by some folks on the pad that I was using, and I'm thinking about a potential  new archetype to add.

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Talented Classes / Re: Spells- What spells to use?
« on: October 23, 2012, 02:20:41 PM »
Due to a conversation had, Evocation will be renamed to Thaumaturgy. It... Fits better.

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Homebrew and House Rules (D&D) / Re: Homebrew and House Rules
« on: October 22, 2012, 09:52:08 AM »
Thanks muchly. Go check out my postings.

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Talented Classes / Spells- What spells to use?
« on: October 22, 2012, 09:51:22 AM »
As a major part of the Talent project, I need to revise most of the spells in the game. Since all casting will be based on the psionics rules, I figure I should take what I can of it.

Here's a basic thing regarding how magic is set up.

I've condensed to 6 schools of magic, which should make things be easier to plan out.


What I need is suggestions for the spells converted. Got a handful of first level Evoc spells planned out, but...


And yes, I'm planning dual-school spells for the wierd ones. Disguise Self, for example.

------------------------

The Schools of Magic

Thaumaturgy- Spells dealing with use of energy in a pure form. Some are offensive, and some are defensive, but all use energy.

Conjuration- Spells that create, summon, and call. These bring new things into existence, or move already existing things to a new place.

Divination- Spells related to knowledge, foresight, and planning.

Necroturgy- Spells relating to life and death. Creating undead falls here, as does healing magic.

Transmutation- Spells related to altering an existing thing. Spells that convert existing materials into new structures, as well as those that enhance magical items, fall under this school.

Enchantment- Spells that affect the mind and senses. Illusions fall here, as does direct mind meddling.


Some spells may have aspects of two schools. If so, they typically have multiple access augments, one for each school involved, but are only affected by one of the access talents, chosen at casting.

12
Talented Classes / Talented Classes: Original idea
« on: October 22, 2012, 09:42:57 AM »
So, reposting from Giantitp.


Quote from: TheMageKing@GiantitP
The idea is actually simple- take a page from d20 Modern and Star Wars SAGA, revising 3.5 to remove most of the class bloat and rebalance it..

So far, I've gotten a small framework set up for it- Six classes, named the Warrior, the Mage, the Expert, the Spellsword, the Trickster, and the Rogue.


The first three will be "pure" classes, having full access to the basics of the three subsystems used to differentiate them. The other three....


Well, Spellsword is Gish, Trickster is SkillGish, and Rogue is Skill/Combat.



I'm still trying to think up the subsystems. Considering ToB/Psionics/Something.


Needs more thought, though.

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So, having thought about it some, talents would need to be simple, basic, and somewhat flavorful.

I can see Warrior class talents being split into trees based on fighting style.

Power Attack (perhaps merged with using two hands to attack)/Weapon Finesse (maybe merged with einhander)/Archery/TWF/Tank would all need to be assigned as basic ones, with maybe a few others if needed.

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For caster-types, I was considering making a set of basic talents that decide what they have access to, and maybe grant access if taken again. Additional talents would expand on these. Note that each school -will- be based on Psionic rules, and adjusted to fit, along with compressed. Conjuration will be strictly summoning and teleporting, for example, and enchantment will have illusion effects folded in.

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Now, for the most annoying to figure out of the classes...

The Expert.

Their main gimmick will be skills, and interesting ways of using skills. But they also get to be the most equipment reliant of the classes, since they aren't combatants, and they can't cast.


What I need to do is hammer out the spells list.More on that in another thread.

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Homebrew and House Rules (D&D) / Re: Homebrew and House Rules
« on: October 20, 2012, 09:18:50 PM »
Could I get another forum, in New Mechanics, entitled "Talented Classes"?


I figure bringing that little project here might make it take off faster.

14
Min/Max 3.x / So, telepathy...
« on: September 22, 2012, 02:22:44 PM »
I've been wondering- how to best abuse Telepathy, other than Mindsight. Suggestions?

15
Toku & Tamashii / Re: Discussion and Suggestion thread
« on: September 19, 2012, 11:51:41 AM »
There is, as a class feature, since being a Kaijin provides a penalty on positive Cha based checks made against creatures of your original type.


Lets you take on your humanoid form, but seals away most of your gimmicky stuff.

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Toku & Tamashii / Re: Discussion and Suggestion thread
« on: September 18, 2012, 09:27:21 PM »
Now then. I need some suggestions. Anyone know of a homebrewed Discipline that would fit as a common fighting style of Kaijin? So far, I've got a rough plan set up- Kaijin are full BAB, sentai maneuver progression. They focus more on being big, beefy things that can rip your face off than Sentai do, and get an automatic "track" of abilities that are themed around creature types.

Animals, magical beasts, ect, get lumped into Beast. Nets claws, Monstrous humanoid type if advantagous, fast healing, and physical ability score bonuses.

Constructs are... Constructs. Get slams, DR, Something, and construct (Living Construct) type.

Undead are... Undead. Negative energy healing, energy resistances-->immunities, fortification, and immunity to negative levels, ect.

Eldritch is about half done. Based on outsiders. Something, fire/acid resistance, wings, and then probably Outsider (Native) (Alignment). Not sure.

Draconic is being thought about.


Anyone got ideas? Note that that's not all they get- there'll be some stuff scattered around too. That's just the way I've got 'em split into themes at the moment.

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Toku & Tamashii / Re: Discussion and Suggestion thread
« on: September 18, 2012, 05:57:09 PM »
And changes made. I'll work on getting the PrC's added here, too.

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Toku & Tamashii / Re: Discussion and Suggestion thread
« on: September 18, 2012, 01:26:22 PM »
Definetely pretty cool project you have here, taking some time to read it properly in detail.

Combat Theme-Beast, the Intimidate check is suposed to be opposed by another Intimidate check, or does it work as the Demoralize option of intimidate?

Opposed by Intimidate.

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An ability that may need a buff is the Dual Justice ability. Dealing two kinds of elemental damage isn't that useful, in particular when the damage wasn't that big to begin with. And with all the other sentai abilities available, I can't see myself ever stoping to pick Dual Justice, besides as prerequisite for the Improved version. I would sugest something like minor improved damage to Strike of Justice.

Hm... Does +1/die damage sound good?

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Favored Technique+White Raven Tactics=?

No sane DM allowing it, though I think I may need to put a limit on that...

Hm....

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Fearless Bravado is kinda screaming to have an ally throw area fear effects to buff you, not sure if intended.

Screaming like a loon with a bear-shirt. :P

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Hero's Pose has no range limit? Seems kinda abuseable with leadership-style ability getting a bunch of sentai on the horizon inflicting massive penalty.

Annnnddd adding a limit to that. Medium range seem good?

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Immutable Heroism-Tecnically there's no such thing as level damage or level drain, just energy drain and negative levels.

...Dammit, that wasn't supposed to read like that... Fixing, so much.

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Inhuman Henshin-What happens to your HP if you turn into an undead/construct?

Treated as, not gains the type. Undead/Constructs keep Con.

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Toku & Tamashii / Re: Discussion and Suggestion thread
« on: September 17, 2012, 08:17:12 PM »
a party of Power Rangers Sentai and Masked Rider Kamen Riders.
Masked Rider, what's that. Sorry, you must have imagined it.

Indeed, I must have.
The abomination is the same degree as tastelessness as Comic Sans. Hence, using it.

Anyway, stuff. The table of abilities, for one. That thing was hellish to make.

...

And I'm going to need to update it at some point.

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Toku & Tamashii / Re: Sentai Abilities [Sentai]
« on: September 17, 2012, 08:15:53 PM »
Sentai Abilities: Table format

(click to show/hide)

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