8.4
Integrates ideas from that other wiki into this system:
- Class-specific feats like Green Thumb, Barkskin, etc
Eliminates 2 powers learned per level, in favor of System 6 style "know everything". Specifically:
- Base class spell lists trimmed down to the essentials
- Path allows deeper mastery of schools
Ability structure:
- If multiclassing exists, then classes must grant abilities at least once/level, if not more often.
- Alternatively, multiclassing could be limited to blocks of more than one level at a time, but that's kinda weird
- One/level is fine at low level, but leads to bloat
- One solution: higher-rank abilities cost more than 1 ability slot (which are class-specific btw)
Example: the Paladin
- Fighters gain 1 manuever/level, which are general martial abilities like Power Attack and Cleave
- They also gain 1 talent/level, which can be purely martial (like +crit, +hpow, Second Wind, Action Surge, etc), but can also be supernatural
- Paladin talents:
- Smite: recharge 33%, melee augment, bonus holy damage.
- Detect Evil
- Lay on Hands: enc, swift, touch, heavy healing.
- Judgment: ?
- Divine Shield (2): enc, reaction; invincible for 1 rd.
- Divine Steed (2): summon a cool horse
- Consecration (2): aoe
- Holy Light (2): build up charges of holy light, which can heal or damage enemies
Example: Death Knight
- Death Grip: r33 sw; pull
- Contagion
- Runeforge: inscribe runes on your sword that can heal you on strike, freeze your enemies, or cause necrotic damage
- Revenant (2): undead servant (corpse of enemy or ally, or even self)
- Relentless (2): resist fear, forced movement, etc
- Summon Deathcharger (2): evil horse
- Harvest Soul (2)
- Army of the Dead (3)