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09/08/11(Thu)06:48 No.16223736I was working on races and magic for an homebrew setting. I wanted magicians to fight along with archers and swordsmen, with some parvence of balance - here's what I have got. This works under the 'dramatic timing' rules (archers and mages get to mess with melees whenever there is a pause)
Sorcery Pool: (WP+MA)/2 + Proficency. Casting TN: as Skill, each spell or each school is a different skill Effect: worked from MoS. Resisted with Reflex or WP (can add CPs if in combat) Non-Human/Multiple Targets, Out of Sight, Armor Penalties: Activation Costs.
Exceptions: Direct Damage, Buffs, Debuffs and Dispels are pretty straightforward. Illusions count as stealth, disguise, or whatever appropriate skill buffs.
Problems: How to implement Domination effects? only as rituals? or need a MoS of 5? or count as attacks inflicting shock, domination takes effect once 'dead'? How to implement Summoning effects? they need at least CPs, DR, AV. a way to summon more. costs for special abilities like flight.
Proposed Racial Table: RACES: A: Paragons with Magic B: Normals with Magic C: Sub-humans or Degenerates with Magic D: Racial Paragons Humans: fuck yeah. +2 to 2 attributes. Orcs: beefy, slow. +2 St, To and one other; -1 MA or Soc. Elves: agile, fragile. +2 Ag, Wit and one other; -1 En or Ht. E: Normal Races Humans, no mods Orcs, +1 St or To; -1 MA or Soc Elves, +1 Ag or Wit; -1 En or Ht F: Sub-humans or Degenerates. -2 to 2 attributes.
with 3 magic proficiencies: Human -> direct and aggressive: direct damage, debuffs Orcish -> shamanic: personal buffs, terrain effects, summons Elvish -> arcane and indirect: illusions, dominations, dispels
any comments? |