bycrom
Level 3 Conjurer
Posts: 90
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Post by bycrom on Dec 3, 2010 7:06:43 GMT -6
By Crom, what say you Whitebox dog-brothers?
Ability score >14 or <7 Add one die when DM calls for ability check, take highest/lowest three
Str: Add 1d6 to damage rolls, take highest/lowest Int: Add/subtract one level to M-U spellcasting ability Wis: Add/subtract one level to Clerical spellcasting/turning abilities Dex: Roll 2d20 on hit rolls with missile weapons, take highest/lowest Con: Add 1d6 to hitpoint rolls, take highest/lowest Cha: DM rolls twice for encounter and morale reactions, taking better/lesser of the two
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Post by jonathan on Dec 3, 2010 9:54:24 GMT -6
For Int and Wis, what do you mean by spellcasting ability?
Would this bonus just increase things like number of dice in a Fireball or does the PC actually cast more spells as if they were an entire level higher? I think the first method is fine, but the second is probably a bit much.
Personally, I'd allow a high Int/Wis to grant an additional 1st-level spell - this boosts low level spellcasters while not substantially increasing the power of the already mighty high level mages and clerics. IIRC, this was a house rule that Gary Gygax used in later years (it should be posted somewhere else here on the boards, actually).
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premmy
Level 5 Thaumaturgist
Posts: 295
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Post by premmy on Dec 3, 2010 10:16:01 GMT -6
As jonathan asked, it would be important to understand how exactly those two are supposed to work. Do you mean to give them as many spells as a character of one level higher (which is REALLY strong), or just that level-dependant effects (duration, damage, etc.) count as if they were better?
My main problem is with the Dex, Cha, Str and Con bonuses, especially the first one. With a 1d20 roll, you have a flat distribution of expected results: you're as likely to get extremes (1 or 20) as middle numbers - and the same with 1d6. What this means is that if you roll 2d20 (or 2d6), then there's a pretty good chance that one of the rolls will be rather high or low. Which, in turn, means that the bonus will be VERY strong, since it will come into play very often, and similarly, the penalty will be VERY crippling.
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Post by jonathan on Dec 3, 2010 12:14:37 GMT -6
From what I recall, the effect of 2d6 drop lowest is roughly equivalent to a +1 bonus (i.e. 1d6+1), while 2d20 drop lowest is roughly equivalent to a +3 bonus (reverse the bonuses to penalties for drop highest cases, obviously), so I don't think they're necessarily too strong.
The attack bonus with Dex is probably a bit stronger than the damage bonus with Str, although it would obviously depend on the terms of the battle.
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Post by blackbarn on Dec 6, 2010 23:22:00 GMT -6
I like it in theory but it does seem like it could led to some extreme results, perhaps too often.
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