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Messages - Bronzebeard

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81
Homebrew and House Rules (D&D) / Discussion on Vancian Magic - Chapter 2
« on: January 07, 2016, 10:56:20 AM »
First part can be found here.

Foreword: I wish to thank faeryn, Eldritch_Lord, Jackinthegreen, Unbeliever, SneeR, and the rest for their invalubale help and all the helpful input.


Onwards!

New arcane spellcasting rules
alpha build - temporary name "Mystery"

  • Spells memorized: The arcanist can memorize spells up to his Int. mod. + 1 (e.g. human with 14 int. can memorize 3 spells at any given time).
  • Spell level limit: The arcanist can cast spells no higher then his class level divided by 2 and rounded up (e.g. Caster level 5 will be able to cast no higher then 3rd level spells).
  • Spellcasting: each spell is cast against relevant save (Illusion vs. mental, disease vs. Fortitude, etc.). Casting a spell will not remove it from memorization. It is possible to recast it multiple times.
  • Spells: The only existing spells are 1st level pieces that are very minor and can be combined for greater effect with other pieces. Example:
    Assume I have orb of acid, a 1st level 1d3 ranged attack spell, memorized. I can combine it with daze, another 1st level spell, and the widen metamagic in order to have a different spell in my arsenal. The new spell will be called bronzebeard's acid arrow and will be used as a 5th level spell of cone shaped acid 1d3 damage with daze effect upon hitting an enemy.
    (click to show/hide)


Questions? Comments? For? Against?

82
Homebrew and House Rules (D&D) / Re: Decomposing spells
« on: December 23, 2015, 06:41:51 AM »
Evocation is a lot more than just damage dealing. Even in the PHB spell list, only about half of the printed Evocation spells even deal any damage. You've got things like illumination-manipulation (Daylight, Darkness, Invisibility Purge), deific energy manipulation (Blasphemy, Consecrate, Divine Power), communication (Sending), and magical transference (Contingency, Imbue With Spell Ability), too. A lot of people forget that, although it doesn't help that most non-PHB Evocation spells are just blasting.

Probably.
But we already know that some items are simply misplaced. Some were in a specific school at a previous editions. And others don't make any sense whatsoever where they were placed.

The inconsistent or unintuitive part of the schools is the various bad or un-updated school assignments for certain spells, not the school system itself.  Mage armor being neither an Abjuration (by virtue of being a protective spell) nor an Evocation (by virtue of being a [Force] spell) isn't a problem with Abjuration, Conjuration, or Evocation metaphysics, it's due to the fact that mage armor originally gave you an actual suit of armor made of force (scale armor, specifically) and they didn't change the school when it went from "conjuring up a suit of armor" to "creating a generic force field." Same thing with "Orb of fire is totally a Conjuration even though fireball is an Evocation because...um...shut up!" and "Healing is Conjuration now, because Necromancy is icky!" and all the other WotC changes and inventions that didn't go in the right school.  Yes, the designers ended up doing a lot of "When in doubt, stick it in Conjuration or Transmutation" with 3e, but really, WotC devs making terrible decisions is nothing new and doesn't (or at least shouldn't) reflect badly on the framework that was around long before them.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Regardless, I'm aiming for a more generalized point of view. Whether you need a pseudo scientific reasoning for the school groupings or willing to work on the fly - I want to chart, in a very general way, one or two or three strengths to each school. Just for the sake of brainstorming rules and what not.

So evocation? check. Other schools?

83
Homebrew and House Rules (D&D) / Re: Decomposing spells
« on: December 21, 2015, 10:52:15 AM »
No ideas? Anyone? An outside view would be much appreciated.

Or is the chart not clear enough?

84
Homebrew and House Rules (D&D) / Re: Source vs. Save
« on: December 21, 2015, 10:50:45 AM »
For a simple list that would make all 6 stats important to everyone.

STR: Save vs Physical forces

Dex: Save vs Environmental forces/Dodge

Con: Save vs Poison/Bleed/Disease/Death

Wis: Save vs Divine Magic (non-mind affecting)

Int: Save vs Arcane Magic (non-mind affecting)

Cha: Save vs Mind affecting forces

Very close to what Robby suggested initially:

STR vs. pull/push/trip. Probably grapple.

DEX vs. being hit, balance. Should also mention initiative rolls.

CON vs. bleeding, wound, poison, diseases and toxins.
I don't use the 3 rolls for dying check. It doesn't add anything. But I do think fatigue should factor somewhere in there.

CHA vs. compulsion, charm, mind affecting, bluff? diplomacy?


There is no, as of now, any other implication, or... significance to the (virtual) separation of divine and arcane. Non at all. So, why should we use a different save?

e.g. A dispel magic casting would once require wis save and another time an int save and would yield different results.
A problem.

85
Homebrew and House Rules (D&D) / Re: Source vs. Save
« on: December 18, 2015, 04:21:07 PM »
...As it stands, Dex is a pretty solid stat that anyone can benefit from having. Con is one that is nearly mandatory for everyone else. Cha can be dumped by everyone who isn't a spontaneous caster or doesn't have some weird niche feat. Similarly, it's going to be hard to design saves on these already-existing ability scores where someone doesn't end up saying "Oh, just dump Int. You're not a wizard or beguiler, and the Int save doesn't do anything important, anyway.".

This type of approach would probably work better in a system designed from scratch, where the abilities could be created from the ground up so that they are all equally useful....

This!  :clap
This here is exactly it!

I know that trying to tweak the system is quite a chore and might "fall apart" midway. But I deem it highly necessary:

Both dex and con are highly sought after. str and wis are a tad important and cha is almost always a dump stat.
Maybe, just maybe, some items can be swapped around so that the abilities are more or less important for every character (excluding each class's own ability that fuels it's powers.).
The most obvious one, in my eyes, is granting cha as the save against Domination, Thrall and Charm spells.

Your thoughts?

86
Homebrew and House Rules (D&D) / Re: Decomposing spells
« on: December 13, 2015, 03:43:45 AM »
Any input on the chart itself?

87
Homebrew and House Rules (D&D) / Re: Alternative Progression & Casting
« on: December 13, 2015, 03:35:28 AM »
I made a spreadsheet with all the numbers and levels with and without your addition and I must say that I still think that the inclusion of 1/2 HD to spells save DC is way too potent. It's giving somewhere between 85% to 115% of success. It seems to me way too one-sided.

88
Homebrew and House Rules (D&D) / Re: Alternative Progression & Casting
« on: December 09, 2015, 11:01:24 AM »
I'm having trouble with your analysis.
It only shows level 20, it doesn't mention the functions themselves, and it does a poor job of showing the chances of each item.

It might be seen as if I'm bashing you - but I'm truly not. I just want to be very meticulous in the analysis itself.
--------------------------------------------------------------------------------------

We'll start from the basics:

Attack function is "The Difficulty Class for a saving throw against a sorcerer’s spell is 10 + the spell level + the sorcerer’s Charisma modifier" (copied and pasted from the d20 srd website).
So; 10 + Spevel + Castability

Spevel (Spell level) is tied to level by way of Spevel=(Class/2)+1

Defense function is class bonus added with corresponding ability modifier. The classes showcase to different bonus types named good and bad.
Good; 2+(Class/2)+Defability
Bad; Class/3+Defability

For sake of simplicity I'll say that the caster uses his highest spell.
As can be seen, we have the following variables: Class and Ability.
A very simplified graph would show the following:


Here's me trying to enter the functions throu a graph plotter:

It's very clear that even a "simplified" version is very hard to discern. But it is where we need to start. You can't simply start with 'at level 20 with +9 from items'. The early levels matter as well. I'd fathom to say that they matter even more.

 :psyduck
I wish I could find someone that already calculated those.

89
Homebrew and House Rules (D&D) / Re: Alternative Progression & Casting
« on: December 08, 2015, 11:22:23 AM »
The most immediate problem and goal is in regards to spells with saves. Its bugged me to no end that spell save DCs progressed exponentially slower than Will/Reflex/Fort saves.
In order to solve this, I'm afraid you'll have to break down some arithmatic dance moves and show how both the attack(spellcast) function and defense(save) function work. Keeping in mind that in order for the game to work, and assuming we're still talking about d20 system, then the attack function must be 10 points higher then the defense function disregarding levels and taking into account intervals of ability modifiers, equipment and buffs.

Both the old way and your new suggestion doesn't show that. Unless I'm overlooking something.


Next is the issue of multi-classing spellcasting. I don't aim to allow it at no cost, but I do aim to reduce the penalty. Multiclassing with another spellcasting class would logically still improve your casting ability in other casting classes. Similarly, learning a mundane class doesn't mean you would stop practicing magic. Since neither of these is direct advancement of the class you progress at a different rate. Arcane casters are still advancing arcane casting when they dip into a different arcane class so they would still progress full caster level. However an arcane caster who levels a divine casing class would still be training their ability to cast magic, but differences between the two types would mean a slowed progression. A caster who leveled a mundane class would still learn from their practice but since the new class is not casting they learn at an even slower rate.

The same sort of logic would apply to mundane class progression as well, however restrictions are nessisary... For this reason I restricted the advancement to abilities learned within the first 3 levels of a class that improve with class levels. The early class abilities are generally the most basic and fundamental to the class, so continued progression of them fits, learning new class abilities however should always require levels in that class.

I don't agree with you there. A few examples:
The spontaneous arcane caster which power from his vestige would not further advance his arcane powers if he would suddenly level a wizard in addition. His power source (thematically speaking) would not be the same one and therefore a different progression would need to be tracked.
Playing a sneakattack rogue and then adding on top a figher-sneak-attack-varient would mean that checks would need to stop him from advancing both sources of sneak attack. Yet, a very strong case can be presented for why he should receive the rogue special moves even if he didn't get to higher levels with his thief.


Making cantrips into at-will abilities gives spellcasters something...Overall goal was to make a system thats just more enjoyable and less punishing.
I strongly encourage you pursue that. Just that there are already a few items on the subject - including one that you and I had already shared.


=Now for the original post=

I hate cantrips/will. Much prefer to hand out free Reserve Feats.

I don't understand how the metamagic is going to work - can you further clarify?

The familiar change seems alright. Honestly, if someone gains a familiar I see no reason to not work with him so he can have the pet he desires.

The other parts have already been addressed above.

90
Homebrew and House Rules (D&D) / Re: Source vs. Save
« on: December 08, 2015, 10:39:12 AM »
However, there are many such attacks that I honestly feel should be available to both STR & DEX... Trip you could STR save to stand firm and stop their weapon (possibly taking a little damage) or you could DEX save to maintain your balance. A Bull Rush you could again STR save to stand firm taking the full force of the attack but not moving an inch, or your could DEX save to dodge out of the way causing your opponent to charge past you.
Then how would you differentiate them? Or should you allow players to choose at will? Maybe it depends on class? race? acquired feat?

Dex instead of AC... depends on how you calculate it... is the save vs the damage or vs the attack roll? can the attack roll easily exceed Dex+20? will bonuses to AC (such as nat AC, armor, shield, Monk's AC, etc...) be a factor in the roll?
Oooh definitaly vs. to hit. Damage is negated by DR/ or by heals. The Ref' specifiaclly replace the AC as a emphasizing dodge thing.
Armor, Shield, Natural AC and the likes should (I think) be treated as DR/ but I'm not 100% on that.

Damage from Energy types... that could possibly be under Wis &/or Int

Honestly Wis & Int really are interchangeable... The only real difference between the two would be the "how & why" fluff stuff... If your highly knowledgeable about a threat you would likely possess some knowledge on how to avoid or lessen the threat (INT) or if you were highly experienced with a threat you would similarly be experienced with methods of surviving the threat (WIS)... That's really what Int & Wis boils down to Knowledge vs Experience... but in the end they both apply to the same things...
Hmmm... either I'm not agreeing with you on this, or I don't understand. But please note that I'm not trying to discuss the inherent implications of how a mortal being reacts. Simply trying to make sense of implications of rules. I mean, if Wis and Int are so similar, why not use a unified score (not taking into account the different spellcasting ability). I mean, Wis and Int are considered brains. So use ability "brains". No?

In other words - I target someone with crippling necrotic gripe. Should he save based on brains?

91
Homebrew and House Rules (D&D) / Re: Decomposing spells
« on: December 08, 2015, 10:15:19 AM »
Anyway, going back to the initial post - I conjured up a quick table related to the answers in the thread. I entered both Illusion, Transmutation and Necromatic spell schools as my own intuition. Would love to hear more attempts at mapping the schools.

A note:
Spell schools are not set in stone. Maybe Conjuration should be broken up to smaller sects. Dunno.
The chart is not set in stone - I treat healing, for the moment, as removing debuffs. maybe it needs it's own line? I also don't know where to place summoning. I think it belongs to the Control part. Again, not sure.


So, give it your best go. And tell me what you think.

92
Homebrew and House Rules (D&D) / Re: New take on Reserve Feats
« on: December 07, 2015, 09:15:12 AM »
What do wizards and sorcerers "need" for feats. I was under the impression that they're pretty solid as-is with their spellcasting. The feats are icing on an already awesome cake. The only mandatory feat I know of is Natural Spell for druids.

Well, it depends on your build - but some major milestones include "Augment Summoning" for summoners. There are alternative feats for other schools. Combat casting is great. Improved Initiative and/or Spell Penetration is pretty crucial. Both Metamagic feats and Item creation are quite common. Improved Familiar is handy. PrC's will more then likely require some feats (like Spell Focus or spell mastery). I can even see Point Blank Shot being utilized.

Again, it depends on your build.

93
Homebrew and House Rules (D&D) / Re: Decomposing spells
« on: December 07, 2015, 06:25:06 AM »
anything that a player wants to try that doesn't have material, I tend to be able to whip something up for them in a hurry.

See. This here worries me. It means that freedom is limited and the DM is forced to be in charge of even more work. It also means that most of these are non repeatable ruling that would diverse by time, gaming group and story.
But that just nitpicking.


But keeping a hand on things stops most of the runaway imbalance that the D&D splatbookfest devolved into over time.
GAWD  :bigeyes  That's even more responsibilities for the poor GM...

94
Homebrew and House Rules (D&D) / Re: New take on Reserve Feats
« on: December 07, 2015, 05:12:23 AM »
You noted that you use some house rules. I think those are important to disclose beforehand so that we all be on the same page. For example - I hate using the cantrips are free/at-will house rule. It changes the class's inner workings so immensely. Yet, I do still grant a free reserve feat to arcanists because I think it's important to give them something to do every round.
It was actually pointed by Eldritch_Lord and faeryn that a good way to treat spellcasters is by changing the spells so that they are no longer fire and forget. In effect, making all of them at will. But I digress.

Regarding your actual work: I dislike it.  :pout
Sorry, but I really do.
It's not because it is unbalanced or because of a personal thing (In fact, I think it is very well thought out, mechanically sound and well presented!). What flips me off is the dependency on feat "slots". Spellcasters (especially wizards and sorcerers) have already so much that they need, and want, to cram into those oh so precious feats. That's why I grant one reserve for free.

 :D

95
Homebrew and House Rules (D&D) / Re: Alternative Progression & Casting
« on: December 06, 2015, 06:54:20 AM »
I would like to comment on your writing. Yet, before that I would like you to elaborate on your Goal.
i.e. what is the problem in the mechanics?

96
Homebrew and House Rules (D&D) / Re: 3.5 Race Hotfixes
« on: December 05, 2015, 08:28:19 PM »
Here's my look at it:

Technically speaking, certain races are better then others at certain roles.
We'll take for example choosing Half-Orc Barbarian.
Since the race grants me +2 Str bonus then it is a better pick then most races. I can choose a different race, say Half-Elf, for style reasons. However; picking Half-Orc is the better choice - some would say, the right choice.
The act of deciding which race to play has no implication. It's not exclusive with other bonuses. Therefore, there is, by definition and because of arithmetic, a right choice and a wrong choice.

Hence, our first order of the day is the ability bonuses.
Options:
I. Remove them entirely. Or at least, change it so that there is some investment involved in obtaining them (for example, paragan races levels).
II. Include some sort of catch for the bonuses. Like dodge bonus to AC that can be gained from multiple sources but doesn't stack - maybe an elven archer gain +2 Dex from race and the Dwarven archer gain +2 background feat that cannot be taken by races with Dex bonus.


Either case, I'm with you on this.

97
Game Design / Re: Rolling Initiative and redefining the cost of actions
« on: November 24, 2015, 09:47:07 AM »
I wish something like this would be implemented. Reminds me a bit of the 2nd edition initiative rules.

Thing is - the amount of bookkeeping is very traumatizing.

98
Homebrew and House Rules (D&D) / Re: Source vs. Save
« on: November 24, 2015, 04:23:01 AM »
@RobbyPants

Corruption? What do you mean by corruption?
Is Int, Wis and Cha interchangeable in your opinion?


@faeryn

Str - Like?

~~~~~~~~~~~~~~~~

@All

Do you agree that Dex save can be used instead of AC?
And how would you treat damage sources? (Fire? Sonic? Lightning? Radiant? there's more...)

99
Homebrew and House Rules (D&D) / Re: Decomposing spells
« on: November 24, 2015, 04:14:14 AM »
I have something in the works but I'm not so sure about it. I'll show it once I think it can stand on it's own.

(click to show/hide)

I think that you are right in trying to base 'balance' as a way for each character to contribute to the game. And I do think that balancing classes 1on1 is very hard.
My main gripe with your method of providing different spellcasting rules for each playstyle (or game characteristic) is that it would be very hard to expand upon. If a player wants to cast a spell that he thinks is in the scope of the characters power he would have to encounter game-building alone. He would have to try to create a spell, balance it out, and implement it without support railings. Same goes for bringing a new spellcaster that is not represented by existing rules. Like, what if I want to play an enchanter? or Magical Elven Archer? or a paladin of tiamat?
That's why I'd much prefer to come up with a way of going LargePicture->SmallPicture and not the other way around.

This is a part of it. In addition to another discussion on the matter.

I still think your work is excellent and it would be fun to give it a go.

100
Homebrew and House Rules (D&D) / Re: Favored Soul
« on: November 24, 2015, 03:52:47 AM »
Just a quick thing: what does the Favored Soul do that is different from other characters?

Otherwise, looking good.

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