For awhile now I have been trying to find a d20 system to use in my two homebrew settings. I have looked at Perfect 20, True 20, F20, 'buy the numbers', all three incarnations of D&D and nothing I have found so far seems to fit just right. I like certain aspects of each system but none of them as a whole. So I am really left two options, use a system that doesn't really mesh with my setting, or create a system of my own. As you guessed, I have decided to create my own system. So I have come to ask for help in my endeavor.
This is the first incarnation of the system, which really means that I am taking the elements that I like from each and trying to mash them together into a working system. I am hoping that with your help, I can begin moving away from this random collection of ideas and turn it into something more unique.
When looking at this system keep this in mind
Nothing is set in stone
What works?
What doesn't work?
Is there any wonkeyness?
What can be done to make it better?
File: 1183846427_369_FT0_cbg_system_post.pdf (//../../e107_files/public/1183846427_369_FT0_cbg_system_post.pdf)
I like your system of points, but am a little confused about class archetypes. At first level, how does a player with a rogue differentiate himself from a fighter if they have little xp to buy abilities etc?
I also like how your races determine ability scores, but they seem to have a very wide range of scores for base races (4/12 for elf?) How exactly do the modifiers work?
Keep up the good work!
Quote from: So-KeherI like your system of points, but am a little confused about class archetypes. At first level, how does a player with a rogue differentiate himself from a fighter if they have little xp to buy abilities etc?
I also like how your races determine ability scores, but they seem to have a very wide range of scores for base races (4/12 for elf?) How exactly do the modifiers work?
Keep up the good work!
Well there are no class archetypes in this system, I am modeling it in a way that a person can do just about anything as long as they have the XP to learn it.
as for ability scores the modifiers work just as they do in D&D, so all humans start out with a -1 for all modifiers. The way I have set up the base scores is two fold; the first is that all racial scores total 48 points. This gives a balance so no one base race is stronger then any other. Secondly the way I distributed the stats is how I feel the races should be set up. Dwarves, while being smaller, are still physically stronger then humans. While elves are weaker then humans but make up for it mentally.
Very nice so far. I'll be following this.
here is a rough idea of my systems fire magic, tell me what you think of it.
[spoiler]Fire I
XP to learn: 500
Requirements: none
Components: V, S
Casting Time: 1 standard action
Range: 15 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell point cost: 1
A cone of searing flame shoots from your fingertips. Any creature in the area of the flames takes 1d4 points of fire damage. Flammable materials, such as cloth, paper, parchment, and thin wood burn if the flames touch them. A character can extinguish burning items as a full-round action.
Augment: for every 2 additional spell points you spend on this spell increase the damage by 1d4.
Augment: by spending 5 spell points the player may change the shape from a cone to a 15 ft line.
Fire II
XP to learn: 1,000
Requirements: Fire I, II
Components: V, S
Casting Time: 1 standard action
Range: 10 ft.
Effect: Burst of fire extending 10 ft. from you
Duration: Instantaneous
Saving Throw: Reflex half
Spell point cost: 1
This spell causes a powerful explosion of flame to burst from you, damaging anyone within 10 feet of you. All creatures and objects within that area, except for you and any creatures or objects that share your space, take 1d6 points of fire damage.
Augment: for every 4 additional spell points you spend on this spell increase the damage by 1d6.
Augment: the range for this spell increase by 5 feet for every 10 points spent on this spell
Fire III
XP to learn: 1,500
Requirements: Fire I, II
Components: V, S
Casting Time: 1 standard action
Range: Close 25 ft.
Effect: One orb of fire
Duration: Instantaneous
Saving Throw: Reflex for partial; see text
Spell point cost: 3
An orb of fire about 3 inches across shoots from your palm at its target, dealing 1d8 points of fire damage. You must succeed on a ranged touch attack to hit your target. A creature struck by the orb takes damage and blinded for 1 round. A successful Reflex save negates the blinding effect but does not reduce the damage.
Augment: for every additional 3 points you spend on this spell increases the damage by 1d8
Augment: you gain an additional orb for every 10 points you spend on this spell.
Fire IV
XP to learn: 2,000
Requirements: Fire I,II,III
Components: V, S,
Casting Time: 1 standard action
Range: personal.
Area: 30ft, all of which must be connected in one continuous path
Duration: Instantaneous
Spell point cost: 3
You create a path of flame when you cast this spell. Anything along this path takes 1d10 points of fire damage to all creatures and objects it touches. The flame lights up the area as if it were a torch, and small sparks and decaying flames remain in the area for 1 round, shedding light as candles but dealing no damage. A creature or object can be affected only once by each casting of this spell. If the damage from the flame destroys an interposing barrier, the flame can move beyond the barrier if it has area remaining.
Augment: for every additional 3 points you spend on this spell increases the damage by 1d10
Augment: for every 6 points spent on this spell the spells area increases by 5 ft.
Fire V
XP to learn: 2,500
Requirements: Fire I '" IV
Components: V, S
Casting Time: 1 standard action
Range: Long 400 ft
Area: 20-ft.-radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell point cost: 5
The spell creates an explosion of flame that detonates with a low roar and deals 1d12 points of fire damage every creature within the area. Unattended objects also take this damage. You determine the range (distance and height) at which the spell is to burst. The spell sets fire to combustibles and damages objects in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing barrier shatters or breaks through it, the spell may continue beyond the barrier if the area permits; otherwise it stops at the barrier.
Augment: for every 5 additional points you spend on this spell increases the damage by 1d12
Augment: for every 15 points spent on this spell increase the area by 5ft.
Fire VI
XP to learn: 3,000
Requirements: Fire I '" V
Components: V, S
Casting Time: 1 standard action
Range: Medium 100 ft.
Effect: Opaque sheet of flame up to 20 ft. or a ring of fire with a radius of up to 5 ft.; either form 20 ft. high
Duration: 5 rounds
Saving Throw: None
Spell point cost: 5
An immobile, blazing curtain of fire springs into existence. One side of the wall, selected by you, sends forth waves of heat, dealing 2d4 points of fire damage to creatures within 10 feet and 1d4 points of fire damage to those past 10 feet but within 20 feet. The wall deals this damage when it appears and on your turn each round to all creatures in the area. In addition, the wall deals 2d6 points of fire damage to any creature passing through it. The wall deals double damage to undead creatures. If you evoke the wall so that it appears where creatures are, each creature takes damage as if passing through the wall. If any 5-foot length of wall takes 20 points of cold damage or more in 1 round, that length goes out.
Augment:
Augment:
Fire VII
XP to learn: 3,500
Requirements: Fire I '" VI
Components: V, S,
Casting Time: 1 standard action
Range: Medium 100 ft.
Area: Cylinder (10-ft. radius, 40 ft. high)
Duration: Instantaneous
Saving Throw: Reflex half
Spell point cost: 7
This spell produces a vertical column of fire roaring downward. The spell deals 2d6 points of damage
Augment: for every 7 additional points you spend on this spell increases the damage by 2d6
Augment: for every 15 points spent on this spell increase the area by 5ft.
Fire VIII
XP to learn: 4,000
Requirements: Fire I '" VII
Components: V, S
Casting Time: 1 standard action
Range: Personal
Effect: Flaming whips
Duration: 5 rounds
Spell point cost: 7
Your forelimbs transform into flaming whips. You gain two melee touch attacks with a 15-foot reach that each deal 2d8 points of fire damage. Attacks with these flaming whips replace any natural attacks you had with those limbs.
While this spell is in effect, you cannot cast spells, nor can you carry items with your forelimbs. Any items worn on your forelimbs cease functioning while the spell is active.
Augment: for every 5 additional points you spend on this spell increases the damage by 2d8
Augment: the character receives an additional attack for every 20 points spent on this spell
Fire IX
XP to learn: 4,500
Requirements: Fire I '" VIII
Under construction
Fire X
XP to learn: 5,000
Requirements: Fire I '" IX
Components: V, S
Casting Time: 1 round
Range: Medium 100 ft
Area: Two 10-ft. cubes
Duration: 3 rounds
Saving Throw: Reflex half
Spell point cost: 9
When the spell is cast, the whole target area is shot through with sheets of roaring flame. The raging flames damage everything they touch causing 2d12 points of fire damage
Augment: for every 9 additional points you spend on this spell increases the damage by 2d12
Augment: for every 10 points spent on this spell increases the area by an additional 10ft cube
[/spoiler]
Here is my rough idea for the first three Earth spells.
[spoiler]Earth I
XP to learn: 500
Requirements: None
Components: V, S
Casting Time: 1 round
Range: Close 25 ft.
Effect: One razor sharp piece of stone
Duration: Instantaneous
Saving Throw: None
Spell point cost: 1
A razor sharp piece of stone shoots from your palm in the direction of your target, dealing 1d4 points of piercing damage. You must succeed on a ranged touch attack to hit your target
Augment: for every additional 2 points you spend on this spell increases the damage by 1d4
Augment:
Earth II
XP to learn: 1,000
Requirements: Earth I
Components: V, S,
Casting Time: 1 standard action
Range: Touch
Target: personal
Duration: 24 hours or until discharged
Saving Throw: none
Spell point cost: 1
The warded creature gains resistance to blows, cuts, stabs, and slashes. The subject gains damage reduction 10/adamantine. (It ignores the first 10 points of damage each time it takes damage from a weapon, though an adamantine weapon bypasses the reduction.) Once the spell has prevented a total of 10 points of damage, it is discharged.
Augment: for every 3 additional points you spend on this spell increases the protection by 10.
Augment:
Earth III
XP to learn: 1,500
Requirements: Earth I, II
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Stone or stone object touched, up to 10 cu. ft.
Duration: Instantaneous
Saving Throw: None
Spell point cost: 3
You can form an existing piece of stone into any shape that suits your purpose. For example, you can make a stone weapon, a special trapdoor, or a crude idol. The spell also permits you to reshape a stone door to make an exit where one didn't exist or to seal a door shut. While it's possible to make crude coffers, doors, and so forth with this spell, fine detail isn't possible. There is a 30% chance that any shape including moving parts simply doesn't work.
Augment: for every 2 additional points you spend on this spell increases the volume effected by 1 cu. ft.
Augment: by spending 5 spell points you may use this spell to shape metal
Augment: by spending 7 spell points you may use this spell to shape crystal and gemstone
[/spoiler]
So I have been thinking more about spells and how I want magic to work in my setting. I came up with a new idea and I wanted to run it pass the guild to see what you think of it.
My idea is that you lean a single spell and as you progress you can learn ways to better utilize that spell.
For example, by spending 500 XP your character learns the fire spell (see below) and gains a supernatural ability of fire resistance 1.
Fire I
XP to learn: 500
Requirements: none
Components: V, S
Casting Time: 1 standard action
Range: 5 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell point cost: 1
A cone of searing flame shoots from your fingertips. Any creature in the area of the flames takes 1d4 points of fire damage. Flammable materials, such as cloth, paper, parchment, and thin wood burn if the flames touch them. A character can extinguish burning items as a full-round action.
Now the character has the option to select the abilities that he wants for that spell (see below). Also, for each ability the character buys for this spell increase his damage reduction against fire increase by one.
500 XP increases the range of the spell by 10ft
500 XP the character may cast this spell as a line
1,000 XP the damage of this spell is increased by 1d4
1,000 XP the character may cast this spell as a cylinder
I still need to find away to work spell points in, hmm
On your fire spells: For the augments where you can increase damage for spell points, I would put a cap on how much you can do. THat way, a magic weilder couldn't just empty their tanks for a massive 20d6 fireball or the like.
very good so far. i have no input...yet. I will be following this.
Ok I have done some more tweaking on my idea from above
Fire
XP to learn: 250
Requirements: none
Components: V, S
Casting Time: 1 standard action
Duration: Instantaneous
Spell point cost: 1
The spell creates a small wisp of flame that rests in palm of your hand Flammable materials, such as cloth, paper, parchment, and thin wood burn if the flames touch them. A character can extinguish burning items as a full-round action. The wisp provides the same amount of light as a torch. Upon learning this spell the character gains fire resistance 1as a supernatural ability.
Enhancements
Increase spells rage by 5ft 500XP
Increase spells area by 5ft 1,000XP
The spell can be cast as a burst 2,000XP
The spell can be cast as a cone 2,000XP
The spell can be cast as a line 2,000XP
The spell can be cast as a cylinder 2,000XP
The spell can be cast as a ray 2,000XP
The spell does d4 damage 5,000XP
The spell does d6 damage 10,000XP
The spell does d8 damage 15,000XP
The spell does d10 damage 20,000XP
The spell does d12 damage 25,000XP
The damage die is increased by 1d(current damage type) 2,000XP
ENJOYING THE SKILL/EXP USE.
the more of a game I create, the further I get away from combat spells, and the deeper I get into non-combat magic, the kind of magic that is really used in a world. How are you planning to address this?
Quote from: LordVreegENJOYING THE SKILL/EXP USE.
the more of a game I create, the further I get away from combat spells, and the deeper I get into non-combat magic, the kind of magic that is really used in a world. How are you planning to address this?
What I am trying to create is a magic system is extremely customizable and unique. All spells have the ability to inflict damage as well as more useful and have more non-combat uses. The examples listed above are just rough ideas for what I'm trying to build. The more I work on it, the more non-combat uses I'll be adding to it.
Do you have any suggestions on what I should do?
I think that for a lot of your ideas you can't write out set mechanics. For example: If you wanted to only use a spell for a non-combat reason that doesn't produce a variable outcome, there is no way you can write a dice rules set for that effect. A lot of it just has to be done via narrative description.
If you still need help with hit points I think I can be of some assistance. What if HD were bought on an exp. points system like everything else? If you wanted more HD you would have to pay more exp. You could make it so players had to choose at character creation and could not change it, or make it flexible throughout the game.
Levels that the exp could be bought at could be based on dice just like classes are in traditional d20
d4
d6
d8
d10
d12
You could even expand and go higher, maybe d20 and above, but that would cost a LOT of exp.
Quote from: So-KeherI think that for a lot of your ideas you can't write out set mechanics. For example: If you wanted to only use a spell for a non-combat reason that doesn't produce a variable outcome, there is no way you can write a dice rules set for that effect. A lot of it just has to be done via narrative description.
That is very true; I was thinking the same thing. At the same time do want to create a rule set for most of my spells that would act more like guidelines for how they work. I have started looking at white wolfs "mage" game as well as GURPS. I am hoping that putting all three systems in my head will allow me to generate something new.
Quote from: So-KeherIf you still need help with hit points I think I can be of some assistance. What if HD were bought on an exp. points system like everything else? If you wanted more HD you would have to pay more exp. You could make it so players had to choose at character creation and could not change it, or make it flexible throughout the game.
Levels that the exp could be bought at could be based on dice just like classes are in traditional d20
d4
d6
d8
d10
d12
You could even expand and go higher, maybe d20 and above, but that would cost a LOT of exp.
So let me see if I have this right:
A character wants to get more HP so he has the option to buy the type of hit dice that he can roll with.
A d4 will cost 1,000xp per roll
A d6 will cost 2,000xp per roll
A d8 will cost 3,000xp per roll
A d10 will cost 4,000xp per roll
A d12 will cost 5,000xp per roll
A d20 would cost 6,000xp per roll
Quote from: XXsiriusXXSo let me see if I have this right:
A character wants to get more HP so he has the option to buy the type of hit dice that he can roll with.
A d4 will cost 1,000xp per roll
A d6 will cost 2,000xp per roll
A d8 will cost 3,000xp per roll
A d10 will cost 4,000xp per roll
A d12 will cost 5,000xp per roll
A d20 would cost 6,000xp per roll
I was thinking of it more as a one shot deal (stuck with the HD setting for the rest of the game) but I like your idea better. xp costs are up to you but they seem appropriate where they are. maybe you might want to follow similar rules about squared bonuses as provided in the DMG 3.5 for pricing magic items, but that IS different so I don't know.
So-Keher brings up a good point, how am I going to have people build magic items? I know it may be too early to be bringing this question up, seeing as I don't even know how I am going to do magic yet. But I figure it might give people on here something to think about.
Ok I have decided that I am going to do in points in this fashion. (as seen above)
A character may spend his XP to gain additional hit points; the number of hit points is determined by the amount of XP spent.
A d4 will cost 1,000xp per roll
A d6 will cost 2,000xp per roll
A d8 will cost 3,000xp per roll
A d10 will cost 4,000xp per roll
A d12 will cost 5,000xp per roll
A d20 would cost 6,000xp per roll
Also I will be using the spell system seen above. Right now I am just working on how I am going to work in non damaging spells abilities into the system. I am receptive to any one who wants to suggest interesting, unique, or cool non attack types of spell abilities
Ok I have updated my spell concept more: (the stars mean that I haven't figured out what ability is going to be there.) also I am still looking for any ideas for non-combat enhancements.
Fire
XP to learn: 250
Requirements: none
Components: V, S
Casting Time: 1 standard action
Duration: Instantaneous
Spell point cost: 1
the spell creates a small wisp of flame that rests in palm of your hand Flammable materials, such as cloth, paper, parchment, and thin wood burn if the flames touch them. A character can extinguish burning items as a full-round action. The wisp provides the same amount of light as a torch. Upon learning this spell the character gains fire resistance 1as a supernatural ability.
Enhancements
Enhancements are the true source of magic's power. They allow the spell caster to manipulate, strengthen, and empower his spell. The character may select any option below to enhance this spell.
Spells and spell saves.
All harmful spells allow a target to make a saving throw to avoid some or all of the effect. A saving throw for all spells is 10 + the characters intelligence modifier.
Damaging spells and secondary effects.
Most damage spells have a primary damage and a secondary effect. When the player makes his appropriate saving throw one of two outcomes may happen. The character may pass his saving throw, or the character may fail. When the character passes the saving throw, he takes half the primary damage dealt by the spell and negates the secondary effect. If the character fails his save, the character takes the full amount of the primary damage, as well as the secondary damage.
Range Enhancements
Increase spells range by 5ft 500XP
Increase spells area by 5ft 1,000XP
Shape Enhancements
The spell can be cast as a burst 2,000XP
The spell can be cast as a cone 2,000XP
The spell can be cast as a line 2,000XP
The spell can be cast as a cylinder 2,000XP
The spell can be cast as a ray 2,000XP
Damage Enhancements
The spell caster learns the power of red fire. Red fire does d4 damage and has the possibility to daze the target for 1 round. 5,000XP
The spell caster learns the power of orange fire. Orange fire does d6 damage and has the possibility to dazzle a target for 1d2 rounds 10,000XP
The spell caster learns the power of yellow fire. Yellow fire does d8 damage and has the possibility to blind a target for 1d3 rounds. 15,000XP
The spell caster learns the power of green fire. Green fire does d10 damage and has the possibility to ********* for 1d4 rounds 20,000XP
The spell caster learns the power of blue fire. Blue fire does d12 damage and has the possibility to ********* for 1d6 rounds 25,000XP
The spell caster learns the power of white fire. White fire does d20 damage and has the possibility to ********* for 1d8 rounds 30,000XP
The damage die is increased by 1d (current damage type) 2,000XP
Non-Combat Enhancements
The character gains the ability to light or extinguish any light source based on fire. (Candles, torches, braziers, etc) with a simple gesture. ****** XP
The player gains the ability to travel great distances by use of fire. The fires you enter and move between must be at least as big around as you are, and once you they are extinguished. Fire based creatures not considered 'fires' for the purpose of this ability, nor are sources of great heat, such as pools of lava. Once in a fire, you instantly know the locations of all suitable fires and can transport yourself to one of them. Each transport counts as a full-round action. ****** XP
The character gains the ability to rebuke fire based creatures: All creatures in 30ft must make a will save, DC 10 + your Cha modifier or be rebuked. A rebuked creature cowers as if in awe (attack rolls against the creature get a +2 bonus). The effect lasts 5 rounds. This ability if a full round action. ****** XP
The character gains the ability to Command fire based creatures: the player is able to command one creature that is with in 30ft of him. The creature must make a will save DC 10 + your Cha modifier. A commanded creature is under the mental control of the spell caster for 5 rounds. The spell caster must take a standard action to give mental orders to a commanded creature. The caster may voluntarily relinquish command on his target in order to command a new one. If the creature passes its save it is unable to be effected by another command attempt. This ability if a full round action. ****** XP
The character gains the ability to command two creatures at one time. ****** XP
The character gains the ability to command three creatures at one time. ****** XP
Does this system seem to be becomming wonky or too complicated?
Also I have been having trouble deciding on what abilities I should give my races. I have been looking at what other systems have done some things I like and some things I don't. As of right now I am leaning towards only having stat differences and no special abilities. I was wondering what people thought of that idea.
updated the PDF. (stars mean that i am still thinking what value should be placed there)
File: 1184515972_369_FT33872_system_post_update_71507.pdf (//../../e107_files/public/1184515972_369_FT33872_system_post_update_71507.pdf)
Ok I have done a little more work on my magic system and by work I mean I have been working on individual spells. So far I have a rough outline of elemental magic. I could really use some constructive criticism on this. I really want to know what people think of the spell system I am creating, is it worth continuing on with? Is it getting wonky? Does it look like a magic system that would want to use?
[spoiler=elemental magic]
Earth
XP to learn: 250
Requirements: none
Casting Time: 1 standard action
Duration: Instantaneous
Spell point cost: **
supernatural ability: **
The spell creates a small orb of mud/soil/stone that rests in palm of your hand. The amount of earth produced is enough to snuff out any small source of flame such as a candle, torch, lantern, etc.
Range Enhancements
Increase spells range by 5ft 500XP
Increase spells area by 5ft 1,000XP
Shape Enhancements
The spell can be cast as a burst 2,000XP
The spell can be cast as a cone 2,000XP
The spell can be cast as a line 2,000XP
The spell can be cast as a cylinder 2,000XP
The spell can be cast as a ray 2,000XP
The spell can be cast as a cube 2,000XP
The spell can be cast as a touch 4,000XP
The spell can be cast as a range touch 6,000XP
Damage Enhancements
The spell caster learns the power of *******. *******does d10 damage and has the possibility to *******to the target for *******20,000XP
The spell caster learns the power of *******. *******does d12 damage and has the possibility to *******to the target for *******25,000XP
The spell caster learns the power of *******. *******does d20 damage and has the possibility to *******to the target for *******30,000XP
The damage die is increased by 1d (current damage type) 2,000XP
Fire
XP to learn: 250
Requirements: none
Casting Time: 1 standard action
Duration: Instantaneous
Spell point cost: **
supernatural ability: fire resistance 1 + and additional +1 for every two fire enhancements purchased.
The spell creates a small wisp of flame that rests in palm of your hand Flammable materials, such as cloth, paper, parchment, and thin wood burn if the flames touch them. A character can extinguish burning items as a full-round action. The wisp provides the same amount of light as a torch.
Range Enhancements
Increase spells range by 5ft 500XP
Increase spells area by 5ft 1,000XP
Shape Enhancements
The spell can be cast as a burst 2,000XP
The spell can be cast as a cone 2,000XP
The spell can be cast as a line 2,000XP
The spell can be cast as a cylinder 2,000XP
The spell can be cast as a ray 2,000XP
the spell can be cast as a cube 2,000XP
The spell can be cast as a touch 4,000XP
The spell can be cast as a range touch 6,000XP
Damage Enhancements
The spell caster learns the power of red fire. Red fire does d4 damage and has the possibility to daze the target for 1 round. 5,000XP
The spell caster learns the power of orange fire. Orange fire does d6 damage and has the possibility to dazzle a target for 1d2 rounds 10,000XP
The spell caster learns the power of yellow fire. Yellow fire does d8 damage and has the possibility to blind a target for 1d3 rounds. 15,000XP
The spell caster learns the power of green fire. Green fire does d10 damage and has the possibility to burn an additional 1 damage to the target for 1d4 rounds 20,000XP
The spell caster learns the power of blue fire. Blue fire does d12 damage and has the possibility to burn an additional 2 damage to the target for 1d6 rounds 25,000XP
The spell caster learns the power of white fire. White fire does d20 damage and has the possibility to burn an additional 3 damage to the target for 1d8 rounds 30,000XP
The damage die is increased by 1d (current damage type) 2,000XP
Non-Combat Enhancements
The character gains the ability to light or extinguish any light source based on fire. (Candles, torches, braziers, etc) with a simple gesture. ****** XP
The player gains the ability to travel great distances by use of fire. The fires you enter and move between must be at least as big around as you are, and once you they are extinguished. Fire based creatures not considered 'fires' for the purpose of this ability, nor are sources of great heat, such as pools of lava. Once in a fire, you instantly know the locations of all suitable fires and can transport yourself to one of them. Each transport counts as a full-round action. ****** XP
The character gains the ability to rebuke fire based creatures: All creatures in 30ft must make a will save, DC 10 + your Cha modifier or be rebuked. A rebuked creature cowers as if in awe (attack rolls against the creature get a +2 bonus). The effect lasts 5 rounds. This ability if a full round action. ****** XP
The character gains the ability to Command fire based creatures: the player is able to command one creature that is with in 30ft of him. The creature must make a will save DC 10 + your Cha modifier. A commanded creature is under the mental control of the spell caster for 5 rounds. The spell caster must take a standard action to give mental orders to a commanded creature. The caster may voluntarily relinquish command on his target in order to command a new one. If the creature passes its save it is unable to be effected by another command attempt. This ability if a full round action. ****** XP
The character gains the ability to command two creatures at one time. ****** XP
The character gains the ability to command three creatures at one time. ****** XP
Air
XP to learn: 250
Requirements: none
Casting Time: 1 standard action
Duration: Instantaneous
Spell point cost: **
supernatural ability: **
The spell creates a wisp of swirling air that rests in palm of your hand. The amount of air produced is strong enough to blow light objects (paper, leaves, feathers, etc). As well as provide the character a single breath worth of air.
Range Enhancements
Increase spells range by 5ft 500XP
Increase spells area by 5ft 1,000XP
Shape Enhancements
The spell can be cast as a burst 2,000XP
The spell can be cast as a cone 2,000XP
The spell can be cast as a line 2,000XP
The spell can be cast as a cylinder 2,000XP
The spell can be cast as a ray 2,000XP
The spell can be cast as a cube 2,000XP
The spell can be cast as a touch 4,000XP
The spell can be cast as a range touch 6,000XP
The damage die is increased by 1d (current damage type) 2,000XP
Damage Enhancements
The character has learned the power of the east wind. The east wind does d6 damage and has the possibility to push the target back 5 feet 10,000XP
The character has learned the power of the west wind. The east wind does d8 damage and has the possibility to push the target it back 10 feet 15,000XP
The character has learned the power of the south wind. The east wind does d10 damage and has the possibility to push the target it back 15 feet 20,000XP
The character has learned the power of the north wind. The east wind does d12 damage and has the possibility to push the target it back 20 feet 25,000XP
Non-Combat Enhancements
The character gains the ability to levitate. This ability allows you to move yourself, another creature, or an object up and down as you wish. The target of this spell must make fortitude save DC 10 + your intelligence modifier. You can mentally direct the target to move up or down as much as 20 feet each round; doing so is a move action. A levitating creature that attacks with a melee or ranged weapon finds itself increasingly unstable; all of his attacks have a '"2 penalty.
The character gains the ability to fly. This ability allows the spell caster can fly at a speed of 60 feet It can ascend at half speed and descend at double speed, and its maneuverability is good. Using a fly spell requires only as much concentration as walking, so the subject can attack or cast spells normally. The subject of a fly spell can charge but not run, and it cannot carry aloft more weight than its maximum load, plus any armor it wears. Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall. Since dispelling a spell effectively ends it, the subject also descends in this way if the fly spell is dispelled, but not if it is negated by an antimagic field.
Water
XP to learn: 250
Requirements: none
Casting Time: 1 standard action
Duration: Instantaneous
Spell point cost: **
supernatural ability:**
The spell creates a small orb of water that rests in palm of your hand. The amount of water produced is enough to snuff out any small source of flame such as a candle, torch, lantern, etc.
Range Enhancements
Increase spells range by 5ft 500XP
Increase spells area by 5ft 1,000XP
Shape Enhancements
The spell can be cast as a burst 2,000XP
The spell can be cast as a cone 2,000XP
The spell can be cast as a line 2,000XP
The spell can be cast as a cylinder 2,000XP
The spell can be cast as a ray 2,000XP
The spell can be cast as a cube 2,000XP
The spell can be cast as a touch 4,000XP
The spell can be cast as a range touch 6,000XP
[/spoiler]
update on spells
[spoiler=earth magic]
Earth
XP to learn: 250
Requirements: none
Casting Time: 1 standard action
Duration: Instantaneous
Spell point cost: **
supernatural ability: **
The spell creates a small orb of mud/soil/stone that rests in palm of your hand. The amount of earth produced is enough to snuff out any small source of flame such as a candle, torch, lantern, etc.
Range Enhancements
Increase spells range by 5ft 500XP
Increase spells area by 5ft 1,000XP
Shape Enhancements
The spell can be cast as a burst 2,000XP
The spell can be cast as a cone 2,000XP
The spell can be cast as a line 2,000XP
The spell can be cast as a cylinder 2,000XP
The spell can be cast as a ray 2,000XP
The spell can be cast as a cube 2,000XP
The spell can be cast as a touch 4,000XP
The spell can be cast as a range touch 6,000XP
Damage Enhancements
The spell caster learns the power of *******. *******does d8 damage and has the possibility to *******to the target for *******15,000XP
The spell caster learns the power of *******. *******does d10 damage and has the possibility to *******to the target for *******20,000XP
The spell caster learns the power of *******. *******does d12 damage and has the possibility to *******to the target for *******25,000XP
The spell caster learns the power of *******. *******does d20 damage and has the possibility to *******to the target for *******30,000XP
The damage die is increased by 1d (current damage type) 2,000XP
Non-Combat Enhancements
The character gains the ability to rebuke Earth based creatures: All creatures in 30ft must make a will save, DC 10 + your Cha modifier or be rebuked. A rebuked creature cowers as if in awe (attack rolls against the creature get a +2 bonus). The effect lasts 5 rounds. This ability if a full round action. 5,000 XP
The character gains the ability to Command earth based creatures: the player is able to command one creature that is with in 30ft of him. The creature must make a will save DC 10 + your Cha modifier. A commanded creature is under the mental control of the spell caster for 5 rounds. The spell caster must take a standard action to give mental orders to a commanded creature. The caster may voluntarily relinquish command on his target in order to command a new one. If the creature passes its save it is unable to be effected by another command attempt. This ability if a full round action. 5,000 XP
The character gains the ability to command two creatures at one time. ****** XP
The character gains the ability to command three creatures at one time. ****** XP
The character gains the ability to animate a piece of earth. The spell caster may animate a single 5 foot square of stone/sand/metal/crystal. The animated fire has the statistics of a Small earth elemental and attacks as you direct. It cannot move beyond the range of its source of the stone. This ability if a full round action. 5,000 XP
The player may animate 2 5 foot squares at once ****** XP
The player may animate 3 5 foot squares at once ****** XP
The player may animate 4 5 foot squares at once ****** XP
The player may increase the size category of the elemental created ****** XP
The player gains the ability to travel thorough the earth. The player can burrow through earth and loose rock (but not solid stone) with a speed of 20 feet (or 5 feet if it wears medium or heavy armor, or if it carries a medium or heavy load). This ability lasts for 5 rounds 5,000 XP
The ability lasts for 10 rounds (1 min) ****** XP
The ability lasts for 10 minutes ****** XP
The ability lasts for 1 hour ****** XP
The ability lasts for 10 hours ****** XP
The player may increase the speed of his burring by 5fy ****** XP
The player gains the ability to resistance to blows, cuts, stabs, and slashes. The spell caster gains damage reduction 10/adamantine. (It ignores the first 10 points of damage each time it takes damage from a weapon, though an adamantine weapon bypasses the reduction.) Once the spell has prevented a total of 10 points of damage it is discharged. 5,000 XP
The player may increase the amount of protection by 5 points ****** XP
The player gains the ability to move dirt (clay, loam, sand), possibly collapsing embankments, moving hillocks, shifting dunes, and so forth. However, in no event can rock formations be collapsed or moved. This spell is able to move single 5 cubic feet of dirt each time that it is cast. This spell has no effect on earth creatures. 5,000 XP
The player may increase the amount of earth moved by 5 cubic feet ****** XP
The player gains the ability to form an existing piece of stone into any shape that suits his purpose. For example, the player can make a stone weapon, a special trapdoor, or a crude idol. This ability also permits you to reshape a stone door to make an exit where one didn't exist or to seal a door shut. While it's possible to make crude coffers, doors, and so forth with this ability, fine detail isn't possible. There is a 30% chance that any shape including moving parts simply doesn't work 5,000 XP
The player may use this ability on metal. ****** XP
The player may use this ability on crystal ****** XP
The player gains the ability turn living creatures to stone and back again. The target, regardless of size, must make fortitude save DC 10 + Intelligence modifier or be turn into a mindless, inert statue. To restore a petrified creature to its normal state, the creature must make Fortitude save (DC 10 + Intelligence) to survive the process. If the statue resulting from this spell is broken or damaged, the subject (if ever returned to its original state) has similar damage or deformities. The spell also can convert a mass of stone into a fleshy substance. Such flesh is inert and lacking a vital life force unless a life force or magical energy is available. (For example, this spell would turn a stone golem into a flesh golem, but an ordinary statue would become a corpse. 5,000 XP
[/spoiler]
[spoiler=Fire Magic]
Fire
XP to learn: 250
Requirements: none
Casting Time: 1 standard action
Duration: Instantaneous
Spell point cost: **
supernatural ability: fire resistance 1 + and additional +1 for every two fire enhancements purchased.
The spell creates a small wisp of flame that rests in palm of your hand Flammable materials, such as cloth, paper, parchment, and thin wood burn if the flames touch them. A character can extinguish burning items as a full-round action. The wisp provides the same amount of light as a torch.
Range Enhancements
Increase spells range by 5ft 500XP
Increase spells area by 5ft 1,000XP
Shape Enhancements
The spell can be cast as a burst 2,000XP
The spell can be cast as a cone 2,000XP
The spell can be cast as a line 2,000XP
The spell can be cast as a cylinder 2,000XP
The spell can be cast as a ray 2,000XP
the spell can be cast as a cube 2,000XP
The spell can be cast as a touch 4,000XP
The spell can be cast as a range touch 6,000XP
Damage Enhancements
The spell caster learns the power of red fire. Red fire does d4 damage and has the possibility to daze the target for 1 round. 5,000XP
The spell caster learns the power of orange fire. Orange fire does d6 damage and has the possibility to dazzle a target for 1d2 rounds 10,000XP
The spell caster learns the power of yellow fire. Yellow fire does d8 damage and has the possibility to blind a target for 1d3 rounds. 15,000XP
The spell caster learns the power of green fire. Green fire does d10 damage and has the possibility to burn an additional 1 damage to the target for 1d4 rounds 20,000XP
The spell caster learns the power of blue fire. Blue fire does d12 damage and has the possibility to burn an additional 2 damage to the target for 1d6 rounds 25,000XP
The spell caster learns the power of white fire. White fire does d20 damage and has the possibility to burn an additional 3 damage to the target for 1d8 rounds 30,000XP
The damage die is increased by 1d (current damage type) 2,000XP
Non-Combat Enhancements
The character gains the ability to light or extinguish any light source based on fire. (Candles, torches, braziers, etc) with a simple gesture. ****** XP
The player gains the ability to travel great distances by use of fire. The fires you enter and move between must be at least as big around as you are, and once you they are extinguished. Fire based creatures not considered 'fires' for the purpose of this ability, nor are sources of great heat, such as pools of lava. Once in a fire, you instantly know the locations of all suitable fires and can transport yourself to one of them. Each transport counts as a full-round action. ****** XP
The character gains the ability to rebuke fire based creatures: All creatures in 30ft must make a will save, DC 10 + your Cha modifier or be rebuked. A rebuked creature cowers as if in awe (attack rolls against the creature get a +2 bonus). The effect lasts 5 rounds. This ability if a full round action. ****** XP
The character gains the ability to Command fire based creatures: the player is able to command one creature that is with in 30ft of him. The creature must make a will save DC 10 + your Cha modifier. A commanded creature is under the mental control of the spell caster for 5 rounds. The spell caster must take a standard action to give mental orders to a commanded creature. The caster may voluntarily relinquish command on his target in order to command a new one. If the creature passes its save it is unable to be effected by another command attempt. This ability if a full round action. ****** XP
The character gains the ability to command two creatures at one time. ****** XP
The character gains the ability to command three creatures at one time. ****** XP
The player gains the ability to animate a fire, which must be approximately the size of a campfire. The animated fire has the statistics of a Small fire elemental and attacks as you direct. It cannot move beyond the range of its source fire
The player may animate 2 5 foot squares at once ****** XP
The player may animate 3 5 foot squares at once ****** XP
The player may animate 4 5 foot squares at once ****** XP
The player may increase the size category of the elemental created ****** XP
[/spoiler]
[spoiler=Air magic]
Air
XP to learn: 250
Requirements: none
Casting Time: 1 standard action
Duration: Instantaneous
Spell point cost: **
supernatural ability: **
The spell creates a wisp of swirling air that rests in palm of your hand. The amount of air produced is strong enough to blow light objects (paper, leaves, feathers, etc). As well as provide the character a single breathe worth of air.
Range Enhancements
Increase spells range by 5ft 500XP
Increase spells area by 5ft 1,000XP
Shape Enhancements
The spell can be cast as a burst 2,000XP
The spell can be cast as a cone 2,000XP
The spell can be cast as a line 2,000XP
The spell can be cast as a cylinder 2,000XP
The spell can be cast as a ray 2,000XP
The spell can be cast as a cube 2,000XP
The spell can be cast as a touch 4,000XP
The spell can be cast as a range touch 6,000XP
The damage die is increased by 1d (current damage type) 2,000XP
Damage Enhancements
The character has learned the power of the east wind. The east wind does d6 damage and has the possibility to push the target back 5 feet 10,000XP
The character has learned the power of the west wind. The east wind does d8 damage and has the possibility to push the target it back 10 feet 15,000XP
The character has learned the power of the south wind. The east wind does d10 damage and has the possibility to push the target it back 15 feet 20,000XP
The character has learned the power of the north wind. The east wind does d12 damage and has the possibility to push the target it back 20 feet 25,000XP
Non-Combat Enhancements
The character gains the ability to levitate. This ability allows you to move yourself, another creature, or an object up and down as you wish. The target of this spell must make fortitude save DC 10 + your intelligence modifier. You can mentally direct the target to move up or down as much as 20 feet each round; doing so is a move action. A levitating creature that attacks with a melee or ranged weapon finds itself increasingly unstable; all of his attacks have a '"2 penalty.
The character gains the ability to fly. This ability allows the spell caster to fly at a speed of 90 feet with good maneuverability. The spell caster cannot carry aloft more weight than its maximum load, plus any armor it wears. Should the spell duration expire while the subject is still aloft, the spell caster fails, taking 1d6 points of damage per 10 feet of fall. This ability lasts for 5 rounds
The fly ability lasts for 10 rounds (1 min) ****** XP
The fly ability lasts for 10 minutes ****** XP
The fly ability lasts for 1 hour ****** XP
The fly ability lasts for 10 hours ****** XP
The character gains the ability to rebuke air based creatures: All creatures in 30ft must make a will save, DC 10 + your Cha modifier or be rebuked. A rebuked creature cowers as if in awe (attack rolls against the creature get a +2 bonus). The effect lasts 5 rounds. This ability if a full round action. ****** XP
The character gains the ability to Command air based creatures: the player is able to command one creature that is with in 30ft of him. The creature must make a will save DC 10 + your Cha modifier. A commanded creature is under the mental control of the spell caster for 5 rounds. The spell caster must take a standard action to give mental orders to a commanded creature. The caster may voluntarily relinquish command on his target in order to command a new one. If the creature passes its save it is unable to be effected by another command attempt. This ability if a full round action. ****** XP
The character gains the ability to command two creatures at one time. ****** XP
The character gains the ability to command three creatures at one time. ****** XP
The character gains the ability to animate the air around him. The spell caster may animate a single 5 foot square of wind or air. The animated air has the statistics of a Small earth elemental and attacks as you direct. It cannot move beyond the range of its source of the air. This ability if a full round action. 5,000 XP
The player may animate 2 5 foot squares at once ****** XP
The player may animate 3 5 foot squares at once ****** XP
The player may animate 4 5 foot squares at once ****** XP
The player may increase the size category of the elemental created ****** XP
[/spoiler]
[spoiler=Water Magic]
Water
XP to learn: 250
Requirements: none
Casting Time: 1 standard action
Duration: Instantaneous
Spell point cost: **
supernatural ability:**
The spell creates a small orb of water that rests in palm of your hand. The amount of water produced is enough to snuff out any small source of flame such as a candle, torch, lantern, etc.
Range Enhancements
Increase spells range by 5ft 500XP
Increase spells area by 5ft 1,000XP
Shape Enhancements
The spell can be cast as a burst 2,000XP
The spell can be cast as a cone 2,000XP
The spell can be cast as a line 2,000XP
The spell can be cast as a cylinder 2,000XP
The spell can be cast as a ray 2,000XP
The spell can be cast as a cube 2,000XP
The spell can be cast as a touch 4,000XP
The spell can be cast as a range touch 6,000XP
Damage Enhancements
The spell caster learns the power of *******. *******does d8 damage and has the possibility to *******to the target for *******15,000XP
The spell caster learns the power of *******. *******does d10 damage and has the possibility to *******to the target for *******20,000XP
The spell caster learns the power of *******. *******does d12 damage and has the possibility to *******to the target for *******25,000XP
The spell caster learns the power of *******. *******does d20 damage and has the possibility to *******to the target for *******30,000XP
The damage die is increased by 1d (current damage type) 2,000XP
The player gains the ability to transform himself and all of his gear into water. This new form is boneless and fluid, enabling the subject to pass through holes or narrow openings as small as 2 inches in diameter. While amorphous, the subject is immune to poison, polymorphing, and stunning, it cannot be flanked, and it is not subject to extra damage from critical hits. It gains a swim speed (if it does not have one already) equal to its land speed. The subject can remain submerged as long as desired without breathing. The subject's armor (including natural armor) becomes worthless, though its modifiers for size, Dexterity, and deflection still apply to Armor Class. While amorphous, the subject can't attack or cast spells. The subject loses all supernatural abilities while in amorphous form, and its magic items, aside from those bonuses noted above, cease functioning as long as it remains amorphous. This ability lasts for 5 rounds
The ability lasts for 10 rounds (1 min) ****** XP
The ability lasts for 10 minutes ****** XP
The ability lasts for 1 hour ****** XP
The ability lasts for 10 hours ****** XP
The character gains the ability to animate a pool of water. The spell caster may animate a single 5 foot square of water. The animated water has the statistics of a small water elemental and attacks as you direct. It cannot move beyond the range of its source of the water. This ability if a full round action. 5,000 XP
The player may animate 2 5 foot squares at once ****** XP
The player may animate 3 5 foot squares at once ****** XP
The player may animate 4 5 foot squares at once ****** XP
The player may increase the size category of the elemental created ****** XP
[/spoiler]
ok i have given XP values to all of the abilites. you will still see some areas that are blank. i have just filled them in with stars
[spoiler=earth]
Earth
XP to learn: 250
Requirements: none
Casting Time: 1 standard action
Duration: Instantaneous
Spell point cost: **
supernatural ability: **
The spell creates a small orb of mud/soil/stone that rests in palm of your hand. The amount of earth produced is enough to snuff out any small source of flame such as a candle, torch, lantern, etc.
Range Enhancements
Increase spells range by 5ft 500XP
Increase spells area by 5ft 1,000XP
Shape Enhancements
The spell can be cast as a burst 2,000XP
The spell can be cast as a cone 2,000XP
The spell can be cast as a line 2,000XP
The spell can be cast as a cylinder 2,000XP
The spell can be cast as a ray 2,000XP
The spell can be cast as a cube 2,000XP
The spell can be cast as a touch 4,000XP
The spell can be cast as a range touch 6,000XP
Damage Enhancements
The spell caster learns the power of ******. ****** does d4 damage and has the possibility to ****** the target for ******. 5,000XP
The spell caster learns the power of ******. ****** does d6 damage and has the possibility to ****** a target for ****** 10,000XP
The spell caster learns the power of *******. *******does d8 damage and has the possibility to *******to the target for ******* 15,000XP
The spell caster learns the power of *******. *******does d10 damage and has the possibility to *******to the target for ******* 20,000XP
The spell caster learns the power of *******. *******does d12 damage and has the possibility to *******to the target for ******* 25,000XP
The spell caster learns the power of *******. *******does d20 damage and has the possibility to *******to the target for *******30,000XP
The damage die is increased by 1d (current damage type) 2,000XP
Non-Combat Enhancements
The character gains the ability to rebuke Earth based creatures: All creatures in 30ft must make a will save, DC 10 + your Cha modifier or be rebuked. A rebuked creature cowers as if in awe (attack rolls against the creature get a +2 bonus). The effect lasts 5 rounds. This ability if a full round action. 5,000 XP
The character gains the ability to Command earth based creatures: the player is able to command one creature that is with in 30ft of him. The creature must make a will save DC 10 + your Cha modifier. A commanded creature is under the mental control of the spell caster for 5 rounds. The spell caster must take a standard action to give mental orders to a commanded creature. The caster may voluntarily relinquish command on his target in order to command a new one. If the creature passes its save it is unable to be effected by another command attempt. This ability if a full round action. 5,000 XP
The character gains the ability to command two creatures at one time. 2,000 XP
The character gains the ability to command three creatures at one time. 4,000 XP
The character gains the ability to animate a piece of earth. The spell caster may animate a single 5 foot square of stone/sand/metal/crystal. The animated fire has the statistics of a Small earth elemental and attacks as you direct. It cannot move beyond the range of its source of the stone. This ability if a full round action. 5,000 XP
The player may animate 2 5 foot squares at once 1,000 XP
The player may animate 3 5 foot squares at once 3,000 XP
The player may animate 4 5 foot squares at once 5,000 XP
The player may increase the size category of the elemental created 3,000 XP
The player gains the ability to travel thorough the earth. The player can burrow through earth and loose rock (but not solid stone) with a speed of 20 feet (or 5 feet if it wears medium or heavy armor, or if it carries a medium or heavy load). This ability lasts for 5 rounds 5,000 XP
The ability lasts for 10 rounds (1 min) 1,000 XP
The ability lasts for 10 minutes 2,000 XP
The ability lasts for 1 hour 3,000 XP
The ability lasts for 10 hours 4,000 XP
The player may increase the speed of his burrowing by 5ft 1,000 XP
The player gains the ability to resistance to blows, cuts, stabs, and slashes. The spell caster gains damage reduction 10/adamantine. (It ignores the first 10 points of damage each time it takes damage from a weapon, though an adamantine weapon bypasses the reduction.) Once the spell has prevented a total of 10 points of damage it is discharged.
5,000 XP
The player may increase the amount of protection by 5 points 1,000 XP
The player gains the ability to move dirt (clay, loam, sand), possibly collapsing embankments, moving hillocks, shifting dunes, and so forth. However, in no event can rock formations be collapsed or moved. This spell is able to move single 5 cubic feet of dirt each time that it is cast. This spell has no effect on earth creatures. 5,000 XP
The player may increase the amount of earth moved by 5 cubic feet 1,000 XP
The player gains the ability to form an existing piece of stone into any shape that suits his purpose. For example, the player can make a stone weapon, a special trapdoor, or a crude idol. This ability also permits you to reshape a stone door to make an exit where one didn't exist or to seal a door shut. While it's possible to make crude coffers, doors, and so forth with this ability, fine detail isn't possible. There is a 30% chance that any shape including moving parts simply doesn't work 5,000 XP
The player may use this ability on metal. 1,000 XP
The player may use this ability on crystal 1,000 XP
The player gains the ability turn living creatures to stone and back again. The target, regardless of size, must make fortitude save DC 10 + Intelligence modifier or be turn into a mindless, inert statue. To restore a petrified creature to its normal state, the creature must make Fortitude save (DC 10 + Intelligence) to survive the process. If the statue resulting from this spell is broken or damaged, the subject (if ever returned to its original state) has similar damage or deformities. The spell also can convert a mass of stone into a fleshy substance. Such flesh is inert and lacking a vital life force unless a life force or magical energy is available. (For example, this spell would turn a stone golem into a flesh golem, but an ordinary statue would become a corpse. 5,000
[/spoiler]
[spoiler=fire]
Fire
XP to learn: 250
Requirements: none
Casting Time: 1 standard action
Duration: Instantaneous
Spell point cost: **
supernatural ability: fire resistance 1 + and additional +1 for every two fire enhancements purchased.
The spell creates a small wisp of flame that rests in palm of your hand Flammable materials, such as cloth, paper, parchment, and thin wood burn if the flames touch them. A character can extinguish burning items as a full-round action. The wisp provides the same amount of light as a torch.
Range Enhancements
Increase spells range by 5ft 500XP
Increase spells area by 5ft 1,000XP
Shape Enhancements
The spell can be cast as a burst 2,000XP
The spell can be cast as a cone 2,000XP
The spell can be cast as a line 2,000XP
The spell can be cast as a cylinder 2,000XP
The spell can be cast as a ray 2,000XP
the spell can be cast as a cube 2,000XP
The spell can be cast as a touch 4,000XP
The spell can be cast as a range touch 6,000XP
Damage Enhancements
The spell caster learns the power of red fire. Red fire does d4 damage and has the possibility to daze the target for 1 round. 5,000XP
The spell caster learns the power of orange fire. Orange fire does d6 damage and has the possibility to dazzle a target for 1d2 rounds 10,000XP
The spell caster learns the power of yellow fire. Yellow fire does d8 damage and has the possibility to blind a target for 1d3 rounds. 15,000XP
The spell caster learns the power of green fire. Green fire does d10 damage and has the possibility to burn an additional 1 damage to the target for 1d4 rounds 20,000XP
The spell caster learns the power of blue fire. Blue fire does d12 damage and has the possibility to burn an additional 2 damage to the target for 1d6 rounds 25,000XP
The spell caster learns the power of white fire. White fire does d20 damage and has the possibility to burn an additional 3 damage to the target for 1d8 rounds 30,000XP
The damage die is increased by 1d (current damage type) 2,000XP
Non-Combat Enhancements
The character gains the ability to light or extinguish any light source based on fire. (Candles, torches, braziers, etc) with a simple gesture. 1,500 XP
The player gains the ability to travel great distances by use of fire. The fires you enter and move between must be at least as big around as you are, and once you they are extinguished. Fire based creatures not considered 'fires' for the purpose of this ability, nor are sources of great heat, such as pools of lava. Once in a fire, you instantly know the locations of all suitable fires and can transport yourself to one of them. Each transport counts as a full-round action. 3,000 XP
The character gains the ability to rebuke fire based creatures: All creatures in 30ft must make a will save, DC 10 + your Cha modifier or be rebuked. A rebuked creature cowers as if in awe (attack rolls against the creature get a +2 bonus). The effect lasts 5 rounds. This ability if a full round action. 5,000 XP
The character gains the ability to Command fire based creatures: the player is able to command one creature that is with in 30ft of him. The creature must make a will save DC 10 + your Cha modifier. A commanded creature is under the mental control of the spell caster for 5 rounds. The spell caster must take a standard action to give mental orders to a commanded creature. The caster may voluntarily relinquish command on his target in order to command a new one. If the creature passes its save it is unable to be effected by another command attempt. This ability if a full round action. 5,000 XP
The character gains the ability to command two creatures at one time. 2,000 XP
The character gains the ability to command three creatures at one time. 4,000 XP
The player gains the ability to animate a fire, which must be approximately the size of a campfire. The animated fire has the statistics of a Small fire elemental and attacks as you direct. It cannot move beyond the range of its source fire
The player may animate 2 5 foot squares at once 1,000 XP
The player may animate 3 5 foot squares at once 3,000 XP
The player may animate 4 5 foot squares at once 5,000 XP
The player may increase the size category of the elemental created 3,000 XP
[/spoiler]
[spoiler=air]
Air
XP to learn: 250
Requirements: none
Casting Time: 1 standard action
Duration: Instantaneous
Spell point cost: **
supernatural ability: **
The spell creates a wisp of swirling air that rests in palm of your hand. The amount of air produced is strong enough to blow light objects (paper, leaves, feathers, etc). As well as provide the character a single breathe worth of air.
Range Enhancements
Increase spells range by 5ft 500XP
Increase spells area by 5ft 1,000XP
Shape Enhancements
The spell can be cast as a burst 2,000XP
The spell can be cast as a cone 2,000XP
The spell can be cast as a line 2,000XP
The spell can be cast as a cylinder 2,000XP
The spell can be cast as a ray 2,000XP
The spell can be cast as a cube 2,000XP
The spell can be cast as a touch 4,000XP
The spell can be cast as a range touch 6,000XP
The damage die is increased by 1d (current damage type) 2,000XP
Damage Enhancements
The character has learned the power of the east wind. The east wind does d6 damage and has the possibility to push the target back 5 feet 10,000XP
The character has learned the power of the west wind. The east wind does d8 damage and has the possibility to push the target it back 10 feet 15,000XP
The character has learned the power of the south wind. The east wind does d10 damage and has the possibility to push the target it back 15 feet 20,000XP
The character has learned the power of the north wind. The east wind does d12 damage and has the possibility to push the target it back 20 feet 25,000XP
Non-Combat Enhancements
The character gains the ability to levitate. This ability allows you to move yourself, another creature, or an object up and down as you wish. The target of this spell must make fortitude save DC 10 + your intelligence modifier. You can mentally direct the target to move up or down as much as 20 feet each round; doing so is a move action. A levitating creature that attacks with a melee or ranged weapon finds itself increasingly unstable; all of his attacks have a '"2 penalty. 5,000XP
The character gains the ability to fly. This ability allows the spell caster to fly at a speed of 90 feet with good maneuverability. The spell caster cannot carry aloft more weight than its maximum load, plus any armor it wears. Should the spell duration expire while the subject is still aloft, the spell caster fails, taking 1d6 points of damage per 10 feet of fall. This ability lasts for 5 rounds 5,000XP
The fly ability lasts for 10 rounds (1 min) 1,000 XP
The fly ability lasts for 10 minutes 2,000 XP
The fly ability lasts for 1 hour 3,000 XP
The fly ability lasts for 10 hours 4,000 XP
The character gains the ability to rebuke air based creatures: All creatures in 30ft must make a will save, DC 10 + your Cha modifier or be rebuked. A rebuked creature cowers as if in awe (attack rolls against the creature get a +2 bonus). The effect lasts 5 rounds. This ability if a full round action. 5,000XP
The character gains the ability to Command air based creatures: the player is able to command one creature that is with in 30ft of him. The creature must make a will save DC 10 + your Cha modifier. A commanded creature is under the mental control of the spell caster for 5 rounds. The spell caster must take a standard action to give mental orders to a commanded creature. The caster may voluntarily relinquish command on his target in order to command a new one. If the creature passes its save it is unable to be effected by another command attempt. This ability if a full round action. 5,000 XP
The character gains the ability to command two creatures at one time. 2,000 XP
The character gains the ability to command three creatures at one time. 4,000 XP
The character gains the ability to animate the air around him. The spell caster may animate a single 5 foot square of wind or air. The animated air has the statistics of a Small earth elemental and attacks as you direct. It cannot move beyond the range of its source of the air. This ability if a full round action. 5,000 XP
The player may animate 2 5 foot squares at once 1,000 XP
The player may animate 3 5 foot squares at once 3,000 XP
The player may animate 4 5 foot squares at once 5,000 XP
The player may increase the size category of the elemental created 3,000 XP
[/spoiler]
[spoiler=water]
Water
XP to learn: 250
Requirements: none
Casting Time: 1 standard action
Duration: Instantaneous
Spell point cost: **
supernatural ability:**
The spell creates a small orb of water that rests in palm of your hand. The amount of water produced is enough to snuff out any small source of flame such as a candle, torch, lantern, etc.
Range Enhancements
Increase spells range by 5ft 500XP
Increase spells area by 5ft 1,000XP
Shape Enhancements
The spell can be cast as a burst 2,000XP
The spell can be cast as a cone 2,000XP
The spell can be cast as a line 2,000XP
The spell can be cast as a cylinder 2,000XP
The spell can be cast as a ray 2,000XP
The spell can be cast as a cube 2,000XP
The spell can be cast as a touch 4,000XP
The spell can be cast as a range touch 6,000XP
Damage Enhancements
The spell caster learns the power of ******. ****** does d4 damage and has the possibility to ****** the target for ******. 5,000XP
The spell caster learns the power of ******. ****** does d6 damage and has the possibility to ****** a target for ****** 10,000XP
The spell caster learns the power of *******. *******does d8 damage and has the possibility to *******to the target for ******* 15,000XP
The spell caster learns the power of *******. *******does d10 damage and has the possibility to *******to the target for ******* 20,000XP
The spell caster learns the power of *******. *******does d12 damage and has the possibility to *******to the target for ******* 25,000XP
The spell caster learns the power of *******. *******does d20 damage and has the possibility to *******to the target for ******* 30,000XP
The damage die is increased by 1d (current damage type) 2,000XP
Non-Combat Enhancements
The player gains the ability to transform himself and all of his gear into water. This new form is boneless and fluid, enabling the subject to pass through holes or narrow openings as small as 2 inches in diameter. While amorphous, the subject is immune to poison, polymorphing, and stunning, it cannot be flanked, and it is not subject to extra damage from critical hits. It gains a swim speed (if it does not have one already) equal to its land speed. The subject can remain submerged as long as desired without breathing. The subject's armor (including natural armor) becomes worthless, though its modifiers for size, Dexterity, and deflection still apply to Armor Class. While amorphous, the subject can't attack or cast spells. The subject loses all supernatural abilities while in amorphous form, and its magic items, aside from those bonuses noted above, cease functioning as long as it remains amorphous. This ability lasts for 5 rounds. 5,000 XP
The ability lasts for 10 rounds (1 min) 1,000 XP
The ability lasts for 10 minutes 2,000 XP
The ability lasts for 1 hour 3,000 XP
The ability lasts for 10 hours 4,000 XP
The character gains the ability to animate a pool of water. The spell caster may animate a single 5 foot square of water. The animated water has the statistics of a small water elemental and attacks as you direct. It cannot move beyond the range of its source of the water. This ability if a full round action. 5,000 XP
The player may animate 2 5 foot squares at once 1,000 XP
The player may animate 3 5 foot squares at once 3,000 XP
The player may animate 4 5 foot squares at once 5,000 XP
The player may increase the size category of the elemental created 3,000 XP
The character gains the ability to rebuke water based creatures: All water based creatures in 30ft must make a will save, DC 10 + your Cha modifier or be rebuked. A rebuked creature cowers as if in awe (attack rolls against the creature get a +2 bonus). The effect lasts 5 rounds. This ability if a full round action. 5,000XP
The character gains the ability to Command water based creatures: the player is able to command one creature that is with in 30ft of him. The creature must make a will save DC 10 + your Cha modifier. A commanded creature is under the mental control of the spell caster for 5 rounds. The spell caster must take a standard action to give mental orders to a commanded creature. The caster may voluntarily relinquish command on his target in order to command a new one. If the creature passes its save it is unable to be effected by another command attempt. This ability if a full round action. 5,000 XP
The character gains the ability to command two creatures at one time. 2,000 XP
The character gains the ability to command three creatures at one time. 4,000 XP
[/spoiler]
First, after looking at my last post for the system I found that it was a little hard to read so I cleaned that up a bit. The updated PDF is below.
Ok I have decided that I am going to make some massive changes to my role playing system. I'm going to be moving away as much as I can from D&D. the only thing that I am going to keep is the core mechanic and how saves work.
I'm going to totally revamp my skill set, I am going to condense some skills and expand others.
I'm going to change my stats by breaking them into 3 categories, physical, mental, social. Each will have three sub stats that when added together will create a composite score. For example, Physical is composed of strength, agility, and stamina. While social will be composed of charm, looks, and force of will. Mental is still up in the air. I am also thinking of making either 10 or 12 the maximum number a sub-stat can be.
I am going to keep my techniques are going to stay the same, with minor tweaks to adjust them to the new changes.
Spells are still up in the air as well, I really like how I have them now, but I have been thinking about making them more customizable.
Armor is just going to provide damage reduction
Those are the only ideas I have for now; I will begin working on the changes as soon as I get done with my next update for my setting.
File: 1187652675_369_FT33872_cbgii_system_post.pdf (//../../e107_files/public/1187652675_369_FT33872_cbgii_system_post.pdf)
Ok have been thinking more on how I am going to be implementing my stat system. As I referred to in my previous post I am going to be breaking my stating system into three parts, physical stats, mental stats, and social stats. Each will then have 3 sub-stats that determine your modifiers, below are the stats, sub-stats, and what everything affects. (everything below is in the outline stage, and I am looking for a critique )
Physical Stats
Strength: Strength is a measurement of the characters physical strength.
You apply your character's Strength modifier to:
'¢ Melee damage
'¢ Melee attacks
'¢ Carrying capacity
'¢ Certain skills
'¢ Certain spell DC's
Agility: Agility is a measurement of the characters nimbleness and ability to move quickly.
You apply your character's Agility modifier to:
'¢ Number of attacks per round
'¢ Reflex saves
'¢ Ranged attacks
'¢ Certain skills
'¢ Characters base speed
Stamina: Stamina is a measurement of the characters physical constitution; power to endure disease, fatigue, privation
You apply your character's Stamina modifier to:
'¢ Bonus hit points
'¢ Fortitude saves
'¢ Certain skills
'¢ Certain spell DC's
Mental Stats
Intelligence: Intelligence is a measurement of the characters capacity for learning, reasoning, and understanding
You apply your character's Intelligence modifier to:
'¢ Certain skills
'¢ Certain spell DC's
Wisdom: Wisdom is a measurement of the characters, common sense, perception, and intuition.
You apply your character's Wisdom modifier to:
'¢ Certain skills
'¢ Certain spell DC's
Unknown: I am still trying to think of another stat to add here I really don't know what other mental aspect I can add, any suggestions are welcome.
Social Stats
Charm: Charm is a measurement of the characters personality
You apply your character's Charm modifier to:
'¢ Certain skills
'¢ Certain spell DC's
Allure: Allure is a measurement of the characters physical beauty
You apply your character's Allure modifier to:
'¢ Certain skills
'¢ Certain spell DC's
Force of will: Force of will is a measurement of how strong the characters personality is.
You apply your character's Force of will modifier to:
'¢ Certain skills
'¢ Certain spell DC's
'¢ Will saves
Yes I know that some stats are more important then others right now, I am still trying to think of what other factors each stat will can be applied too. Any suggestions are welcome.
Each stat will range will range from 10, which is unearthly powerful. To -10 which is unearthly weak. A score of 0 will represent the average persons score. As for modifiers, they will follow the D&D pattern. For example 1-2 will be +1, 3-4 will be +2, and so on to a max of +5 at 9-10. (this will be the same pattern for the negative side) I am still up in the air about how characters will gain their stats. One idea I have right now is making the characters starting stats come from their nationality.
Also, I am thinking that I have going to the sub-stats combine into a composite stat, which will offer some type of bonus.
That is all I have for now.
First I must say a few things about the system. I was JUST thinking of the best way to make a system that involved leveling up as you play, rather than waking up one morning and suddenly being able to do more stuff.
I love the way you've done the spells. However, I would make the XP cost on making a spell a touch really low (maybe 500) because it would force the caster to move into the target's attack area. Since the caster is already spending loads of XP on the spells there's not much room for health, which is exactly what touch spells endanger: the caster's health.
A couple questions: How much XP, on average, would a character start out with? What are some of the ways a character can gain XP besides killing things and disabling traps? Can a Character gain XP for spells only by successfully casting spells, or would that just get too complicated?
I know it's a lot to throw at you in one post, but also, I have a bunch of idea's for your wresting techniques. It's more like your magic system than your technique system where they pay 500XP for a wrestling techniques that opens up the opportunity to take a bunch of different techniques that only require the first.
I also like the idea of armor giving damage resistance rather than AC. Perhaps you could do something like a chain shirt does 10/bludgeoning and Half plate does 10/piercing. You could wear them together, but add their penalties together. So you would have like a -10 on climb checks. This is all just me throwing stuff out there, by the way, so I don't mean to put you off track.
And here's a list of 20 or so "mental" attributes. I'm sure some of them overlap with what you've got already, but discipline, education, or sanity would be a good guess for that spot.
analytical brains cognition common sense | creativity discipline education focus | intellect intelligence intuition knowledge | logic memory mental prowess mind | perception reasoning sanity smarts |
I really like sanity and discipline. Thank you for the suggestions
I was thinking about it, and getting a -1 on everything sucks, so the human template needs advantages. In regular D20 they gain more skill points per level and an extra feat at first level. This is because they're considered fast learners. Why don't you keep that explanation, but instead of skill points and a feat give them the advantage of doubling their in-game experience. Otherwise it's a 24,000 XP charge to get rid of those -1's.
First I just want to say sorry that I have not gotten back to your post, until now. To be honest I didn't see it until just a few minutes ago.
Quote from: HaphazzardFirst I must say a few things about the system. I was JUST thinking of the best way to make a system that involved leveling up as you play, rather than waking up one morning and suddenly being able to do more stuff.
Thanks. I always hated the idea of having to wait to gain a level and I hated it more so when I gained a level and got noting but hp and skill points.
Quote from: HaphazzardI love the way you've done the spells. However, I would make the XP cost on making a spell a touch really low (maybe 500) because it would force the caster to move into the target's attack area. Since the caster is already spending loads of XP on the spells there's not much room for health, which is exactly what touch spells endanger: the caster's health.
Yeah I think you are right about lowering the cost for a touch attack. When I make my next update that will be changed. Thank you for the suggestion.
Quote from: HaphazzardA couple questions: How much XP, on average, would a character start out with? What are some of the ways a character can gain XP besides killing things and disabling traps? Can a Character gain XP for spells only by successfully casting spells, or would that just get too complicated?
The starting Xp would depend upon the DM, but I would say that the lowest the DM should give you would be 10,000. DM's would also decide what they would give XP out for, but most of the games I have played or DMed, I have given out extra xp for really good ideas, role playing, and being able to out smart me.
As for giving out xp for spells, could you explain that more?
Quote from: HaphazzardI know it's a lot to throw at you in one post, but also, I have a bunch of ideas for your wresting techniques. It's more like your magic system than your technique system where they pay 500XP for a wrestling techniques that opens up the opportunity to take a bunch of different techniques that only require the first.
I would like to hear your ideas about this.
Quote from: HaphazzardI also like the idea of armor giving damage resistance rather than AC. Perhaps you could do something like a chain shirt does 10/bludgeoning and Half plate does 10/piercing. You could wear them together, but add their penalties together. So you would have like a -10 on climb checks. This is all just me throwing stuff out there, by the way, so I don't mean to put you off track.
I like that idea, I will have to see how I will be able to implement it but I think that this might make it into the next update.
Quote from: HaphazzardI was thinking about it, and getting a -1 on everything sucks, so the human template needs advantages. In regular D20 they gain more skill points per level and an extra feat at first level. This is because they're considered fast learners. Why don't you keep that explanation, but instead of skill points and a feat give them the advantage of doubling their in-game experience. Otherwise it's a 24,000 XP charge to get rid of those -1's.
Well the setting I am designing this system for is all human. I thought that having everyone start at the same level and allow them to customize there stats would work well for balance. Also I was thinking about creating templates that a character could add on that would offer pluses or minus to their stats.
The new system I am thinking about using will have everyone starting off at 0, which means they will have no bonus or minus starting out.
Quote from: XXsiriusXXAs for giving out xp for spells, could you explain that more?
Go ahead and forget about that. Basically my idea was to put a DC on casting spells and every time you cast a spell get a small amount of xp for it, then you could only use that xp to buy spell related things. But, it'd be overly complicated to put proper DC's on it, pick places to get numbers from (wisdom, intelligence, skills, etc.) and not to mention really redundant with the xp reward system that you have in place.
As for the wrestling thing basically, the first feat is either "Wrestling Proficiency" or "Wrestling I" (depending on whether you want to give the techniques names or keep them numbered). That would give you a plus 1 or so on grapple checks. Then you could get techniques like "Arm Lock" or "Full Nelson" or "Half Nelson." If you wanted I could do a little research on wrestling moves to find out the names and ultimate goals of moves. I'm thinking to use a move you would have to succesfully beat an opposed grapple, and you could only use one move at a time. So, if an arm lock prevents them from drawing light weapons and a half nelson does 1D4 damage (with wrestling proficiency technique it'll do lethal otherwise non-lethal), you would have to stop doing 1D4 damage to prevent them from drawing 1D4 damage.
These are my suggestions for the techniques from what I know so far:
Wrestling proficiency - allows some techniques to do lethal damage and gives +1 to attack rolls while grappling
Arm Lock - prevents opponent from drawing light weapons
Half Nelson - deals 1D4+Str damage each succesfull round. "Wrestling proficiency" allows damage to be lethal.
Full Nelson - deals 1D6+Str damage each succesfull round. "Wrestling proficiency" allows damage to be lethal.
One more question, are hit dies automatic max (1D6 always = 6) or do you have to actually roll that die to get your health?
Thanks for listening to my suggestions. It's nice to see my opinions making a difference in a world. Even if that world only exists on paper and in our minds.
Quote from: HaphazzardQuote from: 6) or do you have to actually roll that die to get your health?
Thanks for listening to my suggestions. It's nice to see my opinions making a difference in a world. Even if that world only exists on paper and in our minds.
[/quotehmm I like that idea for the techniques, but my question is, would there be a technique tree for it (going from tech 1 to 2 to 3, and so on) or is the idea you have more of the way I have done spells (where is you get the really basic ability and then just buy the techniques you want? (I really hope what I just wrote made sense.)
as for hit die, spending that XP allows you to roll that sided die, and you take the result of that roll plus your con mod, which when I get done with my new stating system will be stamina.
Your comments, along with everyone else's, are always welcome in any of my posts, if you ever need anyone to review any of your stuff let me know.
Ok, so I have been doing more thinking about the system. So far this is what I have come up with.
Stats
For stats I am going to be sticking with the system I have outlined in a previous post, but I have decided that I am going to be adding sanity to the mental sub-category.
Skills
Like I said before I am going to be reorganizing my skill system, and I wanted to run a few of my ideas on the boards and see what you people thought of it.
Senses
Sight=intelligence
Listen=wisdom
Smell=strength
Touch=agility
Taste=stamina
Athletics (I decided to combine tumble and balance into one skill for this skill set)
Running= stamina
Jump= agility
Climbing= strength
Swimming= strength
Tumbling= agility
Persuasion
Bluff=intelligence
Diplomacy=wisdom
Intimidate=force of will
Seduction=allure
Craft (Still trying to figure out rules for crafting).
EDUCATION
Unchanged
COMMERCE
Appraise=intelligence
Haggling=force of will
HEAL
Under construction
LEGERDEMAIN
Palming Items=agility
Pick A Pocket =agility
Pick Lock=intelligence
Escape Bonds=strength
Holdout=wisdom
PERFORM
Under construction
Ride and Pilot
No change
STEALTH
Move silently=agility
Hide=intelligence
Shadowing=stamina
Now I still have more sub skills to add to this list, but it is a good idea of where I am going with my idea. As for skill points, I was thinking that I would have player be able to buy a skill point and have that point applied to all sub-skills with in that skill. Or I could have the player buy access to the skill and then by skill points for each sub-skill. I'm not sure on what way I want to go at this time.
Combat techniques
I think I am going to rework my combat skills so they are more like my spells. Where as you by access to the combat technique and then you may by upgrades for it. I'm still trying to work it all out, as soon as I have something more I will post it.
Armor and shields.
I liked Haphazzard's idea about having armors damage reduction stack, so I will be adding that to my system.
Also I have come up for an idea about shields. In my system shields will not provide any bonus to armor, instead they will allow a character to perform a counter attack. A counter attack is when the character uses the shield to deflect the on coming attack and is able to make a single attack on his attacker. I think it will be a simple attack roll with a dc equal to the attackers roll (I really hope that made sense). Also, I think the type of shield will depend on how many times a player may make a counter attack. For example a buckler will let the character perform one counter attack around, a small shield, will allow two, a large shield, three. Also I was thinking that I would offer this ability to characters that use two weapons or dual ended weapons.
[blockquote=xxSIRIUSxx]Go ahead and forget about that. Basically my idea was to put a DC on casting spells and every time you cast a spell get a small amount of xp for it, then you could only use that xp to buy spell related things. But, it'd be overly complicated to put proper DC's on it, pick places to get numbers from (wisdom, intelligence, skills, etc.) and not to mention really redundant with the xp reward system that you have in place.[/blockquote]
I like the idea, personally.
Quote from: LordVreeg[blockquote=xxSIRIUSxx]Go ahead and forget about that. Basically my idea was to put a DC on casting spells and every time you cast a spell get a small amount of xp for it, then you could only use that xp to buy spell related things. But, it'd be overly complicated to put proper DC's on it, pick places to get numbers from (wisdom, intelligence, skills, etc.) and not to mention really redundant with the xp reward system that you have in place.[/blockquote]
I like the idea, personally.
it seems like a good idea, but i don't like the thought of giving XP for casting spells. to me it would be like giving extra XP for fighting with a weapon.
Ah. SO, paradoxically, I agree with your issue, but went the other way.
I run a skill based system.
I give experience in spell skills when they are cast.
And in weapon skills when they are used, and in HP when a character gets hit.
(why should a PC get better at picking locks by killing something? Forget the silliness of it 'representing' the time spent practicing the other skills.)
But you are correct, once you start doing this, it is somewhat necessary to take it to the logical level.
Quote from: LordVreegAh. SO, paradoxically, I agree with your issue, but went the other way.
I run a skill based system.
I give experience in spell skills when they are cast.
And in weapon skills when they are used, and in HP when a character gets hit.
(why should a PC get better at picking locks by killing something? Forget the silliness of it 'representing' the time spent practicing the other skills.)
But you are correct, once you start doing this, it is somewhat necessary to take it to the logical level.
so how exactly does your system work?
Stream-of-consiousness-disaster (http://thecbg.org/e107_plugins/forum/forum_viewtopic.php?31806.0)
That links you to the thread that describes it best. I will offer a brief synopsis in case it is useful, but I don't want to contaminate your thread.
The problem I was trying to solve was how to reward people for using their abilities, and to make the characters evolve into what they should be, not to have thieves get better at pickpocketting by killing things. I know that it is a game mechanic to simulate time spent training, etc, but allowing a character to pick a skill to improve that they haven't even used is something to avoid in my book.
So set up a system that works diferently, in many areas. I the areas of experience annd skills, we keep experience in each skill seperately, but every skill has an experience modifier that determines how many real experience is gained. The Experience modifier is affected most by what school or guild teaches the skill, then by attributes. Rare skills ahve lower exp modifiers, easy skills have higher ones. Look at the HP skill example on the first post.
I hope this is useful to you, and your excellent pursuit of the right system for your game.
Quote from: LordVreegStream-of-consiousness-disaster (http://thecbg.org/e107_plugins/forum/forum_viewtopic.php?31806.0)
That links you to the thread that describes it best. I will offer a brief synopsis in case it is useful, but I don't want to contaminate your thread.
The problem I was trying to solve was how to reward people for using their abilities, and to make the characters evolve into what they should be, not to have thieves get better at pickpocketting by killing things. I know that it is a game mechanic to simulate time spent training, etc, but allowing a character to pick a skill to improve that they haven't even used is something to avoid in my book.
So set up a system that works diferently, in many areas. I the areas of experience annd skills, we keep experience in each skill seperately, but every skill has an experience modifier that determines how many real experience is gained. The Experience modifier is affected most by what school or guild teaches the skill, then by attributes. Rare skills ahve lower exp modifiers, easy skills have higher ones. Look at the HP skill example on the first post.
I hope this is useful to you, and your excellent pursuit of the right system for your game.
Thanks for the link to your system. It is rather interesting, and it has given me some insight on my own system.
Quote from: intelligence
Listen=wisdom
Smell=strength
Touch=agility
Taste=stamina
[/quoteI like sight and listen, but I'm not sure when I'd ever use smell, touch, or taste as a DM except in some sort of murder mystery campeign. Also, why would smell and taste be linked to strength and stamina and not wisdom?
Quote from: XXsiriusXXSight=intelligence
And here I was thinking that there was always an inherently negative correlation between eyesight and intelligence. Aren't the crazy geniuses always as blind as a bat, with glasses the size of coke bottles on their faces? ;)
Quote from: HaphazzardQuote from: intelligence
Listen=wisdom
Smell=strength
Touch=agility
Taste=stamina
[/quoteWell I linked taste to stamina for the characters ability to withstand the flavor of what he tastes. As for smell I gave it to strength for the characters ability to handle extremely strong smells. I guess I should have given it to stamina as well. I don't know I might not keep the sense skill at all; you do bring up a good point, how often would a character use the taste and smell skills.
Quote from: CantusQuote from: XXsiriusXXSight=intelligence
And here I was thinking that there was always an inherently negative correlation between eyesight and intelligence. Aren't the crazy geniuses always as blind as a bat, with glasses the size of coke bottles on their faces? ;)
the best ones are.
In the PDF below is a rough idea how I want my stats to work, but I am running into some problems. Well, at least I think they are problems.
Here is an example of how everything works. Let's say your character has a -6 Agility score. Your characters base speed would be 15ft (3 squares) a round with 2 attacks. Each ranged attack would have a -3 to hit, and your character would have a -3 to AC. as for any skills that have agility as their dominant ability would also take a -3 penalty.
Now does anyone see a problem with linking the characters base speed and the number of attacks with their agility score?
File: 1188763999_369_FT33872_microsoft_word__agility.pdf (//../../e107_files/public/1188763999_369_FT33872_microsoft_word__agility.pdf)