by Ramon Perez |
Hit Points and the cost of spell casting are as follows:
- d4: Zero level spells = 0 HP, Other spells cost 2 HP -1 per spell level
- d6: Zero level spells = 1 HP, Other spells cost 2 HP per spell level
- d8: Zero level spells = 1 HP, Other spells cost 2 HP +1 per spell level
The number of spells a character starts with also varies by hit die.
- d4: Starts with 4 zero level spells, 2 first level spells, and 1 second level spell.
- d6: Starts with 3 zero level spells, and 2 first level spells.
- d8: Starts with 2 zero level spells, and 1 first level spell.
A Magic User can trade 3 spells of any level to gain a single Fighter or Specialist ability. This is only possible during character creation, and not available after the character has been used in play. This is my crappy version of multi-classing.
Magic Users suffer penalties to encumbrance (NOTE: I use Lamentations of the Flame Princess' encumbrance system):
- Armor of +2 or higher uses 2x the amount of encumbrance slots.
- Weapons inflicting more than d6 in damage use 2x the amount of encumbrance slots.
- If the Magic User is more than lightly encumbered, all spell casting costs double the amount of hit points than normal. This makes having loyal (or paid) retainers/servants a necessity.
Magic Users saving throws are based more on individual character concept than set-in-stone class mechanics
- A traditional Wizard would have Intelligence as a Prime attribute, with associated saves having that benefit.
- A traditional Cleric would have Wisdom as a Prime attribute.
- A Bard would have Charisma as a Prime.
- Other builds can be argued if necessary.
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