User:Havvy/Worlds

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Base Classes[edit]

Normal spellcasting is out. Wordcasting and Rituals replaces them thematically and mechanically. The paladin is replaced by the Crusader. Fighter becomes a five level class that gives a fighter bonus feat at each level. Only prerequisite is "level 2".

  • Rogue
  • SwashbucklerCW
  • CrusaderToB
  • SwordsageToB
  • WarbladeToB - A warblade may choose any Fighter Bonus feat with their Bonus Feat.
  • Toxinblade
  • Gravity Warrior
  • Wordmaster
  • Word Wizard
  • Word Warrior
  • Psuedonaught
  • Dancer? - Replaces Bard...
  •  ?Type specialist? - Like the Ranger, only better, but not as good as the Tome Ranger? Maybe as prestige classes?
  •  ?Cohort/Summoner/Creator/Pokemaster?
  •  ?Shapechanger? - Anybody know any good classes for this?
  •  ?Energy specialists? - Fire/Electricity/White/ect. Mages. I'll have to actually look at them.
  •  ?Necromancy? - Could fit as the Cohort type class.
  •  ?Blood-User? - Nonmagical or variant magical. Be really cool if it was non-magical. Toxinblade already sort of fills this niche, but something general would be helpful.
  •  ?Meat Shield? - I need to actually read this.
  • Wielders of Darkness/Light.
  • Destiny/Luck user.
  • Anything else unique people want to note. Balance is high rogue.

Variants[edit]

Base classes will have a different unique line up. Wizards, Sorcerers, Psions, and whatnot do not traditionally exist. Instead, you've got things like Beguilers and Wordcasters. Aiming for a high-rogue balance point here.

Items of Note: By removing most of the ability to jumble numeric effects around with dice and magic items, like ability scores and hit points, you remove the worst powergaming and random die rolling from character creation. With simplified races, you open up races to what people want to actually play instead of thinking 'Stat Bonus = Class'. I'm willing to have the high enhancement bonus to all abilities in part because the racial ability mod is gone.

With rituals, they become slightly easier to cast as you gain levels due to the enhancement bonus, so you don't have to depend on charisma too much, but it is still helpful.

With magic items, a lot of the magic items will either be coming from the MIC or this wiki. Consumables are more readily available, and easier to make, but a good portion of the game will be the race for the power of permanent magic items, power stars.

Healing Surges + Better Hit Points + Built in Con enhancement = Lots and lots of hit points. Some playtesting will have to be done to find a good balance with these, unless somebody wants to do some mathematics.

Magic Items[edit]

  • Use the Craft Skill for consumables and mundane armor.
  • Use common, only semi-scarce substance for the creation of minor magical items, the kind of which allows magic to be common. Really, should be cantrip level magic though. (Like Magicite, though maybe I want something liquid?)
  • Use rare, linear to level item for permanent items. (Power Stars + Gummy Blocks [transport]) Could make them minor artifacts. Gummy blocks as written should already be one.

World Barrier[edit]

Creature // Player Character Side[edit]

In the beginning, every world was disconnected. Then a few worlds found a way to connect each other. Now a tiny percent of the population (1%) of each world has the ability to leave their world. The majority are never given a chance, either because the world barrier is still up, or because they don't have the means of leaving. Being able to bypass the world barrier is a trait. Every player character and overarching plot villian *should* have this. A notable exception shall be given.

World Side[edit]

How worlds prevent foreign people from becoming powerful. World denizens not knowing they are killing is going to be a fun mechanic to write about.