Friday, February 19, 2010

D&D Dora

Having a daughter, I've spent more time than I ever expected (or wanted) watching Dora the Explorer. As I got familiar with the character, I realized she could easily be ported into your favorite D&D campaign.



Dora the Explorer is clearly either a druid, or a ranger of at least 4th level. Why do I make this assertion? She has an animal companion, Boots the Creepily Sentient Monkey.

Given her low level, her failure to show any combat prowess, and no apparent favored enemy*, I would have to say she is a young budding druidess.

This would explain so much, like her affinity with--and ability to speak to--animals such as Tiko the Squirrel and Benny the Bull.

More to come. I plan to gen up some stats for Dora, as well as an awesome sketch.


*Swiper the Fox is NOT her enemy, just a confused and misdirected fox bandit whose kleptomaniacal pursuits are easily thwarted. Thank you, liberal media.

Thursday, February 11, 2010

Jeffs Gameblog: On System

Jeffs Gameblog: On System: "spot-on"

This guy made me nod a lot and made me want to shut my yap. Kudos!

3.5 Sorcerer Feedback

A pal and veteran DM gave me some comprehensive feedback, and helped me to decide to take out the pseudospell powers from the sorcerer. They're too unwieldy and will likely be more a pain for the DM to use.

With his help I came up with this breakdown regarding balance between the sorcerer and wizard, too. It appears to be balanced.

-(On average) a Sorcerer can cast 2 more spells/day than a wizard can. Advantage Sorcerer

-A Sorcerer need not prepare spells like a wizard does. Advantage Sorcerer

-Sorcerer has better proficiencies. Advantage Sorcerer

-Sorcerers gain eschew materials and native spellcasting while wizards may scribe scrolls out the gate. Even

-Wizard and sorcerer get bonus (very limited) feats (or bloodline powers). Even

-Same skill points per level. Even

-Same starting gold. Even

-Wizard gets familiar. Advantage Wizard

-Wizard has more spells known. Advantage Wizard

-Wizard has (almost imperceptibly) better class skills. Advantage Wizard

What do you think?

Wednesday, February 10, 2010

3.5 Sorcerer, Beta Playtest

The new 3.5 sorcerer is finished.

I don't know how to post a PDF file here, so let me know if you want to take a look at it. Here's a summary:

Unchanged: Base Attack, Saves, Hit Points, Skills, Spell List, Spells Known, Spells Per Day, Proficiencies

Removed: Summon Familiar

Added:
Native Spellcasting (+4 to Spellcraft DC to determine your spells)
Arcane Source (Bloodline or Awakened, bloodline traits or bonus feats)
Eschew Materials bonus feat at level 1
Pseudospell Powers

Thursday, January 7, 2010

3.5 Sorcerer: Bloodlines




I'm taking a little inspiration from some existing 3.5 books and the Pathfinder RPG on the last leg of my quest to revamp the 3.5 sorcerer. This time I'm talking bloodlines. For those not familiar with the idea, here goes:

The sorcerer, unlike the wizard, has inborn magical ability. When they cast a spell, they pour out innate energy that they shape into tangible effects. A wizard is simply an individual who studies the effects that sorcerers and their ilk (elementals, djinn, dragons, outsiders, etc.) and emulate them through study and ritual.

So, how does a sorcerer end up with the ability to cast spells? They have the magic of one of the aforementioned creatures in their blood.

I'm not quite sure how these bloodlines are going to manifest themselves in game terms, but I'm leaning towards periodic (ever few levels) powers or so.

Here are the bloodlines (and their sources) I'm going to allow:

Abyssal - demons
Celestial - good outsiders
Draconic
Elemental
Fey
Infernal - devils

I'm either going to give the sorcerer decent bloodline powers every 4 levels, or I'm going to give them the option to select from a slightly more powerful bloodline power or a bonus feat (from the Complete Mage reserve feats) every 5 levels.

Any suggestions?

Wednesday, January 6, 2010

3.5 Sorcerer: Pseudospell Powers




As sorcerers are simply conduits of raw magical power, it stands to reason that a limited number of spells is not the only way a sorcerer can manifest such power. These casters likely didn't first realize their prowess by casting a spell with verbal, somatic, and material components (that seems extremely silly, actually). Most sorcerers discover their talents as adolescents, as their desires or frustrations begin to shape the world around them (an angry boy accidentally sets his house on fire with his burning hands while throwing a tantrum, a scared girl magically illuminates her bedroom to ensure there are no monsters under her bed, etc). I think most people understand this idea and even subscribe to it (even the game developers), but it seems as though all of those 'pseudospell powers' go by the wayside once the first game session begins.

Not in my games, anymore.

Sorcerers now have the ability to evoke minor effects (less powerful than level 1 spells, but potentially as powerful as 0-level spells) as long as they have magic coursing through their veins.

The effects they have available rely largely upon the spells he/she has chosen as Spells Known. For every different type of spell known, more options are available.

The sorcerer must have at least one spell per day left uncast of the same level from which the pseudospell ability derives.

Examples:
If the sorcerer has light (a 0-level spell) in her Spells Known, and has at least one 0-level spell per day remaining, she may produce a light in her hand equivalent to candelight as long as she concentrates.

A sorcerer who knows alter self and hasn't cast all her level 2 spells may transmute a minor portion of herself for various effects (e.g., add/remove a tail or hair).

A sorcerer with burning hands (a level 1 spell) in his Spells Known, and has at least one level 1 spell per day remaining, he may set a torch or kindling (or similar highly flammable material) afire as a standard action.

Perhaps the same sorcerer above also has fireball known, and a remaining 3rd level spell per day uncast, he may also light a torch or kindling as a standard action, even if he has no 1st level spells available.

The sorcerer essentially draws upon the power that he uses for spells. As he become more powerful (i.e., gains more Spells Known), he will have more and more pseudospell powers available to him.

It is up to the DM and the player to police the use of these powers, but they exist for freedom and creativity.

Notes on balance: The sorcerer must maintain concentration for any non-instant effect (a minor altering of one's appearance, or a light, etc). Also, at no time may a pseudospell power damage a creature or object (not even unintentionally).

What are your thoughts? Do you have any examples of pseudospell powers?