PDA

View Full Version : Home Brewing Paths and Mysteries



Human Paragon 3
2009-01-07, 11:09 AM
Inspired by another thread, this conversation is about how to homebrew a new path/mysteries class like the shaddowcaster. How powerful should mysteries be? Are the shaddowcaster's mysteriers strong enough? Do they get them fast enough? Is a 1st level mystery supposed to be the equivillent of a 1st level arcane spell? and so on.

Epinephrine
2009-01-07, 11:30 AM
I think it depends a bit on whether you've used any homebrewed fixes on the class itself, but I get the feeling that the mysteries should be slightly more powerful than equivalent level spells, since you have a smaller selection to pick from (less flexibility) and fewer uses per day.

Human Paragon 3
2009-01-07, 11:32 AM
The thread in question. (http://www.giantitp.com/forums/showthread.php?t=101424) I think this will help clarify things.

Epinephrine
2009-01-07, 11:43 AM
The thread in question. (http://www.giantitp.com/forums/showthread.php?t=101424) I think this will help clarify things.

Ah - interesting, with the spellpoint-type setup. It sounds a bit like warlock invocations, or the vestige powers of a binder. I think rather than balancing against vancian spellcasting, it should probably be balanced against something like one of these non-typical casters. It's a bigger question than I thought it was though, and I'll have to think about it.