My Current Projects

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SmootRK
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Re: My Current Projects

Post Fri Jun 10, 2011 9:21 pm

Of course, my work is no more official than anyone else's. As far as Bard ability (2+INT bonus), I suppose it might seem like a lot, but really only for a Bard with high INT (such as a MU-Bard would have). Otherwise, most combinations of characters are unlikely to have much INT bonus with Thief (DEX), Cleric (WIS), Fighter (STR) still being the higher scores traditionally. However, such an MU-Bard with high INT would still be choosing between doing something with their magic or choosing to do Bardic Music... and as you pointed out, the Bard Music is meant to enhance or modify others, and generally only small increments such as +1 to hit or +1 AC etc. (at least until higher levels are attained). A few of the Songs might approximate a magical effect, but they tend to be substantially less effective than any one spell effect, at least short term.

And for Joe the Rat,
1) Range Bonus, I would grant for all ranges, which also slightly enhances that Short Range Damage Bonus (by virtue of expanding the range where one may add their bonus). I may need to clarify that in the text better. And yes, I would allow Throw Weapon Specialists (Archers)... beware of the Spartans (fighter or gladiator classed with spear (archer) and weapon specialization rules)!!! Hammer Throwers would be rare in my mind, but possible... hammers just weigh too much to carry around dozens of ammunition.

2) I am still working on Bard Songs. I like the idea of making a categorical flag to mark Combat Songs, so that some common rules can be put into place. I will work with that.

As far as Voice Mastery Bards, I would certainly allow, however I think that they would still need to have accompanying instrumental. I have not written down all my ideas completely, but in my mind the Bard-MU or Bard-Cleric uses the hand movements of playing as the Somatic part of spell casting... and the Singing or Music produced can be utilized as the Verbal component (more properly as the auditory component). A bard should be able to cast spells while carrying their instruments, effectively casting through the use of their musical ability... I would hate to have to drop my violin or french-horn every time I wanted to shoot out a Magic Missile or Sleep spell. Anyhow, I think it fits well to have Bards be able to 'play their magic'.
If someone wanted Vocal specialist Bard, that works, but they would probably do their somatic part somehow. I would not think it best to give them the ability to hold weapons/shield, only because it gives them a benefit over other types of bards who must use their hands. Just a game balancing issue in this case.

For Bards working together, I think something like use highest ability performer, then add one for each extra bard with a cap (to be determined), otherwise, the bonuses would get way to excessive. Pitty the fools trying to fight someone while an Orchestra backs them up.

Thanks for all the great commentary!! It really helps to organize thoughts for moving forward.
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SmootRK
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Joined: Sun Mar 08, 2009 10:03 am
Location: Colorado Springs, CO

Re: My Current Projects

Post Sun Jun 19, 2011 11:25 pm

I did a whole bunch of edits to the Quasi-Class document, fixing a few things, nearly completing the Bard, updating the appendix of XP+10% tables, and I added a number of art pieces to make it look a tad nicer.

The Bard is now in a completely usable format, just need to polish it a bit more with stuff about using musical magic items at greater capacity, countering songs, and perhaps some bard specific spells for those MU-Bards or Cleric-Bards). Look also at the Sage quasi-class and Gladiator Subclass which are both pretty much done as well.

I am sure to have a few more tweaks here and there, but the next thing will be to write up (properly) the Thug (thief sub-class). After that, I think this will be ready to get split into the two distinct Supplements that Solomoriah can host on the main download page.

EDIT: file for quasi-classes moved and is properly placed within Project Threads:
viewtopic.php?f=7&t=124
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SmootRK
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Re: My Current Projects

Post Thu Jun 30, 2011 9:15 am

I have split the Quasi-Class supplement into two parts.

The first is (of course) the second release of Quasi-Classes. I still need to finish up a few things here.

The second part is the first release of the Sub-Classes that were previously located in that document, now called "Additional Fighting Sub-Classes". I will start a new thread for that one so that discussion about them need not be mixed with Quasi Class discussions.

I will post up the latest drafts of the two documents in their own threads. I think that quasi-classes has a thread somewhere already.
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