Re: v3.0 suggestions
Posted: Tue Apr 26, 2011 10:01 am
Magic Duels could always use some exploration. The D&D model is very gunslinger-ish, but clever spell selection and a little extra description can make for an interesting show. Describe Saving throws as active deflections or dissipations of spells, rather than just luck or resistance. (Also good justification for INT save bonus against spells, at least for the MU).
Having some optional alternatives for a good old wizard duel would give you some choices to fit your personal preferences for cinematics. Emphasis on 'optional' (back next to the 'how to avoid dying at 0hp' rules).
On general usage, Intelligence also stands in for breadth of knowledge - how much information a character may know about a given thing. Attribute checks is an optional rule, but one that could easily come up to address the legends and lore of a given campaign world, or to help fill in the things a character should know, even if the player doesn't (I'd say or vice-versa, but I'd prefer not to make 'hamstring players based on character knowledge' a written rule).
Having some optional alternatives for a good old wizard duel would give you some choices to fit your personal preferences for cinematics. Emphasis on 'optional' (back next to the 'how to avoid dying at 0hp' rules).
I like this one. Rather than a pure hot-swap, you've got to choose your options ahead of time.JoeCarr28 wrote: 2. Allow a Magic-User to apply the INT bonus to the number of spells of each level that they may memorise each day (but not cast - that would remain the same as it is currently, i.e. the table on page 8 of the rule book). So a high INT would NOT increase the spell-casting capacity of a Magic-User, but it would provide them with more spell-casting options.
Neither, I think, would be game-breaking, but would provide a tangible day-to-day benefit to the MU of having a high INT.
On general usage, Intelligence also stands in for breadth of knowledge - how much information a character may know about a given thing. Attribute checks is an optional rule, but one that could easily come up to address the legends and lore of a given campaign world, or to help fill in the things a character should know, even if the player doesn't (I'd say or vice-versa, but I'd prefer not to make 'hamstring players based on character knowledge' a written rule).