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Simple TSRD&D "wizard" class.

Started by Piestrio, February 16, 2013, 08:58:30 PM

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Kuroth

I once did up a class for AD&D 1 that was intended to create a single general class, sort of a way to have a classless version of AD&D.  I increased the in game focus upon attribute scores to enhance individuality between character.  The class also had options to choose between as the character increased in level.  Part of the idea was to make things less of a hurdle for new players.  Things from the old'n days.

Sigmund

Quote from: danbuter;630108I think this is a pretty cool idea. You do need ranges, and I'd add an area-of-effect spell. Other than that, this class is something I'd play.

I'm with Dan. I like it, at least conceptually. Very much reminds me of the 3e Warlock in philosophy. There's also an onscure "New Universe" superhero called "Justice" that I think would work well as a model for this kind of caster, with a few utility tricks thrown in. Give him a roll-to-hit magic missile, a use-at-will shield spell, and some utility tricks and done.
- Chris Sigmund

Old Loser

"I\'d rather be a killer than a victim."

Quote from: John Morrow;418271I role-play for the ride, not the destination.

Opaopajr

Can you explain how attacks work?

Assume level 1 Sorcerer, which gets one attack per round at 1d8.

First, is this just an automatic hit? There is no to-hit roll against AC? Or is it defender rolls against their spell save every round?

Second, what is the initiative priority of this spell attack?

Third, what is this built-in spell range?

Fourth, is this spell always available, need no memorization, and requires no V,S, or M?

So far, these questions also leave me asking whether there is even a point to allowed weapons. Or perhaps I am severely misinterpreting how this works.
Just make your fuckin\' guy and roll the dice, you pricks. Focus on what\'s interesting, not what gives you the biggest randomly generated virtual penis.  -- J Arcane
 
You know, people keep comparing non-TSR D&D to deck-building in Magic: the Gathering. But maybe it\'s more like Katamari Damacy. You keep sticking shit on your characters until they are big enough to be a star.
-- talysman

Piestrio

QuoteCan you explain how attacks work?

Sure, but your ideas are probably as good as mine :)

QuoteAssume level 1 Sorcerer, which gets one attack per round at 1d8.

First, is this just an automatic hit? There is no to-hit roll against AC? Or is it defender rolls against their spell save every round?

Roll to hit as a fighter.

Although I do like the save v. spell idea Hrmmmmmm...

QuoteSecond, what is the initiative priority of this spell attack?

Don't know. Since I'm aping a fighter probably as a ranged attack rather than a "spell"

QuoteThird, what is this built-in spell range?

Don't really know. 30ft? 100ft?

QuoteFourth, is this spell always available, need no memorization, and requires no V,S, or M?

Always available.

QuoteSo far, these questions also leave me asking whether there is even a point to allowed weapons. Or perhaps I am severely misinterpreting how this works.

There isn't and your not (I don't think).

Maybe the sorcerer should be required to have a "Sorcerer's wand" to use his attack, this would give an option for the GM to include items like "Sorcerer's wand +1", "Sorcerer's wand of ice" etc...

hrmmmm...
Disclaimer: I attach no moral weight to the way you choose to pretend to be an elf.

Currently running: The Great Pendragon Campaign & DC Adventures - Timberline
Currently Playing: AD&D

danbuter

Not sure if I'd want to be chained to a wand, per se. Make it some kind of item like a wand or staff, or maybe even a dagger or a ring. Or no item required. Maybe certain items grant a +1 or other bonus, but to actually cast, no item required.
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Opaopajr

#20
Oh, so I am obviously asking for details out of just a sketch. Sorry, but yeah, interesting start. I don't know how I could create or improve on a "Magic Missile" pre-fab wizard.

There is a few things that leave a continuously available 'magic missile' ranged attack as tough to design. Makes weapons redundant, a bit too martial, not cooperate with others well, etc. Feels a bit like a one-note. I will still think about it as it is now a design puzzle to me...

Here, you inspired this 2e Wizard subclass out of me. Not all that KISS, but sorta combat capable and simple:

Archetype - Wizard
Class - Witch
Prime Requisite - Int
Ability Requirement - Int 9+, Wis 9+
Race - Any (except Gnome)
Specialized School - Necromancy
Banned Schools - Illusion
Armor - none
Weapon - staff, dagger, club

Evil Eye - A stare from a witch freezes most mortals with dread. There is an implicit unseen threat that somehow feels like it backs up the witch. It scares away most people often leaving witches friendless, but has made more than a few hostiles think twice. By staring directly at attackers, a witch has been known to withdraw long enough to get a chance to run away.
Mechanics Witches get -2 on their Charisma Reaction Adjustments. In combat they may Withdraw from up to three front facing enemies without them following closer that round. At lvl 5: The Evil Eye also triggers an immediate morale check at the start of an encounter.

Jinx - Witches bring continuous bad luck unconsciously, which while irritating to those nearby, offers a minor form of protection. This effect is always on, much to the witch's discomfort, as it wins them little friends. But it has kept one alive more than once.
Mechanics All melee or ranged physical attacks entering or leaving within 1 distance of this witch (it expands to 10 yards outdoors) suffer -2 penalty to-hit. Only a witch's own attacks are immune to this effect. A witch can suffer from another witch's jinx, but jinxes do not stack.

Hex - Witches unconsciously shed off a bit of their bad luck when they are angered enough to attack someone. This malediction remains until discharged or an intensive Priest ritual fights off the minor bad spirits attached. Like an echo of spirit malice, unfortunate coincidence piles on making any next physical attack especially grievous.
Mechanics Whenever this witch successfully lands a physical melee or range attack, the very next attack that creature suffers adds a bonus damage roll equal to this witch's weapon damage roll. There is no time limit for a Hex to discharge. However a hex can only attach to an un-hexed victim, so a hex has to discharge before another attaches.
Just make your fuckin\' guy and roll the dice, you pricks. Focus on what\'s interesting, not what gives you the biggest randomly generated virtual penis.  -- J Arcane
 
You know, people keep comparing non-TSR D&D to deck-building in Magic: the Gathering. But maybe it\'s more like Katamari Damacy. You keep sticking shit on your characters until they are big enough to be a star.
-- talysman