Dwarf Edition: 10e Caster
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@daermadm makes since to me, for some reason i thought it worked a little different for the 10E fighter, when they received a new energy spirit they couldn’t just pick a energy type that met the level requirement, they had to kill a creature with that energy type first, and meet the level requirement…or something like that.
This may be a garbaled memory from Show-Me’s but wanted to confirm regardless.
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@halfgiant said in Dwarf Edition: 10e Caster:
@daermadm makes since to me, for some reason i thought it worked a little different for the 10E fighter, when they received a new energy spirit they couldn’t just pick a energy type that met the level requirement, they had to kill a creature with that energy type first, and meet the level requirement…or something like that.
This may be a garbaled memory from Show-Me’s but wanted to confirm regardless.
No, for a fighter that is correct. In the original @dwarf notes, a fighter had to have encountered/killed a create of that enregy type before being able to select that as a spirit. To me because they are bonding the spirit of the thing they killed to them.
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I thought it was in this thread, either i didn’t see it, or its not here. Either way i remember discussing it but don’t remember the answer.
For a 10e Caster what is the # of starting energy types, and efx (say for a level 1)?
And what do they get for every level gained after that?
I thought it was 2 per level flat, but i couldn’t swear to that.
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a 10e caster starts with 1 energy type and 1 manipulation… (typically Mana or one of the base elemental types and a manipulation of Arrow, giving him a ranged attack - tho a multiclass monk, for example, might take Fire and Touch to give him a little extra oomph to start out
every level thereafter gives him the option of taking 1 energy type OR manipulation. he can also exchange Fcheats for an additional energy type or manipulation…
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@halfgiant said in Dwarf Edition: 10e Caster:
I thought it was in this thread, either i didn’t see it, or its not here. Either way i remember discussing it but don’t remember the answer.
For a 10e Caster what is the # of starting energy types, and efx (say for a level 1)?
And what do they get for every level gained after that?
I thought it was 2 per level flat, but i couldn’t swear to that.
For the record, it is the last line of the first post in the thread.
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Are 10e Casters able to reconfigure their chosen energy types and manipulations from their original choices? Can this be done after a 8 hour rest, or does it require more significant downtime? Or not until a caster levels up?
Are there limits to the number of changes they can make limited in any way, or they can do a complete reconfiguration staying within the number of slots they have available, and any prereq’s they still need to fullfill?
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@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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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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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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It seems consensus is 1 energy type or manipulation can be changed/altered upon leveling up.
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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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@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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@daermadm ducks as the DM swings his Mighty Nerf Bat of Power!
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@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 -
Discussion possible 10E New Manipulations
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Haste / Slow
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Anchor / Lock
Discuss.
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Metamagic Feat that is not allowed: Irresistible Spell
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@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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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 -
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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@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