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    Troll in the Playground
     
    SamuraiGuy

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    Default Home Brewing Paths and Mysteries

    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.
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    Bugbear in the Playground
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    Default Re: Home Brewing Paths and Mysteries

    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.

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    SamuraiGuy

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    Default Re: Home Brewing Paths and Mysteries

    The thread in question. I think this will help clarify things.
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    Who has two thumbs (up) and a board game coming out from Rio Grande? This guy. Gladiators (Rio Grande)

    PIZZA IN SPAAAAACE! Cambridge Games Facotry and Spoiled Flush Games Cosmic Pizza coming soon.

    Matrix Solitaire, likely the best Solitaire game you will ever play.
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  4. - Top - End - #4
    Bugbear in the Playground
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    Default Re: Home Brewing Paths and Mysteries

    Quote Originally Posted by Gaurd Juris View Post
    The thread in question. 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.

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