[Variant Rules] Deep Impact: an outline

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Username17
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Post by Username17 »

Lich-Loved wrote:So, while the overall system has met a grisly death, does anyone care to comment on the WBL suggestion for "magical craft points"?
I don't even see why you call them magic items, since they don't do anything that magic items do. People do not find, trade, purchase, or seek magic items at all, they just put their own runes on their own stuff. Essentially what you've done is turned everyone into preparation casters in exchange for removing magic items from the game.

If you fixed the pricing on such items (which there is no evidence that you have), you could be on to something that was balanced. Wizards make their wands cast color spray, warriors make their swords cast color spray, and everyone gets level appropriate save bonuses. But again, turning everyone into a wizard doesn't set the balance point anywhere other than the balance point of the wizard and can't really be expected to. So I don't see how this could possibly be a step towards the balance point you claimed you were looking for. As far as I can tell, the 7th level Fighter prepares "runes" on his "clothes" that let him fly and cast charm monster - which is pretty much exactly the balance point you said that you did not want.

How is that really any different from the Wizard busting out his book of runes and preparing fly and charm monster?

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Wulf
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Post by Wulf »

I like the idea of a lower-powered Tome variant. I also understand it wont be made so easily (as mentioned by previously by others).

I do like the mind-space idea, wether it is the correct implementation or not.

Mindspace feels more for psionics, in which they used their most powerfull powers as spam anyway. Mindspace could limit the max power points they can invest as each "buff" lowers their maximum power points they can invest in other/instant spells (like fireballs). Or perhaps each time they cast something, they lower their mindspace by 1. No need to juggle around spell slots or power points then.
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Kaelik
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Post by Kaelik »

Wulf wrote:I like the idea of a lower-powered Tome variant. I also understand it wont be made so easily (as mentioned by previously by others).

I do like the mind-space idea, wether it is the correct implementation or not.

Mindspace feels more for psionics, in which they used their most powerfull powers as spam anyway. Mindspace could limit the max power points they can invest as each "buff" lowers their maximum power points they can invest in other/instant spells (like fireballs). Or perhaps each time they cast something, they lower their mindspace by 1. No need to juggle around spell slots or power points then.
Read my most recent Warlock class over in MI.
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Lich-Loved
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Post by Lich-Loved »

FrankTrollman wrote:I don't even see why you call them magic items, since they don't do anything that magic items do. People do not find, trade, purchase, or seek magic items at all, they just put their own runes on their own stuff. Essentially what you've done is turned everyone into preparation casters in exchange for removing magic items from the game.

If you fixed the pricing on such items (which there is no evidence that you have), you could be on to something that was balanced. Wizards make their wands cast color spray, warriors make their swords cast color spray, and everyone gets level appropriate save bonuses. But again, turning everyone into a wizard doesn't set the balance point anywhere other than the balance point of the wizard and can't really be expected to. So I don't see how this could possibly be a step towards the balance point you claimed you were looking for. As far as I can tell, the 7th level Fighter prepares "runes" on his "clothes" that let him fly and cast charm monster - which is pretty much exactly the balance point you said that you did not want.

How is that really any different from the Wizard busting out his book of runes and preparing fly and charm monster?
I think by presenting the WBL rules as I have (as part of the failed overall system changes), I have obscured the intention of the change. Allow me to clarify please.

The WBL rules above can stand on their own, without changing the rest of 3.5 RAW. At least, I hope they can. The goal here was to do a few things: keep the overall 3.5 RAW crafting system more or less intact as it relates to crafting magic items, decouple the need for any character to have a friendly wizard make stuff for them at half price (or prevent the non-caster/crafters from paying a tax by paying retail for items the crafter wizard makes for half price), decouple wealth from power, and get rid of the concept of the magic item trade and magic item shops. I was not seeking to rebalance the classes through this change, nor make all fighters into prep casters via items. I can see why it appears that way, but that is not the intent.

Given the 3.5 RAW, fighters can buy (or rely upon a friendly wizard to make) a sword that shoots color spray or one that casts charm monster and provides magical flight. These rules do not change this at all, the cost to craft such an item would be exactly the same using these rules (MCP rules for short) and RAW rules. The difference is that the fighter could craft such a thing on his own rather than being dependent upon the wizard (or paying double what the wizard would). In the MCP system, a fighter could take Craft Magic Arms and Armor and Craft Woundrous Item and be able to make every item in the DMG he can use. He could add Craft Rod and Craft Ring to make these items as well. He does not need a friendly wizard around for any of this, he can just do it by starting with a masterwork whatever and runing it as he sees fit. I could even see a case being made for Brew Potion (though probably not for Craft Wand, Craft Staff or Scribe scroll since fighters cannot use these items as they are spell completion or spell trigger items). Of course, wizards could craft these other items types using the same system and under the same limitations. To craft an item, a crafter (regardless of class), would only need to be of the level needed to etch the runes he needs (read as "cast the spells needed") and have sufficient unused MCP equal to the list price of the item to be crafted. This, plus a bit of time and a base masterwork item upon which to build, will result in the magic item. In essence, everyone is a wizard from a crafting standpoint. As these crafting feats would now be a basic nessessity of every class, they should be eliminated in practice and just added as class benefits for all classes. This prevents a feat tax just to play the game.

The second planned advantage of MCP is that a character's MCP are fixed by level, sort of a representation of the character's mastery of arcane craftsmanship. Each character is by definition always on the WBL chart for his level. Magic items are powered by these character's personal chakra's or whatever, and work with the runes on the item to provide it its magic capabilities. As the magic only works for the crafter of the item, the items themselves only have an inherent worth as items of art; they are masterwork but nothing more in the hands of anyone else. This change absolutely decouples wealth from power. Furthermore, since a character can never permanently lose their "innate mastery of arcane craftsmanship", a sundered, lost, or stolen item can be replaced with a bit of time and at very little cost to the former owner. Also, foes can really use powerful and unique weapons against the party without concern that the weapons, once claimed from the foe's moldering corpse, are going to wreck WBL. A dragon can have a horde or an undead king a throne of gold and this will not unbalance the game from a power standpoint.

There are a number of side issues realted to this system that I will not addresss here because this post is already long enough. A few of them include making magic armor and defensive items cheaper (per Roy's points), the impact on the turnip, gold and wish economies, the time needed to craft the items (has to be long enough and have other requirements that ensure characters are not treating the item like a spellbook) and game enjoyment issues (finding ancient magic items is cool after all and this system removes that). If this overall idea has merit, perhaps we can discuss these other issues.

Again, none of these changes have anything to do with the rest of my proposed changes. They do not give any character an ability they do not already have or can obtain using the 3.5 RAW. The items are still magic items, only the means of acquiring them has changed. It is this system, in a standalone format, for which I am seeking feedback.
Last edited by Lich-Loved on Tue Mar 16, 2010 5:01 pm, edited 1 time in total.
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Username17
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Post by Username17 »

Ah. Well in that case, your crafting system is a simple failure, as it addresses very few of the problems of the 3e WBL system and makes the few ways at the disposal of individual tables to address the problems themselves more difficult.

Fighters do not, in fact, get enough magical equipment. They need more equipment to stay current than casters do by a substantial margin and WBL does not give it to them. Spells keep pace with the demands of level, while magic item bonuses really don't - specially in the key levels of 5-12. Pretty much the only saving grace is that artifacts don't count against WBL, so if you remember th Fighter's super secret class feature: Gets Artifact Sword, then you can possibly stay current with the Sorcerer, at least until he learns planar binding.

If all you're doing is setting everyone to have exactly their assigned WBL values and to never have more or less than that no matter what they do, you're not really doing anything except removing a key lever by which the DM can take pity upon the underperforming characters by giving them proceeds well in excess of the WBL standards. That and you're making the basic brokenness of charged items that much more blindingly obvious. Oh, and you're encouraging the 15 minute workday even more, because there is literally nothing that players want to get other than a notch on their pommel for having killed a dude - they don't even need to search the lair for treasure any more.

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