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Promethean
2020-07-04, 11:50 PM
Re:"I'm going to be building a custom setting for a campaign, so I've decided to play with some of the mechanics of base D&D to try and make them fit the setting better. I'm probably going to be asking for opinions/help on a few unrelated topics to make sure I'm not about to break something in some unforeseen way."

Changing Alignment (https://forums.giantitp.com/showthread.php?614507-Custom-Campaign-Notes-Changing-how-alignment-works)
Distinct weapon styles (https://forums.giantitp.com/showthread.php?614816-Campaign-Note-Making-distinct-weapon-styles)

Okay, I want to give martial characters a default way of deflecting spells with a percent chance of hitting the caster, but I'm not sure how to balance it. My current thinking is along the line of:

If character has enchanted weapon/shield and is in area of effect of a spell when it's cast, then they can spend an AoO make an attack roll/active defense roll(see weapon styles thread) vs opponent caster level check to deflect the spell. If the spell is deflected, then it has a 33% chance on a 2d10 die role to hit the original caster.

I'm also thinking of buffing+nerfing spell resistance by having affect All spells, but at the cost of not being possible to voluntarily lower it.

In anyone's experience, would these changes excessively slow down combat with too many with extra die roles? My goal hear is to make magic combat tense and less reliable.

el minster
2020-07-05, 01:02 AM
I think as long as you don't give anything to two handed weapon wielders it'll be fine

Promethean
2020-07-05, 04:10 AM
I think as long as you don't give anything to two handed weapon wielders it'll be fine

Um, what? I may be missing something. Done two handed weapons have a feat or something that interacts weird with the anti-magic rules Above? :smallconfused: