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{kjd-sys} Races, classes, and advancement

 
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Justisaur

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Since: Apr 17, 2007
Posts: 182



(Msg. 46) Posted: Fri Mar 28, 2008 4:39 pm
Post subject: Re: {kjd-sys} Races, classes, and advancement [Login to view extended thread Info.]
Archived from groups: rec>games>frp>dnd (more info?)

On Mar 28, 2:37 pm, Keith Davies <keith.dav... DeleteThis @kjdavies.org> wrote:
> Justisaur <justis... DeleteThis @gmail.com> wrote:
> > On Mar 17, 1:25 pm, Keith Davies <keith.dav... DeleteThis @kjdavies.org> wrote:
> >> Hrm. This suggests they may be too expensive.
>
> > That does seem exceptionally expensive. AD&D 18:00 str was pretty
> > cheap in the ogre str. Ability scores are far more valuable in 3.x
> > than they were in AD&D
>
> > Just for some values from 1e:
>
> > 18:00 (+3 to hit +6 damage)- 15k
> > 19-24 - 2,500

I think I remember doing something to change the value back then like
2500 x the strength for belts...

>
> > Um. O.k. that's not very useful. And It's insane. No one would ever
> > make the gauntlets of ogre power. Well other than the fact ogres are
> > easier to harvest than giants. Sheesh, every time I crack the 1e dmg
> > I find something to go WFT over.
>
> Bear in mind that enhancement bonuses were cheap, too. +5 was, IIRC,
> 5000gp, and limited to swords only.
>
> I'd look it up, but my AD&D stuff is packed in preparation for moving.

PDF... Mine is in the garage, I hardly ever go actually crack it
open. I made a ton of notes in it back in the day, So I do dig it out
once in awhile. It gives me a big whiff of nostalgia when I do
too. Smile

Anyway +5 sword is 18k in 1e.

Of course people didn't just buy or make them then either. They were
found, and generally you didn't have all that much free treasure
usually to buy stuff with if your DM was nice enough to have anything
available to buy.

>
> >> That doesn't strike me as being too disgusting, considering I expect to
> >> dump enhancement bonuses. They are more expensive than RAW would be
> >> (Cha 18 + cockring +6 Cha = Cha 24, for 36k), but I think they put the
> >> emphasis where I'd want it to be. Especially if level-based bumps
> >> happen *after* this. You could still get to Int 29, but without racial
> >> bonuses it might cost 100k + five bumps.
>
> > That looks pretty good. I don't like the formula from an elegance
> > standpoint but the numbers look good.
>
> I agree. Formulae using offset base values like this lack elegance.
>
> OTOH, straight-up square-of-value often grow too fast for my taste. An
> offset can let you use a smaller coefficient and stretch that part of
> the curve. For instance, when I had a magic system that promoted every
> spell by one level (so cantrips were first-level, /magic missile/ was
> second, etc.) it did some very nice things to the cost curve for magic
> items. For one thing, it greatly reduced the size of the step in cost
> between the healing stick and the next one up (this presupposes that
> there are some 'prelevels' -- starting clerics can still have access to
> CLW).
>
> new model (level+1) RAW model
> /oCMinW 1*1*125 = 125gp 1*1*750 = 375gp (halved for orison)
> /oCLW 2*3*125 = 750gp 1*1*750 = 750gp
> /oCModW 3*5*125 = 1,875gp 2*3*750 = 4,500gp
> /oCSW 4*7*125 = 3,500gp 3*5*750 = 11,250gp
> /oCCW 5*9*125 = 5,625gp 4*7*750 = 21,000gp
>
> This keeps the cost of the base item (/oCLW) the same, but I think the
> ratios are more accurate for the benefit gained -- I think I could see a
> player paying 1,875gp for a wand of cure moderate wounds, I *never* see
> one pay 4,500gp for one.
>
> Granted, I might need to trim the treasure sizes down if I start
> reducing costs like this, but I think that's probably a good thing.

Yes. I like this a lot.

> > what if you just took the first one and made it 2k instead of 4k
>
> > Str 12 item: 2k
> > Str 14 item: 4k
> > Str 16 item: 16k
> > Str 18 item: 36k
> > Str 20 item: 50k
> > Str 22 item: 72k
> > Str 24 item: 98k

> Str 12 item: 2k
> Str 14 item: 8k
> Str 16 item: 18k
> Str 18 item: 32k
> Str 20 item: 50k
> Str 22 item: 72k
> Str 24 item: 98k
> Str 26 item: 128k
> Str 28 item: 162

> (you had a couple mistakes in there)

Arg!

Yeah, like that, but don't think I'd want to include the 12 as that's
just too cheap to get around major deficiencies. Perhaps 26+ being
epic with appropriate pricing.

> > That seems fairly reasonable to me, although pretty cheap to overcome
> > a a really bad score. I can see a bunch of people getting 12 Cha or
> > Wis items for 2k, or wizards getting 12 str items to overcome their
> > weak str, or con items. One could just limit it to 18-24
>
> This look more in line with actual benefit, I think. A Str18 item costs
> a bit less than a Str +6 item RAW, but doesn't jump someone with a base
> Str18 to Str24 -- for Str24 you're paying almost 100k
>
> > The next question is what do bull's strength etc. grant? 14? 16? or
> > do they just stay at +4? They are at the 16k equivilent, as that's
> > what a +4 item currently costs. So they'd be 16 on the chart I just
> > made, 14 on your first chart, or 12 on your 2nd chart. That tells me
> > your 2nd chart is too expensive at the low end... And that the chart
> > I just made +2 which is the current lowest would be equal to 14, so
> > that should be the lowest, which works out o.k...
>
> Since I'm probably dropping /bull's strength/ as a spell ('no
> enhancement bonuses', remember?) it's probably not a big deal.

There you go.

>
> That said, if I start with bison to represent a bull, it has Str22 RAW
> as a large creature. Reduce it to a medium creature (-8 to Str, RAW)
> means that they have a base Str of 14 -- +4 racial bonus to Str.
>
> Strange coincidence? Okay, /bull's strength/ would be a +4 bonus to
> Str.
>
> Simplest thing to do then, to keep it consistent with the item and give
> you Str 14. It makes a normal person (Str10) a fair bit stronger, but
> someone who's already as "strong as a bull" wouldn't be affected.

I still think 16 would be about right. it's enough to make someone
who's poor in a score have one good enough to do stuff with without
being overwhelming.

> As for item cost, I still like the behavior (if not the mathematical
> elegance) of the second option, the offset base. If you were to adjust
> it slightly, use 'bonus +2 squared * 1000gp', you'd get
>
> Str 8 item: 1k
> Str 10 item: 4k
> Str 12 item: 9k
> Str 14 item: 16k <-- par with current +4
> Str 16 item: 25k
> Str 18 item: 36k <-- par with current +6
> Str 20 item: 49k
> Str 22 item: 64k <-- par with current +8*
> Str 24 item: 81k
> Str 26 item: 100k <-- par with current +10*

I just don't see 12 providing enough benefit for 9, etc. 16k for 14
is about right, 36k for 18 seems a bit high...


> * except that these would be epic, RAW, and costs get weird in epic
>
> This looks a little more in line with the actual value of the items, I
> think. Right now Str22 is trivial (Str18 +4 -- 16k), but it's worth
> quite a bit.
>
> Something I don't like about having items like this give specific values
> is that it makes the item even more important than the character in some
> ways. It doesn't matter *how* strong you are, RAW a +4 Str item makes
> you stronger. With this, it doesn't matter how strong you are because
> the item replaces your strength with its.
>
> OTOH, I like the idea of a character whose strength *does* come from an
> item -- get it away from him he turns back into the normal (or weaker)
> schmoe he normally is. For that to happen RAW you'd need the cripple to
> have a +8 or +10 item (i.e. epic) to make him... as strong as human
> range normally supports. When the PCs peel that off him, they get a
> *big* jump in power. OTOH, the cripple with a Str18 item *isn't* using
> anything epic, and depending when he gets smacked it might not even be
> really valuable to the PCs.
>
> I'm still waffling on this point.

That's why I think the best solution is point buy points, but it's
also the most complicated. It would be much more difficult to figure
out the points supplied.

If we just start with 3 levels like we have now...

1st (+2 currently)
2nd (+4 currently)
3rd (+6 currently)

Then we have to decide where we want to start with. I'll start with
14 as an average "adventurer" stat.
first we have to decide what points are worth below 8, and over 18.
I'll start with keeping everything below 8 cost 1 point each and
everything over 18 costing 1 additional point per step of modifier
which would appear easiest to begin with.

So 1st level (4k) would provide 4 points.
2nd (16k) level would provide 10 points
3rd (36k) level provides 18 points.

Here's what we'd get:

+2 +10 +18
Start 1st lv 2nd lv 3rd lv
1 5 11 16
2 6 12 17
3 7 13 17
4 8 14 17
5 9 14 17
6 10 15 18
7 11 15 18
8 12 16 18
9 13 16 18
10 14 16 19
11 14 17 19
12 15 17 19
13 15 17 19
14 16 18 20
15 16 18 20
16 17 18 20
17 18 19 21
18 19 20 22
19 20 21 22
20 20 22 23
21 21 22 24
22 22 23 24
23 23 24 25
24 24 25 26
25 25 26 27
26 26 27 28

That doesn't look too bad, but I still don't quite like it.

- Justisaur

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Keith Davies

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Since: Apr 14, 2004
Posts: 1607



(Msg. 47) Posted: Fri Mar 28, 2008 9:37 pm
Post subject: Re: {kjd-sys} Races, classes, and advancement [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Justisaur <justisaur RemoveThis @gmail.com> wrote:
> On Mar 17, 1:25 pm, Keith Davies <keith.dav... RemoveThis @kjdavies.org> wrote:
>> Hrm. This suggests they may be too expensive.
>
> That does seem exceptionally expensive. AD&D 18:00 str was pretty
> cheap in the ogre str. Ability scores are far more valuable in 3.x
> than they were in AD&D
>
> Just for some values from 1e:
>
> 18:00 (+3 to hit +6 damage)- 15k
> 19-24 - 2,500
>
> Um. O.k. that's not very useful. And It's insane. No one would ever
> make the gauntlets of ogre power. Well other than the fact ogres are
> easier to harvest than giants. Sheesh, every time I crack the 1e dmg
> I find something to go WFT over.

Bear in mind that enhancement bonuses were cheap, too. +5 was, IIRC,
5000gp, and limited to swords only.

I'd look it up, but my AD&D stuff is packed in preparation for moving.

>> That doesn't strike me as being too disgusting, considering I expect to
>> dump enhancement bonuses. They are more expensive than RAW would be
>> (Cha 18 + cockring +6 Cha = Cha 24, for 36k), but I think they put the
>> emphasis where I'd want it to be. Especially if level-based bumps
>> happen *after* this. You could still get to Int 29, but without racial
>> bonuses it might cost 100k + five bumps.
>
> That looks pretty good. I don't like the formula from an elegance
> standpoint but the numbers look good.

I agree. Formulae using offset base values like this lack elegance.

OTOH, straight-up square-of-value often grow too fast for my taste. An
offset can let you use a smaller coefficient and stretch that part of
the curve. For instance, when I had a magic system that promoted every
spell by one level (so cantrips were first-level, /magic missile/ was
second, etc.) it did some very nice things to the cost curve for magic
items. For one thing, it greatly reduced the size of the step in cost
between the healing stick and the next one up (this presupposes that
there are some 'prelevels' -- starting clerics can still have access to
CLW).

new model (level+1) RAW model
/oCMinW 1*1*125 = 125gp 1*1*750 = 375gp (halved for orison)
/oCLW 2*3*125 = 750gp 1*1*750 = 750gp
/oCModW 3*5*125 = 1,875gp 2*3*750 = 4,500gp
/oCSW 4*7*125 = 3,500gp 3*5*750 = 11,250gp
/oCCW 5*9*125 = 5,625gp 4*7*750 = 21,000gp

This keeps the cost of the base item (/oCLW) the same, but I think the
ratios are more accurate for the benefit gained -- I think I could see a
player paying 1,875gp for a wand of cure moderate wounds, I *never* see
one pay 4,500gp for one.

Granted, I might need to trim the treasure sizes down if I start
reducing costs like this, but I think that's probably a good thing.

> what if you just took the first one and made it 2k instead of 4k
>
> Str 12 item: 2k
> Str 14 item: 4k
> Str 16 item: 16k
> Str 18 item: 36k
> Str 20 item: 50k
> Str 22 item: 72k
> Str 24 item: 98k

Str 12 item: 2k
Str 14 item: 8k
Str 16 item: 18k
Str 18 item: 32k
Str 20 item: 50k
Str 22 item: 72k
Str 24 item: 98k
Str 26 item: 128k
Str 28 item: 162k

(you had a couple mistakes in there)

> That seems fairly reasonable to me, although pretty cheap to overcome
> a a really bad score. I can see a bunch of people getting 12 Cha or
> Wis items for 2k, or wizards getting 12 str items to overcome their
> weak str, or con items. One could just limit it to 18-24

This look more in line with actual benefit, I think. A Str18 item costs
a bit less than a Str +6 item RAW, but doesn't jump someone with a base
Str18 to Str24 -- for Str24 you're paying almost 100k

> The next question is what do bull's strength etc. grant? 14? 16? or
> do they just stay at +4? They are at the 16k equivilent, as that's
> what a +4 item currently costs. So they'd be 16 on the chart I just
> made, 14 on your first chart, or 12 on your 2nd chart. That tells me
> your 2nd chart is too expensive at the low end... And that the chart
> I just made +2 which is the current lowest would be equal to 14, so
> that should be the lowest, which works out o.k...

Since I'm probably dropping /bull's strength/ as a spell ('no
enhancement bonuses', remember?) it's probably not a big deal.

That said, if I start with bison to represent a bull, it has Str22 RAW
as a large creature. Reduce it to a medium creature (-8 to Str, RAW)
means that they have a base Str of 14 -- +4 racial bonus to Str.

Strange coincidence? Okay, /bull's strength/ would be a +4 bonus to
Str.

Simplest thing to do then, to keep it consistent with the item and give
you Str 14. It makes a normal person (Str10) a fair bit stronger, but
someone who's already as "strong as a bull" wouldn't be affected.

As for item cost, I still like the behavior (if not the mathematical
elegance) of the second option, the offset base. If you were to adjust
it slightly, use 'bonus +2 squared * 1000gp', you'd get

Str 8 item: 1k
Str 10 item: 4k
Str 12 item: 9k
Str 14 item: 16k <-- par with current +4
Str 16 item: 25k
Str 18 item: 36k <-- par with current +6
Str 20 item: 49k
Str 22 item: 64k <-- par with current +8*
Str 24 item: 81k
Str 26 item: 100k <-- par with current +10*

* except that these would be epic, RAW, and costs get weird in epic

This looks a little more in line with the actual value of the items, I
think. Right now Str22 is trivial (Str18 +4 -- 16k), but it's worth
quite a bit.

Something I don't like about having items like this give specific values
is that it makes the item even more important than the character in some
ways. It doesn't matter *how* strong you are, RAW a +4 Str item makes
you stronger. With this, it doesn't matter how strong you are because
the item replaces your strength with its.

OTOH, I like the idea of a character whose strength *does* come from an
item -- get it away from him he turns back into the normal (or weaker)
schmoe he normally is. For that to happen RAW you'd need the cripple to
have a +8 or +10 item (i.e. epic) to make him... as strong as human
range normally supports. When the PCs peel that off him, they get a
*big* jump in power. OTOH, the cripple with a Str18 item *isn't* using
anything epic, and depending when he gets smacked it might not even be
really valuable to the PCs.

I'm still waffling on this point.


Keith
--
Keith Davies I married the moonshiner's daughter
keith.davies RemoveThis @kjdavies.org How could I go wrong?
keith.davies RemoveThis @gmail.com The moonshiner's daughter
http://www.kjdavies.org/ Put some corn in the water
And makes me liquor all night long
-- Hayseed Dixie, _Moonshiner's Daughter_

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Keith Davies

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Since: Apr 14, 2004
Posts: 1607



(Msg. 48) Posted: Fri Mar 28, 2008 9:40 pm
Post subject: Re: {kjd-sys} Races, classes, and advancement [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

DougL <lampert.doug.RemoveThis@gmail.com> wrote:
>
> Never been surprised by a dragon I take it.
>
> On a dark night a Dragon can see and hear you from farther away than
> you can POSSIBLY detect it baring scrying. It can move farther than
> your maximum detection range in a single move equivalent action. And
> it has both a ranged strike and flyby attack. (At least if I built it
> it has flyby attack.) And it's smart enough to spot and kill the
> wizard FIRST. It's also smart enough and has enough spellcraft that if
> you do get a defensive spell up it will recognize the spell and know
> the approximate duration it needs to wait prior to coming back for the
> second round.
>
> SPLAT. No more wizard.

Honestly, I'm okay with that. These guys are *supposed* to be a
problem.

If you're hunting dragons IMC, you deserve to find them. With all that
implies.

> As someone else mentioned the enemy monks and wizards with fireballs
> also want to have a short talk with any low con wizards you have
> wandering around.
>
> Wizards need Con MORE than any other class because proportionately Con
> granted HP are a larger fraction of their total HP.

Sure. Which I think is dumb. I'd rather just give wizards a bigger HD,
than require them to dump points into Con.


Keith
--
Keith Davies I married the moonshiner's daughter
keith.davies.RemoveThis@kjdavies.org How could I go wrong?
keith.davies.RemoveThis@gmail.com The moonshiner's daughter
http://www.kjdavies.org/ Put some corn in the water
And makes me liquor all night long
-- Hayseed Dixie, _Moonshiner's Daughter_
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Harold Groot

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Since: May 12, 2004
Posts: 139



(Msg. 49) Posted: Sat Mar 29, 2008 4:17 am
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Archived from groups: per prev. post (more info?)

On Fri, 28 Mar 2008 16:39:20 -0700 (PDT), Justisaur
<justisaur.TakeThisOut@gmail.com> wrote:

>Anyway +5 sword is 18k in 1e.

Actually, 18k got you a +5 Defender in 1E (per the DMG). A plain +5
was only 15k. For 20k you got a +5 Holy Avenger.
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Tetsubo

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Since: Jun 06, 2004
Posts: 460



(Msg. 50) Posted: Sat Mar 29, 2008 4:17 am
Post subject: Re: {kjd-sys} Races, classes, and advancement [Login to view extended thread Info.]
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Harold Groot wrote:
> On Fri, 28 Mar 2008 16:39:20 -0700 (PDT), Justisaur
> <justisaur DeleteThis @gmail.com> wrote:
>
>
>>Anyway +5 sword is 18k in 1e.
>
>
> Actually, 18k got you a +5 Defender in 1E (per the DMG). A plain +5
> was only 15k. For 20k you got a +5 Holy Avenger.
>
>

I can remember PCs with the old "golf bag" of magic swords back in 1E.
One thing that always frustrated me was the lack of magic item creation
rules. Even if you don't love the ones in 3.X, at least they are
*there*. I always thought the +3 Frost Brand rocked though... Smile

--
Tetsubo
--------------------------------------
"The apparent lesson of the Inquisition is that insistence on
uniformity of belief is fatal to intellectual, moral and spiritual health."
-The Uses Of The Past-, Herbert J. Muller

BLUP
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Allen Wessels

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Since: Jul 11, 2005
Posts: 135



(Msg. 51) Posted: Sat Mar 29, 2008 4:17 am
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In article <BcKdncPlnMv3cXDanZ2dnUVZ_qDinZ2d DeleteThis @comcast.com>,
Tetsubo <tetsubo DeleteThis @comcast.net> wrote:

> I can remember PCs with the old "golf bag" of magic swords back in 1E.
> One thing that always frustrated me was the lack of magic item creation
> rules. Even if you don't love the ones in 3.X, at least they are
> *there*. I always thought the +3 Frost Brand rocked though... Smile

Oh they were there alright. It just wasn't worth doing. The special
process, ingredients, costs, Permanency spell issue and rest required
made it probititive.

My PC mage made two arrows with a single spell on each and gave it up.

- Allen
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Tetsubo

External


Since: Jun 06, 2004
Posts: 460



(Msg. 52) Posted: Sat Mar 29, 2008 6:17 am
Post subject: Re: {kjd-sys} Races, classes, and advancement [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Allen Wessels wrote:

> In article <BcKdncPlnMv3cXDanZ2dnUVZ_qDinZ2d.DeleteThis@comcast.com>,
> Tetsubo <tetsubo.DeleteThis@comcast.net> wrote:
>
>
>> I can remember PCs with the old "golf bag" of magic swords back in 1E.
>>One thing that always frustrated me was the lack of magic item creation
>>rules. Even if you don't love the ones in 3.X, at least they are
>>*there*. I always thought the +3 Frost Brand rocked though... Smile
>
>
> Oh they were there alright. It just wasn't worth doing. The special
> process, ingredients, costs, Permanency spell issue and rest required
> made it probititive.
>
> My PC mage made two arrows with a single spell on each and gave it up.
>
> - Allen

I guess I should have said, "good and sensible" magic item creation
rules. Ones that made the existence of magic items believable at least.
I mean, who was making all of them in 1E?

I think it is Arcana Evolved that has Permanency as a Metamagic Feat.
It boosts the effective spell level (plus probably has other limitations
I can't remember). I thought it was a pretty good and simple method of
dealing with the issue. I never liked that a "permanent" item could be
dispelled though. It seemed to fail at the definition of "permanent".

--
Tetsubo
--------------------------------------
"The apparent lesson of the Inquisition is that insistence on
uniformity of belief is fatal to intellectual, moral and spiritual health."
-The Uses Of The Past-, Herbert J. Muller

BLUP
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Harold Groot

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Since: May 12, 2004
Posts: 139



(Msg. 53) Posted: Sat Mar 29, 2008 12:14 pm
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On Sat, 29 Mar 2008 03:15:04 -0400, Tetsubo <tetsubo RemoveThis @comcast.net>
wrote:

>Harold Groot wrote:
>> On Fri, 28 Mar 2008 16:39:20 -0700 (PDT), Justisaur
>> <justisaur RemoveThis @gmail.com> wrote:
>>
>>
>>>Anyway +5 sword is 18k in 1e.
>>
>>
>> Actually, 18k got you a +5 Defender in 1E (per the DMG). A plain +5
>> was only 15k. For 20k you got a +5 Holy Avenger.

>
> I can remember PCs with the old "golf bag" of magic swords back in 1E.
>One thing that always frustrated me was the lack of magic item creation
>rules. Even if you don't love the ones in 3.X, at least they are
>*there*. I always thought the +3 Frost Brand rocked though... Smile
>Tetsubo


Our 1E DMs didn't hand out magic items in such quantity. The only
people who tended to have several weapons (even non-magic) were those
who played using the AC TYPE adjustments - and those campaigns were
very rare. I think around 99% of the 1E DMs got rid of AC TYPE
adjustments as being too much of a nuisance.

A main melee weapon, a main distance weapon, and some sort of backup
weapon was typical for our games. The backup weapon was not generally
as good as the main one, but easier to carry. So a Sword-and-shield
fighter might have a dagger as a backup, a person with a bow would
also carry a sling.

The Heward's Handy Haversack at, what, 2k in 3E really changed the
outlook of how much you should EXPECT to bring. While Bags of Holding
and Portable Holes and such existed in 1E, they weren't common - and
the DM controlled their (rare) appearances. In 3E HHH's are both
easily available to everyone and CHEAP - practically everyone has one
in the campaigns I'm in.

I'm not a player who likes his character to be defined either by his
class or his possessions. To remove a trap, don't say (in 1E) "Let
the thief do it". If you want my character to take a risk for the
good of the party, learn his or her name. "Call Hlaladar, and have
remedies at hand in case of injury or poison." Of course, a DM who
gives out too much treasure can be worse than one that gives out too
little. I once gamed with a 3E DM who routinely gave out
Epic/Artifact Level magic items to everyone (unique to her campaign,
not from a book). So your 8th level character might have AC 40, his
+10 sword lets him change into an Ancient Gold Dragon as well as
having a dozen other properties - it was over the tops. As far as the
DM seemed concerned the whole object in fighting seemed to be to have
the custom-designed goodies that you had go up against the
custom-designed goodies that the enemy had. You could have given them
to street urchins and the fighting wouldn't have changed very much.

Let my PCs be defined instead by how they act, by what they want and
what they're willing to do to get it. Baubles appropriate to the
level are fine - but don't let the baubles take over.

3E item creation rules aren't as bad as that one DM - but they still
make making items far too easy IMHO. Maybe it doesn't need to go all
the way back to 1E ways, but I'd be happier if it was toned down. I
think the DMs I currently play with agree - the last 3 campaigns have
been pure sprints with no down time to make magic items!
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Allen Wessels

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Since: Jul 11, 2005
Posts: 135



(Msg. 54) Posted: Sat Mar 29, 2008 1:44 pm
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In article <5fWdndGbCZ-7inPanZ2dnUVZ_smnnZ2d.RemoveThis@comcast.com>,
Tetsubo <tetsubo.RemoveThis@comcast.net> wrote:

> Allen Wessels wrote:

> > In article <BcKdncPlnMv3cXDanZ2dnUVZ_qDinZ2d.RemoveThis@comcast.com>,
> > Tetsubo <tetsubo.RemoveThis@comcast.net> wrote:

> I guess I should have said, "good and sensible" magic item creation
> rules. Ones that made the existence of magic items believable at least.
> I mean, who was making all of them in 1E?

Well, I think Gygax liked dangling the possibility out there, but I
don't think he liked the idea of letting people do it on a regular basis.

Hobbyists. Smile

Or artificers that learned how to use other power sources to create
magic items rather than their own essences.

> I think it is Arcana Evolved that has Permanency as a Metamagic Feat.
> It boosts the effective spell level (plus probably has other limitations
> I can't remember). I thought it was a pretty good and simple method of
> dealing with the issue. I never liked that a "permanent" item could be
> dispelled though. It seemed to fail at the definition of "permanent".

Yeah, in 1e we toyed with the idea that you could make a weapon for
example without using Permanency. It would be dispellable but you
avoided the Con loss. Still wasn't worth it.

The problem with permanent magic items is if you've had crafting for
millenia, the numbers around would be substantial, even counting the
number lost by adventurers rolling 1s and dropping them into the nearest
abyss.

- Allen
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Erol K. Bayburt

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Since: Mar 02, 2005
Posts: 211



(Msg. 55) Posted: Sat Mar 29, 2008 6:47 pm
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On Sat, 29 Mar 2008 03:15:04 -0400, Tetsubo <tetsubo RemoveThis @comcast.net>
wrote:

>One thing that always frustrated me was the lack of magic item creation
>rules.

1e had very clear and simple magic item creation rules: "The DM will
let the PC try to create a magic item, and then will screw the PC over
by demanding more and more from the PC until he either gives up or
succeeds at such a high cost that he swears to never try again."

> Even if you don't love the ones in 3.X, at least they are
>*there*.

And even if you don't love the ones in 3.x, they're a tolerable
starting point for homebrewing your own item creation rules.
Erol K. Bayburt
ErolB1 RemoveThis @comcast.net
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Tetsubo

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Since: Jun 06, 2004
Posts: 460



(Msg. 56) Posted: Sun Mar 30, 2008 12:13 am
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Erol K. Bayburt wrote:

> On Sat, 29 Mar 2008 03:15:04 -0400, Tetsubo <tetsubo.RemoveThis@comcast.net>
> wrote:
>
>
>>One thing that always frustrated me was the lack of magic item creation
>>rules.
>
>
> 1e had very clear and simple magic item creation rules: "The DM will
> let the PC try to create a magic item, and then will screw the PC over
> by demanding more and more from the PC until he either gives up or
> succeeds at such a high cost that he swears to never try again."

That was always my impression as well. One thing did in 2E at least
was have the PCs fill in the "scavenger hunt" aspect of the creation
process. Sending them off on wacky adventures looking for materials
related to what the item was designed to do. One pair of magic bracers
needed "king's tears" to be completed. Literally the magically
solidified tears of king's. Sort of small, crystalline gems that held an
image of sorrow and loss.

>
>
>>Even if you don't love the ones in 3.X, at least they are
>>*there*.
>
>
> And even if you don't love the ones in 3.x, they're a tolerable
> starting point for homebrewing your own item creation rules.

I never encountered much beyond "adding magical boni" to items. So I
never really needed to tinker much with them. I toss enough odd and
interesting items at my players as treasure.

> Erol K. Bayburt
> ErolB1.RemoveThis@comcast.net


--
Tetsubo
--------------------------------------
"The apparent lesson of the Inquisition is that insistence on
uniformity of belief is fatal to intellectual, moral and spiritual health."
-The Uses Of The Past-, Herbert J. Muller

BLUP
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tussock

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Since: Apr 28, 2004
Posts: 1013



(Msg. 57) Posted: Sun Mar 30, 2008 1:50 am
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Keith Davies wrote:
> DougL wrote:

>> Wizards need Con MORE than any other class because proportionately Con
>> granted HP are a larger fraction of their total HP.
>
> Sure. Which I think is dumb. I'd rather just give wizards a bigger HD,
> than require them to dump points into Con.

What is 32 point buy? It's 26 point buy with base 14 Con. Adventurers
tax, dude. Just consider the "average" starting Con for all active types
to be 14, like it mostly is, and everything makes much more sense with
the numbers.

Wiz1 6 hp, Ftr1 12 hp. Wizard +9/2, Fighter +15/2.

I use 2 HD at 1st level instead of max, so I'm 9 and 15 strait up,
which is similar to core 3e with +3 hp for everyone at 1st, which might
be a better idea if you wanted to lessen the importance of Con.

Oh, and Wizards or Sorcerers with Toads also get another +3 hp.

Paizo's testing +6 at first in their 3.75 Pathfinder fork, amoungst
other proposals.

--
tussock

I'm like a box of chocolates; you never know what you're gunna get.
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Justisaur

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Since: Apr 17, 2007
Posts: 182



(Msg. 58) Posted: Wed Apr 09, 2008 3:09 pm
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On Apr 9, 12:51 pm, Keith Davies <keith.dav....TakeThisOut@kjdavies.org> wrote:
> Justisaur <justis....TakeThisOut@gmail.com> wrote:
> > On Mar 28, 2:37 pm, Keith Davies <keith.dav....TakeThisOut@kjdavies.org> wrote:
>
> Shift it one level, then:
>
> Str 10 item: 1k
> Str 12 item: 4k <-- par with current +2
> Str 14 item: 9k
> Str 16 item: 16k <-- par with current +4
> Str 18 item: 25k
> Str 20 item: 36k <-- par with current +6
> Str 22 item: 49k
> Str 24 item: 64k <-- par with current +8*
> Str 26 item: 81k
> Str 28 item: 100k <-- par with current +10*
>
> And maybe drop the Str 10 item ('gloves of normal strength')
>

That looks pretty good. 12 Str item for the same as a +1 sword.

- Justisaur
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Keith Davies

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Since: Apr 14, 2004
Posts: 1607



(Msg. 59) Posted: Wed Apr 09, 2008 7:51 pm
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Justisaur <justisaur RemoveThis @gmail.com> wrote:
> On Mar 28, 2:37 pm, Keith Davies <keith.dav... RemoveThis @kjdavies.org> wrote:
>>
>> Bear in mind that enhancement bonuses were cheap, too. +5 was, IIRC,
>> 5000gp, and limited to swords only.
>>
>> I'd look it up, but my AD&D stuff is packed in preparation for moving.
>
> PDF... Mine is in the garage, I hardly ever go actually crack it
> open. I made a ton of notes in it back in the day, So I do dig it out
> once in awhile. It gives me a big whiff of nostalgia when I do
> too. Smile

My PDFs of 1e stuff are on DVD, and I'd have to dig for the right one.

>> > what if you just took the first one and made it 2k instead of 4k
>>
>> > Str 12 item: 2k
>> > Str 14 item: 4k
>> > Str 16 item: 16k
>> > Str 18 item: 36k
>> > Str 20 item: 50k
>> > Str 22 item: 72k
>> > Str 24 item: 98k
>
>> Str 12 item: 2k
>> Str 14 item: 8k
>> Str 16 item: 18k
>> Str 18 item: 32k
>> Str 20 item: 50k
>> Str 22 item: 72k
>> Str 24 item: 98k
>> Str 26 item: 128k
>> Str 28 item: 162
>
>> (you had a couple mistakes in there)
>
> Arg!
>
> Yeah, like that, but don't think I'd want to include the 12 as that's
> just too cheap to get around major deficiencies. Perhaps 26+ being
> epic with appropriate pricing.

8k for Str 14 (from <14), or for a +2 sword. The choice is pretty
obvious for just about everybody, though the answer differs.

>> That said, if I start with bison to represent a bull, it has Str22 RAW
>> as a large creature. Reduce it to a medium creature (-8 to Str, RAW)
>> means that they have a base Str of 14 -- +4 racial bonus to Str.
>>
>> Strange coincidence? Okay, /bull's strength/ would be a +4 bonus to
>> Str.
>>
>> Simplest thing to do then, to keep it consistent with the item and give
>> you Str 14. It makes a normal person (Str10) a fair bit stronger, but
>> someone who's already as "strong as a bull" wouldn't be affected.
>
> I still think 16 would be about right. it's enough to make someone
> who's poor in a score have one good enough to do stuff with without
> being overwhelming.

13 is sufficient for feat prereqs. It doesn't get you into the really
nifty things, but giant gauntlets (gives you Str 14+Power Attack) might
be worth taking.

>> As for item cost, I still like the behavior (if not the mathematical
>> elegance) of the second option, the offset base. If you were to adjust
>> it slightly, use 'bonus +2 squared * 1000gp', you'd get
>>
>> Str 8 item: 1k
>> Str 10 item: 4k
>> Str 12 item: 9k
>> Str 14 item: 16k <-- par with current +4
>> Str 16 item: 25k
>> Str 18 item: 36k <-- par with current +6
>> Str 20 item: 49k
>> Str 22 item: 64k <-- par with current +8*
>> Str 24 item: 81k
>> Str 26 item: 100k <-- par with current +10*
>>
>> * except that these would be epic, RAW, and costs get weird in epic
>
> I just don't see 12 providing enough benefit for 9, etc. 16k for 14
> is about right, 36k for 18 seems a bit high...

Shift it one level, then:

Str 10 item: 1k
Str 12 item: 4k <-- par with current +2
Str 14 item: 9k
Str 16 item: 16k <-- par with current +4
Str 18 item: 25k
Str 20 item: 36k <-- par with current +6
Str 22 item: 49k
Str 24 item: 64k <-- par with current +8*
Str 26 item: 81k
Str 28 item: 100k <-- par with current +10*

And maybe drop the Str 10 item ('gloves of normal strength')


Keith
--
Keith Davies I married the moonshiner's daughter
keith.davies RemoveThis @kjdavies.org How could I go wrong?
keith.davies RemoveThis @gmail.com The moonshiner's daughter
http://www.kjdavies.org/ Put some corn in the water
And makes me liquor all night long
-- Hayseed Dixie, _Moonshiner's Daughter_
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Keith Davies

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Since: Apr 14, 2004
Posts: 1607



(Msg. 60) Posted: Thu Apr 10, 2008 1:16 am
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Justisaur <justisaur.DeleteThis@gmail.com> wrote:
> On Apr 9, 12:51 pm, Keith Davies <keith.dav....DeleteThis@kjdavies.org> wrote:
>> Justisaur <justis....DeleteThis@gmail.com> wrote:
>> > On Mar 28, 2:37 pm, Keith Davies <keith.dav....DeleteThis@kjdavies.org> wrote:
>>
>> Shift it one level, then:
>>
>> Str 10 item: 1k
>> Str 12 item: 4k <-- par with current +2
>> Str 14 item: 9k
>> Str 16 item: 16k <-- par with current +4
>> Str 18 item: 25k
>> Str 20 item: 36k <-- par with current +6
>> Str 22 item: 49k
>> Str 24 item: 64k <-- par with current +8*
>> Str 26 item: 81k
>> Str 28 item: 100k <-- par with current +10*
>>
>> And maybe drop the Str 10 item ('gloves of normal strength')
>>
>
> That looks pretty good. 12 Str item for the same as a +1 sword.

Str 12 item is twice as much as a +1 sword.

RAW Weapon Armor
Str 10 item: 1k +1
Str 12 item: 4k +2 +1 +2k +2
Str 14 item: 9k +2 +1k +3
Str 16 item: 16k +4 +2 +4k/+3 -2k +4
Str 18 item: 25k +3 +7k +5
Str 20 item: 36k +6 +4 +4k +6
Str 22 item: 49k +4 +17k/+5 -1k +7
Str 24 item: 64k +8* +5 +14k +8
Str 26 item: 81k +6 +9k +9
Str 28 item: 100k +10* +7 +2k +10

* epic, RAW

The +-#k bits are how much you have more or less than the weapon would
cost.

Yeah, I think we might have something here. It looks like there might
be some actual decision-making to do.

Would I pay 4k for a Str 12 item? Almost certainly not, when I can
first scrape up the money for it -- that ability score isn't my schtick,
and I've got better places to spend it. Later, when I can more easily
afford it, it's probably worth about that much.

Would I pay 100k for a Str 28 item? Probably not right away (big ticket
item), but damn would it be on my list of wants. As a fighter, Str 28,
+7 weapon, or +10 armor... that could still be a tough decision. Even
if I had 200k to blow on this, which two would I get (or would I go for
the +10 weapon?).


Dex, +9 dodge from Dex 28, or full plate +10 (+5, +5 qualities[1])?

Con, +9 hp/HD, +9 Fort. Very nice to have, but you can't *do*
anything with it. Dubious purchase, I think.

Int, +9 to save DC, +9th-level spell, lots of skill points. Or 100k of
other magic items.

Wis, see Int (but with +9 to Will saves, no skill point bump)

Cha, see Int (no skill point bump, good social mojo)

[1] assuming RAWish rules here, not my expected 'no enhancements'...
which I'm starting to soften on, this looks damned interesting.


Yeah, this looks better and better. I think the items are priced such
that they cost more when they're *worth* more (+6 to a Str 8 guy isn't
worth as much, IMO, as +6 to a Str 18 guy). There's actually other
options for character joy at the prices they're at, but the items are, I
think, still awfully attractive.

You might consider having the items affect the *base* ability scores,
though. If you get racial, inherent, etc. bonuses, it might be
appropriate to apply them *after* the item. An orc with a Str 14 item
would probably be stronger than a human with the same item (depending on
rolls, of course).


Keith
--
Keith Davies I married the moonshiner's daughter
keith.davies.DeleteThis@kjdavies.org How could I go wrong?
keith.davies.DeleteThis@gmail.com The moonshiner's daughter
http://www.kjdavies.org/ Put some corn in the water
And makes me liquor all night long
-- Hayseed Dixie, _Moonshiner's Daughter_
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