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Thread: Level dependant Blood abilties
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02-20-2003, 08:01 AM #11
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One way to play blood abilities that I`ve been thinking off is that the
manifestation of blood abilities is a gradual process, dependent on both
bloodline strength and character level. Say that the maximum bloodline
strength (using the old system) for which you can manifest bllodline ability
is 5 * your level. This would mean that the bloodline ability of two 4th
level characters, one with a blloodline of 20 and another with a bloodline
of 80, would be thesame. And it takes a grand total of 20 levels (or
whatever you set the divisor to) in order to manifest all your bloodline
abilities.
This would be a major balancing factor. After all, most bloodline abilities
are very powerful at low levels, when the characters have few abilities and
magic items are few and far between. At high levels, the bloodline abilities
are much less disruptive, because characters at these levels are so
impressive anyway. It could also be fun to play out and select new blood
abilities as you advance in level.
I think such a system could let us do away with the ECL modifiers fro blood
abilities - my single greatest gripe with the new conversion manual.
/Carl
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02-20-2003, 04:29 PM #12
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How about the other factors that contribute to the ECL modifiers; bonus hit points and starting magic items? In order to do away with the ECL modifiers should we also drop those benefits?
And would not a DM still have to create a "virtual" ECL to calculate appropriate ELs?Duane Eggert
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02-20-2003, 06:36 PM #13Originally posted by irdeggman
How about the other factors that contribute to the ECL modifiers; bonus hit points and starting magic items? In order to do away with the ECL modifiers should we also drop those benefits?
And would not a DM still have to create a "virtual" ECL to calculate appropriate ELs?May Khirdai always bless your sword and his lightning struck your enemies!
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02-20-2003, 11:00 PM #14
----- Original Message -----
From: "irdeggman" <brnetboard@TUARHIEVEL.ORG>
Sent: Thursday, February 20, 2003 10:29 AM
> How about the other factors that contribute to the ECL modifiers;
> bonus hit points and starting magic items? In order to do away with
> the ECL modifiers should we also drop those benefits?
I`ve never used the bonus hit points, so I can`t speak to that, except to
say I wouldn`t miss it if it disappeared. As for the bonus magic item, if
these guys are aristocrats (not the D&D class) then they have access to
wealth, including family heirlooms, one of which might well be a magic item.
Even if you don`t allow it at game start, its hard to keep family magic
items from ever ending up in the hands of PC`s. Its even harder to suggest
that the ruler of a realm has no access either to magic creation or magic
items associated with the office.
These are the magic items I gave out when PC`s were created:
shirt of warmth (functions as ring of the same name)
ring of swimming
orb of light (functions as wand, including trigger)
masterwork sword with a bead of blessing on the pommel (see Neckless of
Prayer Beads)
5 potions, three of Cure Light Wounds, one Aid, and one Lessor Restoration.
+1 chain shirt
cup of "shield of faith" drink from the cup, activate shield of faith around
drinker
Kenneth Gauck
kgauck@mchsi.com
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