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    Dwarf Edition: 10e Caster

    Rules Discussion
    cleric 10e caster mage dwarf edition character class
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    • daermadmD
      daermadm DM @halfgiant
      last edited by

      @halfgiant said in Dwarf Edition: 10e Caster:

      Are 10e Casters able to reconfigure their chosen energy types and manipulations from their original choices?

      I would go with yes, but not easily. It would be something that the caster would need to do to erase and rewrite the mental circuit that ties to that path.

      I’ll wait and see why @dwarf says.

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      • dwarfD
        dwarf PC
        last edited by

        my first inclination is that they could reselect one previously chosen energy type and manipulation every level change, similar to how warlocks work. i’d also let fighters do likewise with their energy spirits - release a selected one and bind a different type on level change.

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        • daermadmD
          daermadm DM
          last edited by

          Yes, at level change is what I was thinking.

          Stuff happens outside of game play when you level up. It is story/meta/assumed. This type of change can easily be accounted for at that time also.

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          • halfgiantH
            halfgiant PC
            last edited by

            It seems consensus is 1 energy type or manipulation can be changed/altered upon leveling up.

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            • halfgiantH
              halfgiant PC
              last edited by

              10E Magic Notes -

              Flush out 10E turning and banishment mechanics. Early discussion was using Aura’s another option was adding a new manipulation called turning and/or banishment?

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              • daermadmD
                daermadm DM @daermadm
                last edited by

                @daermadm said in Dwarf Edition: 10e Caster:

                @dwarf said in Dwarf Edition: 10e Caster:

                was figuring on each strength introducing extra effects as my playtest moved along (so at one point a fireball would start combusting stone, melting metal, etc) and higher-power magic bolts and whatnot would just power on THRU barriers/armor/people…

                This is interesting. And would work in conjunction with spanning the dice out and up a bit…

                Level Adjustment Name Dwarf Damage Die Revised Damage Die
                -1 Cantrip 1d3
                0 Base 1d4 1d4
                1 Weak 1d6 1d6
                2 Light 1d8 1d8
                3 Minor 1d10 1d10
                4 Substnd Effect 2d6
                5 Average 1d12 2d8
                6 Overchrgd Effect 3d6
                7 Glowing 2d6 3d8
                8 Major Effect 4d6
                9 Strong 2d8 4d8
                10 Severe etc 6d6
                11 Radiant etc 6d8
                12 Strobing etc 8d6
                13 Blinding etc 8d8
                14 Molten etc 12d6
                15 Plasmic etc 12d8

                Going to be reworking this a bit.

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                • halfgiantH
                  halfgiant PC @daermadm
                  last edited by

                  @daermadm ducks as the DM swings his Mighty Nerf Bat of Power!

                  daermadmD 1 Reply Last reply Reply Quote 0
                  • daermadmD
                    daermadm DM @halfgiant
                    last edited by

                    @halfgiant said in Dwarf Edition: 10e Caster:

                    @daermadm ducks as the DM swings his Mighty Nerf Bat of Power!

                    Here is the new version.

                    Level Adjustment Name Dwarf Damage Die Revised Damage Die
                    -1 Cantrip 1d3
                    0 Base 1d4 1d4
                    1 Weak 1d6 1d6
                    2 Light 1d8 1d8
                    3 Minor 1d10 2d4
                    4 Substnd Effect 1d10
                    5 Average 1d12 1d12
                    6 Overchrgd Effect 2d6
                    7 Glowing 2d6 3d4
                    8 Major Effect 2d8
                    9 Strong 2d8 4d4
                    10 Severe etc 3d6
                    11 Radiant etc 1d20
                    12 Strobing etc 2d10
                    13 Blinding etc 2d12
                    14 Molten etc 3d8
                    15 Plasmic etc 4d6
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                    • halfgiantH
                      halfgiant PC
                      last edited by

                      Discussion possible 10E New Manipulations

                      • Haste / Slow

                      • Anchor / Lock

                      Discuss.

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                      • daermadmD
                        daermadm DM
                        last edited by

                        Metamagic Feat that is not allowed: Irresistible Spell

                        halfgiantH 1 Reply Last reply Reply Quote 0
                        • halfgiantH
                          halfgiant PC @daermadm
                          last edited by

                          @daermadm Kingdoms of Kalamar is a 3.5 wizards product, a bit surprised they would release that. That couldn’t have been play tested very well.

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                          • daermadmD
                            daermadm DM
                            last edited by daermadm

                            So @dwarf and I had a discussion about the damage dice.

                            Here is a more detailed list of what I computed and why I did not think the dice were a bad distribution. Sometimes popping up to the next strength has your minimum damage go down, but the median always increases.

                            The Min and Max (and thus also median) damage columns were calculated assuming the Caster level was minimum for that power level.

                            Examples:

                            • Average: 18 * 1d12
                            • Glowing: 24 * 3d4
                            • Strong: 36 * 4d4
                            Level Adjustment Min Caster Level to Use Name Revised Damage Die 1x Dice Max Min Damage By Caster Level Maximized Damage By Caster Level Median Damage By Caster Level
                            -1 0 Cantrip 1d3 3 1 3 2
                            0 1 Base 1d4 4 1 4 2.5
                            1 5 Weak 1d6 6 5 30 17.5
                            2 7 Light 1d8 8 7 56 31.5
                            3 11 Minor 2d4 8 22 88 55
                            4 14 Substandard 1d10 10 14 140 77
                            5 18 Average 1d12 12 18 216 117
                            6 20 Overcharged 2d6 12 40 240 140
                            7 24 Glowing 3d4 12 72 288 180
                            8 30 Major 2d8 16 60 480 270
                            9 36 Strong 4d4 16 144 576 360
                            10 40 Severe 3d6 18 120 720 420
                            11 48 Radiant 1d20 20 48 960 504
                            12 54 Strobing 2d10 20 108 1080 594
                            13 75 Blinding 2d12 24 150 1800 975
                            14 100 Molten 3d8 24 300 2400 1350
                            15 200 Plasmic 4d6 24 800 4800 2800

                            Edit: The spreadsheet if you want it
                            10e - caster damage dice calcs.ods

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                            • halfgiantH
                              halfgiant PC
                              last edited by

                              Want to talk 10E spell mechanics namely -

                              Casting Time - I assume the default is 1 standard action, but how about spells that can be cast as a native swift action (no quicken necessary). Or 1 Turn casting time.

                              Range - What’s the default here? Any intended ideas on how to grow or shrink?

                              Area: Manipulations generally have this covered for the area of effect spells, I assume all others are considered individual (or targeted individual)? Fixed area, or emanating from a targetted individual or object in a fixed point in space, spell area of affect mobile or fixed?.

                              Duration: I have always treated 1 rnd/level as the default, but there are a lot of options here… if day/level, instantaneous?

                              This combination is interesting what gets a saving throw and what gets spell resistance?

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                              • daermadmD
                                daermadm DM @halfgiant
                                last edited by

                                @halfgiant said in Dwarf Edition: 10e Caster:

                                Want to talk 10E spell mechanics namely -

                                Casting Time - I assume the default is 1 standard action, but how about spells that can be cast as a native swift action (no quicken necessary). Or 1 Turn casting time.

                                Range - What’s the default here? Any intended ideas on how to grow or shrink?

                                Area: Manipulations generally have this covered for the area of effect spells, I assume all others are considered individual (or targeted individual)? Fixed area, or emanating from a targetted individual or object in a fixed point in space, spell area of affect mobile or fixed?.

                                Duration: I have always treated 1 rnd/level as the default, but there are a lot of options here… if day/level, instantaneous?

                                This combination is interesting what gets a saving throw and what gets spell resistance?

                                So many rules needed

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                                • halfgiantH
                                  halfgiant PC
                                  last edited by

                                  Kargin - 10E Casting v1.5.xlsx

                                  Updated 10E Spell / Power Casting Tool.

                                  Not perfect by a long stretch, still some cost values that need to be discussed and not yet sure how to integrate level checks… and some other cats and dogs, but its a start.

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