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10 months ago ::
Aug 26, 2012 - 1:51AM
#51
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Date Joined:
Jan 11, 2012
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wait, what?
Theme is a noun. There is the theme of the feats given, which is what Jenks is talking about. Then there's Character Theme, which has been renamed as specialty in this game. That's what you're talking about.
You don't take a (character) theme unless you want the abilities/perks.
However, the things you want to do may not always fit in with the (feat) theme.
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10 months ago ::
Aug 26, 2012 - 4:13AM
#52
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Date Joined:
May 30, 2010
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I think a new thread should be created for removing requisites for specialities and feats completely.
But the necromancer powers really do need to be changed.
I think level 1 should allow you to drain 1/4 your damage towards healing yourself. level 3 should remain the same.
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10 months ago ::
Aug 26, 2012 - 4:15AM
#53
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Date Joined:
May 18, 2002
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I think a new thread should be created for removing requisites for specialities and feats completely.
I do believe you just volunteered.
I think level 1 should allow you to drain 1/4 your damage towards healing yourself. Hey, that's an idea!
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10 months ago ::
Aug 26, 2012 - 5:36AM
#54
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Date Joined:
Aug 13, 2012
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I am totally okay with the caster restrictions for the necro specialist. Though it sounds like there will a few ways around this. I expect Necromancer will be the first of many, like Abjurer or Enchanter. These specialties will be a nod to the magical schools. I am excited to see their ideas for the other schools. Diviner getting some precognitive stuff, or the Invoker changing damage dice on certain spells.
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10 months ago ::
Aug 26, 2012 - 5:08PM
#55
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"When you slay an enemy, you reach out to seize its departing soul, converting it into your own vitality. Prerequisite: Able to cast at least one spell Benefit: As an action, you can capture the fleeing life energy of a creature that has died within the last minute, transforming it into a spirit that hovers near you. The creature’s corpse must be within 50 feet of you. You can have no more than two such spirits at your disposal at any given time. These spirits dissipate after 1 minute. When you cast a necromancy spell, you can destroy one of these spirits to give yourself advantage on one attack roll you make with that spell, or give one target disadvantage on a single saving throw made against that spell."
From the description it doesn't seem as if these souls want to be caught. Not to mention, you destroy the soul in the process. I have the feeling even if you didn't destroy it, it's not going to guide anything.
Who says it's got a choice?
More sex and gender equality and racial equality shouldn't even be an argument--it should simply be an assumption for any RPG that wants to stay relevant in the 21st century.
I could say anything in D&D is silly though, because it's a silly game and we are silly people.
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10 months ago ::
Aug 26, 2012 - 5:12PM
#56
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What about gaining two cantrips, both of which directly use the souls? One, is an attack. you do decent damage to them, and gain some of their life force, or something. YOu're directly using the soul as a weapon.
the other, more utillity based.
More sex and gender equality and racial equality shouldn't even be an argument--it should simply be an assumption for any RPG that wants to stay relevant in the 21st century.
I could say anything in D&D is silly though, because it's a silly game and we are silly people.
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10 months ago ::
Aug 26, 2012 - 7:01PM
#57
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Please remove the requirement to cast spells.
Tweak the L1 feature to work with any attack.
If a specialty can grant limited spellcasting ability (cleric orisons, wizard cantrips), why can't this one do the same? Why must there be other ability there already?
The fighter necromancer is an awesome concept, and I see no reason why it should be excluded.
This.
What I think the Wilder Design Goals should be. Psionic Homebrew Mk2! Changed core, Focus Points, Psionic Potentials, stuff! Very basic core stuff. :P Homebrew Psionics blog posts archive: Spoiler:
Show
UPDATED Dec/18/2012: BAMN! Random update with a modest amount of hard rules for Animal Affinity, Telepathy, and Telekinesis. ADDED: Discipline Burn and more "soft" ideas. Dec/13/2012: Small Psionics Homebrew Update, now that I'm done with Finals.
Really old. Nov/02/2012: I'm working on a homebrew Wilder, and so a homebrew Psionics system. Here's a 3 part post with info on where I am in the design process. Part 1, Hard rules/example soulknife discipline: Link. Part 2, Basic ideas/goals on basic numbers and classes: Link. Part 3, Direction/ideas I want to take with specific disciplines: Link.:3
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10 months ago ::
Aug 27, 2012 - 1:44AM
#58
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Date Joined:
Feb 10, 2007
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Okay, since the consensus is that there shouldn't be any class specific specialties then perhaps the aura of souls should just imbue the practitioner with the ability to absorb some of the dying creature's life force to be used to augment a creature's attack for no longer than a minute from the time the creature is killed.
The energy is absorbed into the character and channeled through it's muscles or spell energies being controlled by the necromancer. I don't see why this can't be made to work for everyone if that's what people really want.
My issue with the whole thing is it's a spell caster specific ability and must therefor be specific to those classes. If this is true then those as yet unseen wizardly traditions would be a far better place to isolate this and other narrowly focused caster variants, such as illusionist, diviner, and conjurer.
I would personally prefer the spell casting focus to be different than the general specialty.
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10 months ago ::
Aug 27, 2012 - 9:45AM
#59
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Date Joined:
Apr 10, 2009
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I think the easier fix is just to extend the current Aura of Souls ability (destroy a spirit to gain advantage on a necromancy spell) to any attack.
THis is perfectly balanced with the general principles of the game design (typically the cost of gaining advantage is spending one action to gain the benefit) - and the additional requirements (at least one creature has to have died in the last minute so you can have harvested its soul) make it even harder to abuse.
This (when combined with the removal of the requirement of being able to cast a spell) would open the game up to Necromancer Fighters and Necromancer Rogues - an overall good thing, imho.
Carl
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10 months ago ::
Aug 27, 2012 - 1:08PM
#60
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Date Joined:
Jun 17, 2010
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For those of you saying "nuuuu doesn't make sense necro-fighters boo!"
Do you find the ability of fighters to take Arcane Dabbler or Initiate of the Faith acceptable, or no? Why or why not?
D&D Next = D&D: Quantum Edition
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