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  1. - Top - End - #1
    Titan in the Playground
     
    Grod_The_Giant's Avatar

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    Oct 2006
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    Pittsburgh, PA
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    Default D&D in M&M-- a new approach to rebalancing 3.5/PF

    In a recent thread, Amechra raised an interesting idea-- instead of attempting a systematic rewrite to balance 3.5, why not instead import the iconic D&D content to a system like M&M, where balance is already fairly good? Immediately upon reading that, lightbulbs went off in my head. 3.5's core is rotten on many levels. Any effort to revive the system would require rewrites of both per-existing content and the creation of a new core. But if we can steal the basic rules from somewhere else...

    A few basic houserules, first:
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    • Change Vehicles (Dex) to Ride (Agility)
    • Change Technology (Int) to Occult (Int), which also subsumes Expertise (Magic)
    • Lockpicking falls under Sleight of Hand
    • Damage comes in either “bruises” or “wounds.” Both are only -1 Toughness penalties-- bruises operate as normal, while wounds heal at a rate of 1/day of rest. Lethal attacks inflict wounds, while non-lethal inflict bruises.
    • The Affliction power can inflict the Dying condition as a third-degree condition. Targets don’t need to start making Fortitude checks until the following round, however.


    Other houserules that I like, but that aren't really required
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    • Make skills cost 1 point/3 ranks, rather than 1/2.
    • Make the Parry defense apply to both melee and ranged attacks. Rename it AC. Rename Dodge "Reflex."
    • Instead of rolling Toughness against damage +15, roll damage against Toughness +5. -1 Toughness for one degree of success, -1 and daze for two degrees, -1 and staggered for three degrees, and incapacitated with four degrees of success.
    • Roll 2d10 instead of 1d20 on Toughness (or damage) rolls, to even out some of the swinginess.



    Races
    Humans-- 0 points
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    no modifiers


    Dwarves- 7 points
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    Ability Modifiers
    • Stamina +1
    • Presence -1


    Skill Ranks
    • Expertise (any crafting) 5 ranks


    Powers
    • Senses 2 (Darkvision)
    • Immunity 5 (Poison), Limited: half effect


    Elves- 6.5 points
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    Ability Modifiers
    • Agility +1
    • Stamina -1


    Skill Ranks
    • Occult 5 ranks


    Powers
    • Senses 3 (Low-Light vision, Extended 1 vision, Extended 1 hearing)
    • Immunity 1 (Sleep)


    Gnomes- 11 points
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    Ability Modifiers
    none

    Skill Ranks
    none

    Powers
    • Shrinking 4, Permanent
    • Senses 1 (Low-light vision)
    • Illusion 1 (Visual)


    Half-Elves- 6 points
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    Ability Modifiers
    • Presence +1


    Skill Ranks
    • Persuade 5 ranks


    Powers
    • Senses 1 (low-light vision)
    • Immunity 1 (Sleep), limited: half effect


    Half-Orcs- 4.5 points
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    Ability Modifiers
    • Strength +1
    • Intellect -1


    Skill Ranks
    • Intimidate 5 ranks


    Powers
    • Senses 2 (Darkvision)


    Halflings- 12.5 points
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    Ability Modifiers
    • Agility +1


    Skill Ranks
    • Athletics 5 ranks


    Powers
    • Shrinking 4, Permanent


    Classes
    While it might well be possible to work class progressions into M&M format, I don't particularly want to do it. The sheer flexibility of point buy is, in my opinion, considerably better for character customization. Instead, for each "class," I've translated its mechanisms in isolation-- class skills, advantages associated with the class, and class abilities turned into powers. For some powers, I've presented multiple versions.

    A note on these conversions: Due to the limits placed on offensive and defensive abilities by M&M's power level caps, pure buffs and damage bonuses are extremely difficult to simulate. Short of intentionally building your characters below power level outside, the only two effective ways seem to be Luck— which grants rerolls, not bonuses, but does allow you to succeed when you otherwise might have failed— or adding new modifiers (Impervious toughness, penetrating damage, etc).

    Barbarian
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    Skills
    • Athletics
    • Expertise: Survival
    • Intimidation


    Advantages
    • All-Out Attack
    • Power Attack
    • Ultimate Effort: Toughness Checks
    • Ultimate Effort: Fortitude Saves
    • Ultimate Effort: Strength checks
    • Diehard
    • Great Endurance
    • Second Chance


    Powers
    Power Effects Cost
    Rage Enhanced Strength X, Enhanced Stamina X, Reduced Fighting X, Reduced Dodge X, Reduced Will X. Sustained. Complication: can’t use social skills besides Intimidate while raging 1 point/2 ranks
    Enhanced Advantages: All-Out Attack and Power Attack. Sustained. Complication: can’t use social skills besides Intimidate while raging 2 points
    Enhanced Advantage: Luck X, limited to use with attack rolls, toughness rolls, and Strength checks. Sustained. Complication: can’t use social skills besides Intimidate while raging 1 point / 2 ranks of advantage; max 1/2 PL
    Rage v2 (build character not to hit PL caps outside of rage) Enhanced Strength X, Enhanced Stamina X, Immunity 5 (Interaction Skills), Continuous. Quirk -1 (lasts n rounds, then shuts off). Complication: can’t use social skills besides Intimidate while raging 9 points + 3 points/rank of enhanced abilities
    Fast Movement Speed X 1 point/rank
    Uncanny Dodge Advantage: Uncanny Dodge 1 point
    Trap Sense Immunity 5 (Traps) 5 points
    Improved Uncanny Dodge Senses 1 (Danger Sense) 1 point
    Damage Reduction Impervious Toughness 1 point/rank of Impervious, up to a max of your Toughness
    Reaction (struck by an attack) Healing 1, Limited to Self, Limited: can't heal more damage than the attack dealt. Note: do not allow more than a point or two of Reaction Healing 3 points
    Reaction (struck by an attack) Healing 1, Limited to Self, Limited: can't heal more damage than the attack dealt, Temporary. Note: do not allow more than a point or two of Reaction Healing 2 points
    Indomitable Will Impervious Will (May be Limited to while raging) 1 point/rank of Impervious, up to a max of your Will (1 point/2 ranks if Limited)
    Immunity 30 (all effects resisted by Will), Limited to half effect, Limited to while raging 10 points
    Tireless Rage Immunity 5 (Fatigue effects) 5 points


    Bard
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    Skills
    • Deception
    • Expertise: (any performance)
    • Insight
    • Persuasion


    Advantages
    • Inspire
    • Leadership
    • Assessment
    • Teamwork
    • Connected
    • Fascinate
    • Jack of all Trades
    • Languages
    • Well-Informed


    Powers
    Power Effects Cost
    Bardic Knowledge Enhanced Advantage (Well-Informed); Enhanced [Persuasion or Investigate] X, Limited to use with Well-Informed advantage 1 point + 1 point/3 ranks of skill bonus

    Bardic Music
    Power Effects Cost
    Countersong Immunity 5 (Sonic); Also Affects Others, Burst Area, Selective, Reduced Duration (sustained or concentration) 20 points (if sustained duration) or 15 points (if concentration duration)
    Fascinate Affliction X (Entranced, resisted and overcome by Will); Perception (hearing) Area, Concentration, Double Limited Degree, Insidious 1 point + 1 point/rank; max ranks equal to power level
    Enhanced Advantage (Fascinate); Enhanced [Deception, Intimidation, Persuasion, or Expertise] X 1 point + 1 point/3 ranks of skill bonus
    Inspire Courage Immunity 1 (Fear), Sustained, Also Affects Others, Perception (Hearing) Area, Selective 4 points
    Inspire Courage/Greatness/Heroics Luck Control 1 (spend Luck on another's behalf); Luck X, Perception (hearing) Area, Selective 5 points + 1 point/point of Luck advantage, to a maximum of 1/2 power level
    Inspire Competence Variable X (skills and advantages); Limited: only enhances skills and talents the target already had; Affects Others Only, Ranged, Sense-Dependant (hearing) 6 points/rank
    Suggestion Affliction X— (Entranced -> Compelled, resisted and overcome by Will); Perception range, Sense Dependent (Hearing), Concentration, Limited Degree, Insidious 1 point + 1 points/rank; max ranks equal to power level
    Freedom Nullify X (magical effects), Broad, Simultaneous, Limited: may only be used to nullify harmful magic affecting a living subject 2 points/rank
    Mass Suggestion Affliction X— (Entranced -> Compelled, resisted and overcome by Will); Perception (hearing) Area, Concentration, Selective, Limited Degree, Insidious 1 point + 3 points/rank; max ranks equal to power level


    Cleric
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    Skills
    • Occult
    • Expertise (Religion)
    • Insight
    • Persuasion
    • Treatment


    Advantages
    • Leadership


    Powers
    Power Effects Cost
    Turn Undead Affliction X (dazed -> compelled -> controlled, resisted and overcome by Will), Burst Area, Limited: only affects undead, Limited: only forces targets to flee 1 point/2 ranks
    Damage X, Burst Area, Limited to Undead, Also Affects Incorporeal 2 points + 1 point/rank
    Move Object X, Burst Area, Alternate Resistance: Will [on the area modifier], Damaging, Close, Concentration, Limited to pushing away, Limited to undead 1 point/rank
    Rebuke Undead Affliction X (dazed -> compelled -> controlled, resisted and overcome by Will), Burst Area, Limited: only affects undead 1 point/ rank

    Domain Powers
    Power Effects Cost
    Air Alternate effect of Turn Undead which only affects earth creatures; AE of Rebuke Undead which only affects Air creatures 2 points
    Animal Comprehend 2 (speaking to and comprehending animals) 4 points
    Chaos Add a modifier such as Secondary Effect to chosen “chaos” spells varies
    Death Affliction X (Fatigued -> Exhausted -> Dying, resisted and overcome by Fortitude) 1 point/rank
    Destruction Strength-based Damage X 1 point/rank
    Penetrating X, Incurable, Variable Descriptor 1: any melee attack 2 points + 1 point/rank
    Earth Alternate effect of Turn Undead which only affects air creatures; AE of Rebuke Undead which only affects Earth creatures 2 points
    Evil Add a modifier such as Secondary Effect to chosen “evil” spells varies
    Fire Alternate effect of Turn Undead which only affects water creatures; AE of Rebuke Undead which only affects Fure creatures 2 points
    Good Add a modifier such as Secondary Effect to chosen “good” spells varies
    Healing Add a modifier such as Secondary Effect to chosen “healing” spells varies
    Knowledge Add a modifier such as Secondary Effect to chosen “knowledge” spells varies
    Law Add a modifier such as Secondary Effect to chosen “law” spells varies
    Luck Advantage: Luck 1 point/rank of Luck, up to a maximum of ½ power level
    Magic Advantage: Artificer 1 point
    Plant Affliction X (Dazed -> Compelled -> Controlled, resisted and overcome by Will), Burst Area, Limited: only affects plants 1 point as an alternate effect of Turn Undead
    Protection Luck Control 1 (bestow hero point of luck advantage on others); Advantage: Luck 3 points + 1 point/rank of Luck, up to a maximum of ½ power level
    Strength Enhanced Strength, limited to Lifting. Sustained 1 point/2 ranks
    Sun Damage X, Burst Area, Limited to Undead, Also Affects Incorporeal, Incurable, Penetrating Y, 3 points + 1 point/rank of Damage + 1 point/rank of Penetrating
    Travel Immunity 5 (Entrapment), Sustained 5 points
    Trickery Skills: Deception, Stealth 1 point/2 ranks of skills
    War Add a modifier such as Secondary Effect to chosen “war” spells varies
    Water Alternate effect of Turn Undead which only affects fire creatures; AE of Rebuke Undead which only affects Fire creatures 2 points


    Druid
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    Skills
    • Expertise (Nature)
    • Occult
    • Perception
    • Treatment
    • Ride


    Advantages
    • Animal Empathy


    Powers
    Power Effects Cost
    Animal Companion Advantage: Sidekick X 1 point/rank
    Wild Empathy Advantage: Animal Empathy; Enhanced Insight (limited to use with animals); Enhanced Persuasion, (limited to use with animals) 1 point + 1 point/2 ranks of skills
    Woodland Stride Movement 1 (sure-footed 1), Limited to natural environments 1 point
    Trackless Step Movement 1 (Trackless) 2 points
    Resist Nature’s Lure Immunity 20 (Magic); Limited to fey magic 10 points
    Impervious Will, Limited to use against Fey abilities 1 point/2 ranks; max ranks equal to your Will defense
    Venom Immunity Immunity 5 (Poison) 5 points
    A Thousand Faces Morph 2 (People of your size and gender) 10 points.
    1 point as an Alternate Effect of Wild Shape
    Timeless Body Immunity 1 (Aging) 1 point

    Wild Shape
    Power Effects Cost
    Animals- Appearance only Morph 3 (Animals) 15 points
    Animals- Limited number of distinct forms Morph 3 (Animals), Metamorph X 15 points + 1 point/rank of Metamorph
    Animals- Unlimited forms Variable X (Animal forms) 7 points/rank
    Plants As animal powers, but with the descriptor being plant forms
    Elementals Morph 2 (Elementals), Metamorph 4 (air, earth, fire, and water elemental forms) 14 points
    1 point as an Alternate Effect of Wild Shape
    Tiny Add Shrinking X to basic wild shape power 2 points/rank of Shrinking
    Huge Add Growth X to basic wild shape power 2 points/rank of Growth


    Fighter
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    Skills
    • Athletics
    • Expertise (war)
    • Intimidation
    • Perception
    • Ride
    • Treatment


    Advantages
    • (all combat advantages)
    • Leadership
    • Seize Initiative
    • Assessment
    • Extraordinary Effort
    • Interpose
    • Teamwork


    Powers
    A pure port of the 3.5 fighter would simply have a long list of combat advantages. But the 3.5 fighter isn't a good class, and while the M&M version would function, we can do better. What follows are some suggested powers to simulate various combat styles.

    Power Effects Cost
    Two-Weapon Fighting Split 1, Variable Descriptor 1: any melee attack 2 points
    Multiattack, Variable Descriptor 1: any melee attack 1 point + 1 point/rank of melee damage modified
    Archery Advantage: Precise Attack 2 (cover and concealment, ranged attacks) 2 points
    Advantage: Ranged Attack 1 point/rank
    Multiattack, Variable Descriptor 1: any ranged attack 1 point + 1 point/rank of ranged damage modified
    Sword-and-Board Immunity 60 (effects targeting Dodge or Parry), Reduced Duration (concentration) 30 points
    Immunity 60 (effects targeting Dodge or Parry), Unreliable 30 points
    Immunity 30 (effects targeting Parry), [Reduced Duration or Unreliable] 15 points
    Defect X 1 point/rank
    Advantages: Improved Defense, Weapon Bind 2 points
    Fighter Weapon Skill Enhanced Strength, Limited to Damage 1 point/rank
    Ranged Damage X, quirk -2: must be wielding a ranged weapon 2 points/rank, -2 points
    Any modifiers; Variable Descriptor 2: any attack 2 points + cost of modifiers
    Variable X (Combat Advantages), Reaction, counts as Limited 9 points/rank
    Mount Advantage: Sidekick 1 point/rank
    Tripping Strength-Based Damage X, linked to Affliction Y (hindered and vulnerable->stunned and prone, resisted by Dodge, overcome by Fortitude), Extra Condition, Limited Degree 1 point/rank of damage + 1 point/rank of affliction
    Reaction (enemy enters your reach) Affliction X (hindered and vulnerable->stunned and prone, resisted by Dodge, overcome by Fortitude), Extra Condition, Limited Degree 4 points/rank


    Monk
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    Skills
    • Acrobatics
    • Insight
    • Stealth


    Advantages
    • All combat advantages, especially:


    • Chokehold
    • Fast Grab
    • Grabbing Finesse
    • Improved Disarm
    • Improved Grab
    • Improved Hold
    • Improved Trip
    • Uncanny Dodge
    • Weapon Bind
    • Assessment
    • Instant Up
    • Trance
    • Agile Feint


    Powers
    Power Effects Cost
    AC Bonus Advantage: Defense Roll 1 point/rank
    Flurry of Blows Multiattack, Variable Descriptor 1: any melee attack 1 point + 1 point/rank of melee damage modified
    Unarmed Strike Damage X (Strength-based) 1 point/rank
    Enhanced Strength, Limited to Damage 1 point/rank
    Evasion Advantage: Evasion 1 point
    Immunity 30 (all attacks offering a Dodge check), Limited: only after a successful dodge check 15 points
    Fast Movement Speed X 1 point/rank
    Still Mind Immunity 30 (all effects resistible by Will), Limited to half effect 15 points
    Impervious Will 1 point/rank of Impervious, up to a max of your Will
    Ki Strike Add Incurable to Unarmed Strike power (or Strength-based Damage 0) 1 point
    Add Penetrating X to Unarmed Strike power (or Strength-based Damage 0) 1 point/rank of Penetrating
    Stunning Fist Affliction X (dazed->stunned->incapacitated, resisted and overcome by Fortitude) 1 point/rank
    Slow Fall Movement 1 (Safe Fall), Limited: Only when near a surface 1 point
    Purity of Body Immunity 2 (disease, poison) 2 points
    Wholeness of Body Healing X, Limited to Self 1 point/rank
    Improved Evasion Immunity 30: all attacks offering a Dodge check 30 points
    Diamond Body Immunity 5 (Poison)
    Abundant Step Teleport X 2 points/rank
    Diamond Soul Immunity 20 (magic), Limited to Half Effect 10 points
    Quivering Palm Affliction X (dazed->stunned->dying, resisted and overcome by Fortitude), Triggered 1 point + 1 point/rank
    Timeless Body Immunity 1 (Aging) 1 point
    Tongue of the Sun and Moon Comprehend 3 (Languages 3) 6 points
    Empty Body Insubstantial 4 20 points

    And similar to the fighter, a few more power ideas that Monks maybe ought to have:
    Effect Cost
    Leaping X 1 point/rank
    Movement 2 (sure-footed 1, swinging) 4 points
    Movement 1 (water-walking) 2 points


    Paladin
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    Skills
    • Expertise (Religion)
    • Insight
    • Persuasion
    • Ride
    • Treatment


    Advantages
    • Inspire
    • Fearless
    • Interpose


    Powers
    Power Effects Cost
    Detect Evil Senses 2 (Detect Evil, Ranged) 2 points
    Smite Evil Damage X, limited to use against Evil 1 point/2 ranks. Limited by Power Level
    Penetrating X, Incurable, Limited to use against Evil; Variable Descriptor 1: any weapon or unarmed attack 1.5 points + 1 point/2 ranks of Penetrating
    Affliction X (dazed->stunned->dying, resisted and overcome by Fortitude); Linked to strength-based Damage Y; all Limited to use against Evil 1 point/2 ranks of affliction + 1 point/2 ranks of damage
    Enhanced Advantage: Improved Critical 4, Variable Descriptor 2: any weapon, limited: only against Evil 3 points
    Enhanced Advantage: Luck X; limited to use when attacking an evil foe 1 point/2 ranks of Luck advantage; limited to 1/2 power level ranks
    Divine Grace Enhanced Fortitude, Enhanced Will, Sustained Duration 1 point/rank of enhanced defense, calculated independently
    Impervious Fortitude, Impervious Will 1 point/rank of Impervious, up to a maximum of the defense rank, calculated independently
    Advantage: Luck X, limited to use with active defense rolls 1 point / 2 ranks of advantage; max 1/2 PL
    Lay on Hands Healing X 2 points/rank
    Aura of Courage Immunity 1 (Fear), Also Affects Others, Area Burst 1, Selective; sustained duration 4 points
    Divine Health Immunity 1 (Disease) 1 point
    Turn Undead Affliction X (dazed -> compelled -> controlled, resisted and overcome by Will), Burst Area, Limited: only affects undead, Limited: only forces targets to flee 1 point/2 ranks
    Damage X, Burst Area, Limited to Undead, Also Affects Incorporeal 2 points + 1 point/rank
    Move Object X, Burst Area, Alternate Resistance: Will [on the area modifier], Damaging, Close, Concentration, Limited to pushing away, Limited to undead 1 point/rank
    Special Mount Advantage: Sidekick X 1 point/rank of advantage
    Remove Disease Nullify X (Disease) 1 point/rank


    Ranger
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    Skills
    • Acrobatics
    • Athletics
    • Expertise (Nature)
    • Insight
    • Investigation
    • Perception
    • Stealth
    • Ride
    • Treatment


    Advantages
    • Favored Environment
    • Favored Foe
    • Animal Empathy
    • Hide in Plain Sight
    • Tracking


    Powers
    Power Effects Cost
    Favored Enemy Advantage: Favored Foe 1 point per Favored Foe
    Incurable, Penetrating X; Variable Descriptor 1: any attack verses a favored foe 2 points + 1 point/rank of penetrating
    Enhanced Advantage: Luck X; limited to use when attacking/defending against a favored foe 1 point/2 ranks of Luck advantage; limited to 1/2 power level ranks
    Track Advantage: Track; Enhanced Perception (limited to use with Track) 1 point + 1 point/ 3 ranks of Perception
    Wild Empathy Animal Empathy; Enhanced Insight (limited to use with animals); Enhanced Persuasion, (limited to use with animals) 1 point + 1 point/3 ranks of enhanced skills
    Combat Style: Two-Weapons Split 1, Variable Descriptor 1: any melee attack 2 points
    Multiattack, Variable Descriptor 1: any melee attack 1 point + 1 point/rank of melee damage modified
    Combat Style: Archery Advantage: Precise Attack 2 (cover and concealment, ranged attacks) 2 points
    Advantage: Ranged Attack 1 point/rank
    Ranged Damage X, quirk -2: must be wielding a ranged weapon 2 points/rank, -2 points
    Multiattack, Variable Descriptor 1: any ranged attack 1 point + 1 point/rank of ranged damage modified
    Endurance Advantage: Great Endurance 1 point
    Animal Companion Advantage: Sidekick X 1 point/rank of Sidekick
    Woodland Strike Movement 1 (sure-footed 1), Limited to natural environments 1 point
    Swift Tracker Quickness X, double limited to use while tracking 1 point/3 ranks
    Evasion Advantage: Evasion 1 point
    Immunity 30: all attacks offering a Dodge check; Limited: only after a successful dodge check 15 points
    Camouflage Concealment 10 (all senses), Blending, Passive, Limited to natural terrain 4 points (rounded up)
    Hide in Plain Sight Advantage: Hide in Plain Sight 1 point


    Rogue
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    Skills
    • Acrobatics
    • Athletics
    • Deception
    • Expertise (Streetwise)
    • Insight
    • Intimidation
    • Investigation
    • Perception
    • Persuasion
    • Sleight of Hand
    • Stealth


    Advantages
    • Defensive Roll
    • Evasion
    • Improved Aim
    • Set-Up
    • Redirect
    • Uncanny Dodge
    • Assessment
    • Agile Feint
    • Connected
    • Contacts
    • Hide in Plain Sight
    • Improvised Tools
    • Jack-of-all-trades
    • Taunt
    • Well-Informed


    Powers
    Power Effects Cost
    Sneak Attack Damage X, limited to against vulnerable or defenseless targets 1 point/2 ranks. Limited by Power Level
    Penetrating X, Incurable, Limited to use against vulnerable or defenseless targets; Variable Descriptor 1: any weapon or unarmed attack 1.5 points + 1 point/2 ranks of Penetrating
    Enhanced Advantage: Improved Critical 4, Variable Descriptor 2: any weapon, limited: only against vulnerable or defenseless targets 3 points
    Enhanced Advantage: Luck X; limited to use when attacking a vulnerable or defenseless target 1 point/2 ranks of Luck advantage; limited to 1/2 power level ranks
    Trapfinding Senses 2 (Detect Traps, Ranged) 2 points
    Evasion Advantage: Evasion 1 point
    Immunity 30: all attacks offering a Dodge check; Limited: only after a successful dodge check 15 points
    Trap Sense Immunity 5 (Traps) 5 points
    Uncanny Dodge Advantage: Uncanny Dodge 1 point
    Improved Uncanny Dodge Senses 1 (Danger Sense) 1 point

    Special Abilities
    Power Effects Cost
    Crippling Strike Weaken X (Strength), linked to Damage Y, limited to against vulnerable or defenseless targets 1 point/2 ranks of Weaken + 1 point/2 ranks of melee Damage
    1 point/2 ranks of Weaken + 1 point ranks of ranged Damage
    Defensive Roll Advantage: Luck Y, limited to use with Toughness checks 1 point/2 ranks of advantage; limited to ½ power level
    Improved Evasion Immunity 30: all attacks offering a Dodge check 30 points
    Opportunist Reaction Damage X (Strength-based) [Trigger: foe within reach is struck by an attack] 4 points/rank
    Skill Mastery Advantage: Skill Mastery 1 point
    Slippery Mind Advantage: Second Chance (mind control) 1 point
    Immunity 5 (mind control), Limited to Half Effect 2.5 points


    Sorcerers & Wizards
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    Skills
    • Occult
    • Deception (Sorcerers)
    • Expertise (any) (Wizards)


    Advantages
    • Artificer (Wizards)
    • Ritualist (Wizards)


    Powers

    Familiar
    Power Effect Cose
    Base Advantage: Sidekick X 1 point/rank
    Empathic Link Senses 1 (Communications Link— empathic), Limited to subverbal feelings ½ point, spent by both master and familiar
    Deliver Touch Spell Triggered 1 (familiar hits target with melee attack), Variable Descriptor 2: any Close-ranged power. 3 points
    Speak with Master Senses 1 (Communications Link— auditory) 1 point, spent by both master and familiar
    Spell Resistance Immunity 20 (magic), Limited to Half Effect 10 points, spent by familiar
    Scry on Familiar Remote Sensing X (vision), Medium (familiar) 1 point/rank, spent by master

    Differentiating Wizards and Sorcerers
    The wizard and sorcerer are incredibly similar classes in 3.5, both receiving more-or-less identical chassis of spells and a familiar. In the absence of spell preparation, there's nothing to distinguish them. A few suggestions to make up for that loss:
    • Try the following power for wizards: Dark Knowledge- Advantage (Assessment); Enhanced Insight, Limited to use with Assessment advantage. 1 point + 1 point/3 ranks of skill
    • Only take Ritualist or Artificer as a wizard
    • Make wizards dependent on items for most of their magic, such as a staff or a spellbook, by adding the Easily Removeable flaw to their spell powers. -2 points per 5 points of the power's base cost
    • Have sorcerers take powers reflecting their heritage. For example:

    Power Effect Cost
    Draconic Scales Protection X, Noticeable, Permanent 1 point/rank -1 point (minimum ½ point)
    Draconic Breath Damage X, Area (cone) 2 points/rank
    Draconic Aura Affliction X (Impaired, resisted and overcome by Fear), double limited degree, Reaction (enemy approaches within 30 feet), Perception-ranged 4 points/rank
    Draconic Resistance Immunity 5 (damage of one energy type) 5 points
    Last edited by Grod_The_Giant; 2014-04-26 at 06:28 PM.

    STaRS (and STaRS Lite)
    A non-narrativeist, generic rules-light system, by me. Now officially released!

    Grod's Guide to Greatness
    A big book of player options for 5e, by me

    Quote Originally Posted by Grod_The_Giant View Post
    Grod's Law: You cannot and should not balance bad mechanics by making them annoying to use
    Giants and Graveyards: My collected 3.5 class fixes and more.

  2. - Top - End - #2
    Titan in the Playground
     
    Grod_The_Giant's Avatar

    Join Date
    Oct 2006
    Location
    Pittsburgh, PA
    Gender
    Male

    Default Re: D&D in M&M-- a new approach to rebalancing 3.5/PF

    Magic
    Casters are far more balanced compared to mundane characters in M&M than in 3.5 for the simple reason that both work exactly the same way. Famous "no" buttons often acquire either high point costs, impossible-to-circumvent resistance checks, or both. And, of course, "prepared" casting becomes very difficult to model.

    At the same time, the most iconic "check" on magic's power in 3.5-- spells per day-- goes completely out the window. Players wishing to recreate may try one of the following methods:
    • Make it a complication. Similar to how ammo works, you're assumed to have enough power to keep going until the DM decides that you don't, in which case you get a hero point. This is the recommended solution.
    • Add the Fades flaw to all spells. This represents magic slowly draining until such time as you can recharge-- praying, studying spellbooks, or what have you.
    • Add the Unreliable flaw to all spells, using the "5 uses until you need to reload" option. A second application may reduce this to "1 use until you need to reload."


    Characters should not create a single "magic" array. Instead, I recommend creating arrays based on the different schools, or different elements. In addition, I recommend for formerly-prepared casters the following new Advantage, proposed in the Luck power profile:
    • Luck (Power Stunt)- once per adventure, you may power stunt without becoming fatigued. You may not take this Advantage more than 1/2 power level times.

    The Ritualist and Artificer Advantages are also good for simulating a caster who can prepare for anything given time and/or foresight.

    Abjuration
    Spoiler
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    Spell Suggested Classes Effect Cost
    Antimagic Field Cleric, Sorcerer/Wizard Nullify X (magic), Broad, Simultaneous, Sustained, Reduced Range 4 points/rank
    Banishment Cleric, Sorcerer/Wizard Movement 1 (Dimension Travel), Attack, Increased Range; Movement X (Dimension Travel), Attack, Increased Range, limited to increasing DC 3 points + 2 points/rank
    Break Enchantment Bard, Cleric, Paladin, Sorcerer/Wizard Nullify X (magical effects), Broad, Simultaneous, Limited: may only be used to nullify harmful magic affecting a living subject 2 points/rank
    Dimensional Anchor Cleric, Sorcerer/Wizard Nullify X (extra-dimensional travel), Sustained 3 points/rank
    Dispel Magic Bard, Cleric, Druid, Paladin, Sorcerer/Wizard Nullify X (magic), Broad, Simultaneous 3 points/rank
    Nullify X (magic), Area, Broad, Simultaneous 4 points/rank
    Endure Elements Cleric, Druid, Paladin, Ranger, Sorcerer/Wizard Immunity 2 (environmental heat and cold), Sustained, Affects Others 4 points
    Explosive Runes Sorcerer/Wizard Damage X, Alternate Resistance: Dodge, Triggered (someone reads runes), Noticeable 1 point/rank
    Freedom of Movement Bard, Cleric, Druid, Ranger Immunity 5 (entrapment), Sustained, Also Affects Others 15 points
    Globe of Invulnerability Sorcerer/Wizard Immunity 20 (magic), Sustained, Area burst 40 points
    Magic Circle Against Evil Cleric, Paladin, Sorcerer/Wizard Immunity 5 (Mind Control), Sustained, Selective, Area burst; Immunity 5 (Summoned creatures), Sustained, Selective, Area burst 30 points
    Mind Blank Sorcerer/Wizard Immunity 15 (Mental effects), Sustained, Also Affects others 20 points
    Prismatic Wall Sorcerer/Wizard Create X, Stationary, Impervious, Limited to straight walls; linked to Reaction (touching the wall) Damage Y, variable descriptor 1 (fire, acid, electricity, or poison; randomly selected); Immunity 1 (this spell) 2 points + 2 points/rank of Create + 4 points/rank of Damage
    Immunity 1 (this spell), Create Y, Stationary, Impervious, Limited to straight walls; linked to Reaction Damage X, Variable Descriptor 1 (fire, acid, electricity, or poison; randomly selected), double Unreliable (25% chance); linked to Reaction Affliction X (Fatigued -> Exhausted -> Dying, resisted and overcome by Fortitude), double Unreliable; linked to Reaction Affliction X (Hindered -> Immobile -> Transformed (stone), resisted and overcome by Fortitude), double Unreliable; linked to Reaction Affliction X (Impaired -> Compelled -> Incapacitated, resisted and overcome by Will), double Unreliable; 2 points + 3 points/rank of Create +8 points/rank of damage and affliction effects (each individually 2/rank)
    Protection from Energy Cleric, Druid, Ranger, Sorcerer/Wizard Immunity 10 (acid, cold, electricity, fire, or sonic), Sustained, Also Affects Others, Unreliable (5 uses before fading). 4 alternate effects for the other elements 14 points
    Protection from Evil Cleric, Paladin, Sorcerer/Wizard Immunity 5 (Mind Control), Also Affects Others, Sustained linked to Immunity 5 (Summoned creatures), Also Affects Others, Sustained 20 points
    Resist Energy Cleric, Druid, Paladin, Ranger, Sorcerer/Wizard Immunity 10 (acid, cold, electricity, fire, or sonic), Sustained, Also Affects Others. 4 alternate effects for the other elements 24 points
    Shield of Faith Cleric Luck Control 1 (bestow hero point of luck advantage on others); Advantage: Luck 3 points + 1 point/rank of Luck, up to a maximum of ½ power level
    Impervious on Toughness, Also Affects Others, Sustained 2 points/rank, up to a maximum of the target’s Toughness
    Shield Other Cleric, Paladin Reaction (ally is struck by an attack) Healing X, Perception Ranged, Empathic 6 points/rank
    Stoneskin Druid, Sorcerer/Wizard Impervious on Toughness, Also Affects Others, Sustained, Unreliable (5 uses before fading) 1 point/rank, up to a maximum of the target’s Toughness
    Immunity 30 (weapons and unarmed attacks), Also Affects Others, Sustained, Unreliable (5 uses before fading) 30 points


    Conjuration
    Spoiler
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    Spell Suggested Classes Effect Cost
    Acid Arrow Sorcerer/Wizard Ranged Damage X, Secondary Effect 3 points/rank
    Black Tentacles Sorcerer/Wizard Move Object X, Area Burst, Limited to Grabbing 2 points/rank
    Affliction X (Hindered and Vulnerable -> Immobile and Defenseless, Resisted and Overcome by Strength), Ranged, Area Burst, Alternate Resistance (Strength +1), Extra Condition, Limited Degree, Concentration 5 points/rank
    Cloudkill Sorcerer/Wizard Affliction X (Fatigued -> Exhausted -> Dying, resisted and overcome by Fort), Ranged, Area Cloud; linked to Concealment 4 (all visual), Attack, Area Cloud 12 points + 3 points/level
    Create Water Cleric, Druid, Paladin Transform X (Air -> Water), Permanent 2 points/rank
    Cure ____ Wounds/Heal Bard, Cleric, Druid, Paladin, Ranger Healing X 2 points/rank
    Dimension Door Bard, Sorcerer/Wizard Teleport X, Increased Mass Y 2 points/rank of teleport + 1 point/rank of Increased Mass
    Gate Cleric, Sorcerer/Wizard Movement 3 (Dimension Travel 3), Portal. (Stolen from the Teleport power; not strictly RAW but plausible) 12 points
    Summon X (Variable Type 2— extraplanar creatures), Heroic, Attitude (Indifferent) 5 points/rank
    Glitterdust Bard, Sorcerer/Wizard Nullify X (Invisibility), Area Burst, Alternate Resistance (Dodge); Affliction Y (visually Impaired -> visually Disabled -> visually Unaware, resisted by Dodge, overcome by Fortitude), Ranged, Area Burst 2 points/rank of Nullify + 3 points/rank of Affliction
    Grease Bard, Sorcerer/Wizard Affliction X (vulnerable -> prone, resisted and overcome by Dodge), Ranged, Area Burst, Limited Degree 2 points/rank
    Mage Armor Sorcerer/Wizard Protection X (sustained) 1 point/rank
    Mage's Magnificent Mansion Sorcerer/Wizard Enhanced Advantage: Equipment Y (spend on headquarters. Key features are Isolated and Personnel); Movement 1 (Dimensional movement 1— headquarters dimension), Portal 3 points + 1 point/rank of Equipment
    Major Creation Sorcerer/Wizard Create X, Continuous, Innate 1 point + 3 points/rank
    Transform X (air to solids), Continuous 5 points/rank
    Mount Sorcerer/Wizard Summon X 2 points/rank
    Obscuring Mist Cleric, Druid, Sorcerer/Wizard Concealment 4 (all visual), Attack, Area Cloud 12 points
    Planar Ally/Binding Cleric, Sorcerer/Wizard Summon X (Variable Type 2— extraplanar creatures), Heroic, Attitude (Indifferent) 5 points/rank
    Plane Shift Cleric, Sorcerer/Wizard Movement 3 (Dimension Travel 3), Unreliable, Increased Mass Y 2 points/rank of Movement + 1 point/rank of Increased Mass
    Raise Dead Cleric Healing X, Resurrection, Limited: only for resurrection 2 points/rank
    Immortality X, Affects Only Others. (Dubious) 2 points/rank
    Restoration Cleric, Paladin Healing X, Restorative, Limited: only restorative 2 points/rank
    Solid Fog Sorcerer/Wizard Affliction X (hindered -> immobile, resisted and overcome by Strength), Ranged, Area Cloud, Alternate Resistance (Strength +1), Limited Degree; linked to Concealment 4 (all visual), Attack, Area Cloud 12 points + 3 points/rank
    Stinking Cloud Sorcerer/Wizard Affliction X (Impaired -> Vulnerable->Incapacitated, resisted and overcome by Fortitude), Ranged, Area Cloud, Limited Degree; linked to Concealment 4 (all visual), Attack, Area Cloud 12 points + 2 points/rank
    Summon Monster Bard, Sorcerer/Wizard Summon X, Active, Mental Link 1 point + 3 points/rank
    Summon X, Active, Variable Type (extraplanar creatures), Mental Link 1 point + 5 points/rank
    Summon Nature’s Ally Druid, Ranger Summon X, Active, Mental Link 1 point + 3 points/rank
    Summon X, Active, Variable Type (animals), Mental Link 1 point + 5 points/rank
    Teleport Sorcerer/Wizard Teleport X, Extended, Limited to Extended, Increased Mass Y 2 points/rank of teleport + 1 point/rank of increased mass
    Wall of Stone/Iron/Ice Cleric, Druid, Sorcerer/Wizard Create X 2 points/rank
    Web Sorcerer/Wizard Affliction X (hindered -> immobile, resisted and overcome by Strength), Ranged, Area Cloud, Alternate Resistance (Strength +1), Limited Degree 3 points/rank
    Environmental 1 (mobility 2), Increased Range 3 points


    Divination
    Spoiler
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    Spell Suggested Classes Effect Cost
    Arcane Eye Sorcerer/Wizard Remote Sensing X (visual), Noticeable 1 point/rank
    Arcane Sight Sorcerer/Wizard Senses 6 (Detect Magic, Ranged, Analytical; Detect Spellcasting, Ranged, Analytical), Sustained 6 points
    Clairaudience/Clairvoyance Bard, Sorcerer/Wizard Remote Sensing X (visual and hearing) 3 points/rank
    Comprehend Languages Bard, Cleric, Sorcerer/Wizard Comprehend 3 (Languages 2 and reading), Sustained 6 points
    Contact Other Plane Sorcerer/Wizard Enhanced Advantage: Luck (GM inspiration) X 1 point/rank, max ranks equal to 1/2 PL
    Detect Magic Bard, Cleric, Druid, Sorcerer/Wizard Senses 3 (Detect Magic, Ranged, Analytical), Reduced Duration (Concentration) 1.5 points
    Detect _____ varies Senses 3 (Detect ____, Ranged, Analytical), Reduced Duration (Concentration) 1.5 points
    Divination Cleric Enhanced Advantage: Luck (GM inspiration) X 1 point/rank, max ranks equal to 1/2 PL
    Identify Bard, Sorcerer/Wizard Senses 2 (Detect Magic Items, Analytical), Sustained 2 points
    Legend Lore Bard, Sorcerer/Wizard Senses 4 (Postcognition), Limited to information about handled item, Quirk -1: slow, Sustained 1 point
    Scrying Bard, Cleric, Druid, Sorcerer/Wizard Remote Sensing X (mental), double Limited to use for targeting this power; Mind Reading X, Sensory Link Limited to Sensory Link 1 point/2 ranks of remote sensing + 2 points/rank of mind reading
    Remote Sensing X (all senses) 5 points/rank
    Speak with Animals Bard, Druid, Ranger Comprehend 2 (animals, speaking and understanding), Sustained 2 points
    Telepathic Bond Sorcerer/Wizard Senses 1 (Communication Link; mental), Also Affects Others, Ranged, Sustained 3 points
    Tongues Bard, Cleric, Sorcerer/Wizard Comprehend 4 (all languages, anyone who hears you speak can understand you, reading and writing) 8 points
    True Seeing Cleric, Druid, Sorcerer/Wizard Senses 7 (vision Counters all Concealment, Counters Illusion), Dimensional, Sustained 14 points
    True Strike Sorcerer/Wizard Feature 3 (when you take the aim action, your next attack automatically hits; effect rank cannot be greater than PL), Sustained 3 points
    Enhanced Advantage: Improved Aim, sustained 1 point


    Enchantment
    Spoiler
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    Spell Suggested Classes Effect Cost
    Aid Cleric Luck Control 1 (spend Luck on another's behalf); Advantage: Luck 3 points + 1 point/point of Luck advantage, to a maximum of 1/2 power level
    Animal Messenger Bard, Druid, Ranger Communication 3 (written message), Limited: one-way, Limited: slow 6 points
    Charm Person Bard, Sorcerer/Wizard Perception-Ranged Affliction X (Entranced -> Compelled -> Controlled, resisted and overcome by Will); Limited: you don't control the target's actions, they merely act friendly towards you 2 points/rank
    Confusion Bard, Sorcerer/Wizard Affliction X (Impaired -> Compelled -> Incapacitated, resisted and overcome by Will), Perception Range 3 points/rank
    Daze Bard, Sorcerer/Wizard Affliction X (Dazed -> Stunned, resisted and overcome by Will), Perception Range, Limited Degree 2 points/rank
    Dominate Person Bard, Sorcerer/Wizard Affliction X (Entranced -> Compelled -> Controlled, resisted and overcome by Will), Perception Range 3 points/rank
    Feeblemind Sorcerer/Wizard Affliction X (mentally Impaired -> mentally Disabled -> Transformed, resisted and overcome by Will), Perception Range 3 points/rank
    Heroism Bard, Sorcerer/Wizard Luck Control 1 (spend Luck on another's behalf); Advantage: Luck 3 points + 1 point/point of Luck advantage, to a maximum of 1/2 power level
    Hideous Laughter Bard, Sorcerer/Wizard Perception-Ranged Affliction X (Dazed -> Stunned -> Incapacitated, resisted and overcome by Will); Sense-Dependent (Hearing), Limited: only affects humanoids 1 point/rank
    Hold Person Bard, Cleric, Sorcerer/Wizard Affliction X (Dazed -> Stunned -> Paralyzed, resisted and overcome by Will), Perception Range 3 points/rank
    Irresistible Dance Bard, Sorcerer/Wizard Perception-Ranged Affliction X (Dazed and Vulnerable-> Stunned and Defenseless-> Incapacitated, resisted and overcome by Will); Sense-Dependent (Hearing), Extra Condition 3 points/rank
    Prayer Cleric, Paladin Luck Control 1 (spend Luck on another's behalf); Luck X, 3 points + 1 point/point of Luck advantage, to a maximum of 1/2 power level
    Sleep Bard, Sorcerer/Wizard Affliction X (Fatigued -> Exhausted -> Asleep, resisted and overcome by Will), Ranged, Area Burst (Alternate Resistance: Will 1/2) 3 points/rank
    Suggestion Bard, Sorcerer/Wizard Affliction X— (Entranced -> Compelled, resisted and overcome by Will); Perception range, Limited Degree, Insidious 1 point + 2 points/rank; max ranks equal to power level


    Evocation
    Spoiler
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    Spell Suggested Classes Effect Cost
    Blade Barrier Cleric Damage X, Ranged, Area Line, Increased Duration (Continuous) 4 points/rank
    Call Lightning Druid Damage X, Ranged, Indirect 2 (from above) 2 points + 2 points/rank
    Chain Lightning Sorcerer/Wizard Damage X, Ranged, Area Burst on X/2 ranks 2.5 points/rank
    Cone of Cold Sorcerer/Wizard Damage X, Area Cone 2 points/rank
    Contingency Sorcerer/Wizard add Triggered 2 (Variable Trigger), Variable Descriptor 2: any spell 4 points
    Daylight Bard, Cleric, Druid, Paladin, Sorcerer/Wizard Environment 2 (Light 2) 4 points
    Darkness Bard, Cleric, Sorcerer/Wizard Environment 2 (Visibility 2) 4 points
    Concealment 4 (all visual), Attack, Ranged, Area Burst 16 points
    Divine Power Cleric Enhanced Fighting X, Strength Y 2 points/rank of enhanced ability
    Advantage: Luck X, limited to use with attack rolls, toughness rolls, and Strength checks 1 point / 2 ranks of advantage; max 1/2 PL
    Earthquake Cleric, Druid Affliction X (Dazed and Vulnerable -> Stunned and Prone, resisted by Dodge, overcome by Fortitude), Ranged, Area Burst 2, Extra Condition, Limited Degree, Limited to targets on the ground 3 points/rank
    As above, but link to Damage Y, Ranged, Area Burst 2, Limited to targets on the ground +3 points/rank of damage
    Fireball Sorcerer/Wizard Damage X, Ranged, Area Burst 3 points/rank
    Flame Strike Cleric, Druid Damage X, Ranged, Area Cylinder 3 points/rank
    Flaming Sphere Druid, Sorcerer/Wizard Damage X, Ranged, Increased Duration (Concentration), Resistible (Dodge) 2 points/rank
    Forcecage Sorcerer/Wizard Create X, Continuous, Impervious, Stationary, Affects Insubstantial 2, Limited to trapping 2 points + 3 points/rank
    Gust of Wind Druid, Sorcerer/Wizard Move Object X, Area Line, Limited to pushing away 2 points/rank
    Holy Word Cleric Affliction X (Impaired -> Disabled -> Paralyzed, resisted and overcome by Will), Area Perception (hearing), limited to evil creatures 1 point/rank
    Ice Storm Druid, Sorcerer/Wizard Damage X, Ranged, Area Cylinder; linked to Affliction Y (hearing Impaired and Hindered, resisted and overcome by Fort), Ranged, Area Cylinder, double Limited Degree, Extra Condition, Instant Recovery 3 points/rank of damage + 1 point/rank of affliction
    Lightning Bolt Sorcerer/Wizard Damage X, Area Line 2 points/rank
    Magic Missile Sorcerer/Wizard Damage X, Perception range, Affects Insubstantial 2, Split Y 2 points + 3 points/rank of damage + 1 point/rank of Split
    Meteor Swarm Sorcerer/Wizard Damage X, Ranged, Area Burst, Multiattack 4 points/rank
    Prismatic Spray Sorcerer/Wizard Damage X, Area Cone, Variable Descriptor 1 (fire, acid, electricity, or poison; randomly selected), double Unreliable (25% chance); linked to Affliction X (Fatigued -> Exhausted -> Dying, resisted and overcome by Fortitude), Area Cone, double Unreliable; linked to Affliction X (Hindered -> Immobile -> Transformed (stone), resisted and overcome by Fortitude), Area Cone, double Unreliable; linked to Affliction X (Impaired -> Compelled -> Incapacitated, resisted and overcome by Will), Area Cone, double Unreliable 1 point + 2 points/rank (total; each individual effect is 1 point/2 ranks)
    Scorching Ray Sorcerer/Wizard Damage X, Ranged, Split Y 2 points/rank of damage + 1 point/rank of Split
    Damage X, Ranged, Multiattack 3 points/rank
    Searing Light Cleric Damage X, Ranged; linked to Enhanced Advantage 4 (Improved Critical 4 [this spell]), Limited: only against undead 2 points + 2 points/rank
    Damage X, Ranged; Limited: only against undead on half the ranks 1 points/rank of limited damage + 2 points/rank of unlimited damage
    Shatter Bard, Cleric, Sorcerer/Wizard Transform X (Solids into broken bits) 3 points/rank
    Wall of Fire Druid, Sorcerer/Wizard Damage X, Ranged, Area Line, Increased Duration (Continuous) 4 points/rank
    Wind Wall Cleric, Druid, Ranger, Sorcerer/Wizard Immunity 5 (arrows and bolts), Also Affects Others, Area Line 15 points


    Illusion
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    Spell Suggested Classes Effect Cost
    Blur Bard, Sorcerer/Wizard Concealment 4 (all visual), Partial 4 points
    Color Spray Sorcerer/Wizard Affliction X (Dazed and visually Impaired -> Stunned and visually Disabled -> visually Unaware and Incapacitated, resisted and overcome by Will), Extra Condition, Area Cone 3 points/rank
    Disguise Self Bard, Sorcerer/Wizard Morph 2 (people of roughly your size and gender) 10 points
    Ghost Sound Bard, Sorcerer/Wizard Illusion X (auditory), Independent 2 points/rank
    Hypnotic Pattern Bard, Sorcerer/Wizard Affliction X (Entranced, resisted and overcome by Will); Perception (sight) Area, Concentration, Double Limited Degree, Insidious 1 point + 1 point/rank; max ranks equal to power level
    Invisibility Bard, Sorcerer/Wizard Concealment 4 (all visual senses), Passive 4 points
    Major Image Bard, Sorcerer/Wizard Illusion X (all sense types) 5 points/rank
    Persistent Image Bard, Sorcerer/Wizard Illusion X (all sense types), Independent 6 points/rank
    Phantasmal Killer Sorcerer/Wizard Affliction X (Dazed -> Stunned -> Dying, resisted and overcome by Fortitude), Perception-ranged, Resistible (Will negates) 2 points/rank
    Shadow Conjuration Bard, Sorcerer/Wizard Create X, Subtle 1, Resistible by Will (Will negates) 1 point + 1 point/rank
    Summon X, Active, Mental Link, Variable Type 2 (extraplanar creatures), Resistible by Will (victim save lets them ignore effects of summoned creatures) 1 point + 4 points/rank
    Variable X (Conjuration spells), Free Action, Resistible by Will (Will negates) 8 points/rank
    Shadow Evocation Bard, Sorcerer/Wizard Damage X, Variable Descriptor 2 (any magic), Resistible by Will (Will negates); linked to Variable Y (modifiers to Damage), Free Action 2 points + 1 point/2 ranks of Damage + 9 points/rank of Variable (you probably need 1-2 ranks per 5 ranks of damage)
    Variable X (Evocation spells), Free Action, Resistible by Will (Will negates) 8 points/rank
    Silence Bard, Cleric Nullify X (speaking), Area Burst, Sustained; linked to Immunity 5 (sonic), Also Affects Others, Area Burst 15 points + 4 points/rank of Nullify



    Necromancy
    Spoiler
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    Spell Suggested Classes Effect Cost
    Animate Dead Cleric, Sorcerer/Wizard Summon X (skeletons), Controlled, Multiple Minions Y; Alternate Effect for zombies (identical) 1 point + 3 points/rank of summon; +2 points/rank of summon per application of Multiple Minions (so 5/rank, 7/rank, and so on)
    Astral Projection Cleric, Sorcerer/Wizard Movement 1 (Dimension Travel 1- Astral Plane), Also Affects Others 3 points
    Bestow Curse Cleric, Sorcerer/Wizard Affliction X (Impaired -> Disabled, resisted and overcome by Will), Perception-range, Limited Degree 2 points/rank
    Weaken X (abilities), Broad, Perception-Range 4 points/rank
    Blindness/Deafness Bard, Cleric, Sorcerer/Wizard Affliction X (visually Impaired -> visually Disabled -> visually Unaware, resisted and overcome by Fortitude), Perception-range; Alternate Effect for deafness (as above, but hearing impaired, disabled, unaware) 1 point + 3 points/rank
    Clone Sorcerer/Wizard Healing X, Resurrection, Limited: only for resurrection, Triggered: on specified character’s death 1 point + 2 points/rank
    Immortality X, Continuous, Feature 2: resurrection at location of clone, not original body 2 points + 3 points/rank
    Control Undead Sorcerer/Wizard Affliction X (dazed -> compelled -> controlled, resisted and overcome by Will), Perception range, Limited: only affects undead 2 points/ rank
    Enervation Sorcerer/Wizard Affliction X (Impaired -> Disabled ->Dying, resisted and overcome by Fortitude), Ranged 2 points/rank
    Fear Bard, Sorcerer/Wizard Affliction X (Impaired -> Compelled, resisted and overcome by Will), Limited Degree, Area Cone, Quirk -2: Compelled can only force target to flee 1 point/rank, -2 points
    Finger of Death Sorcerer/Wizard Affliction X (Fatigued -> Exhausted ->Dying, resisted and overcome by Fortitude), Perception-ranged 3 points/rank
    Harm/Inflict ___ Wounds Cleric Damage X 1 point/rank
    Poison Cleric, Druid Weaken X (Stamina), Secondary Effect 2 points/rank
    Ray of Enfeeblement Sorcerer/Wizard Weaken X (Strength), Ranged 2 points/rank
    Ray of Exhaustion Sorcerer/Wizard Affliction X (Fatigued -> Exhausted, resisted and overcome by Fortitude), Limited Degree, Ranged 1 point/rank
    Slay Living Cleric Affliction X (Fatigued -> Exhausted ->Dying, resisted and overcome by Fortitude) 1 point/rank
    Speak with Dead Cleric Comprehend 2 (Objects), limited to Corpses 2 points
    Wail of the Banshee Sorcerer/Wizard Affliction X (Fatigued -> Exhausted ->Dying, resisted and overcome by Fortitude), Ranged, Area Burst 3 points/rank


    Transmutation
    Spoiler
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    Spell Suggested Classes Effect Cost
    Air Walk Cleric, Druid Flight X, Subtle, Also Affects Others, Limited to target’s base land speed 1 point + 2 points/rank
    Alter Self Bard, Sorcerer/Wizard Morph 3 (humanoids) 15 points
    Animate Objects Bard, Cleric Summon X (animated object), Perception-ranged, Limited to available objects 3 points/rank
    Baleful Polymorph Druid, Sorcerer/Wizard Affliction X (Impaired -> Disabled -> Transformed), Perception-ranged 3 points/rank
    Bear's Endurance Cleric, Druid, Ranger, Sorcerer/Wizard Enhanced Stamina X, Also Affects Others, Sustained 3 points/rank
    Enhanced Advantage: Luck X, Also Affects Others, Sustained, Limited: only useable on Toughness and Stamina checks 1 point/rank of Luck, up to a maximum of ½ PL
    Blink Bard, Sorcerer/Wizard Insubstantial 4, Unreliable 16 points
    Bull's Strength Cleric, Druid, Paladin, Sorcerer/Wizard Enhanced Strength X, Also Affects Others, Sustained 3 points/rank
    Enhanced Strength X, Limited to lifting, Also Affects Others, Sustained 2 points/rank
    Cat's Grace Bard, Druid, Ranger, Sorcerer/Wizard Enhanced Agility X, Also Affects Others, Sustained 3 points/rank
    Control Weather Cleric, Druid, Sorcerer/Wizard Environment X (Heat 1, Cold 1, Impede Movement 2, Visibility 2), Selective 7 points/rank
    Disintegrate Sorcerer/Wizard Transform X (Solids to dust), Ranged, Continuous 5 points/rank
    Weaken X (Toughness), Ranged 2 points/rank
    Damage X, Ranged, Incurable 1 point + 2 points/rank
    Eagle's Splendor Bard, Cleric, Paladin, Sorcerer/Wizard Enhanced Presence X, Also Affects Others, Sustained 3 points/rank
    Enlarge Person Sorcerer/Wizard Growth X, Also Affects Others 3 points/rank
    Entangle Ranger, Druid Environment X (Impede Movement 2), Ranged 3 points/rank
    Affliction X (Hindered -> Immobile, resisted by Dodge, overcome by Strength), Ranged, Area Burst, Limited Degree, Alternate Resistance (Strength) 3 points/rank
    Ethereal Jaunt Cleric, Sorcerer/Wizard Insubstantial 4 20 points
    Expeditious Retreat Bard, Sorcerer/Wizard Speed X, Sustained 1 point/rank
    Fabricate Sorcerer/Wizard Transform X (raw materials into finished products), Check Required (Expertise: Craft Y) 4 points/rank of transformed, -1 point/rank of check required
    Quickness X, limited to crafting; Feature 2: no tools required 2 points + 1 point/rank of quickness
    Feather Fall Bard, Sorcerer/Wizard Movement 2 (safe fall), Sustained 2 points
    Flesh to Stone Sorcerer/Wizard Affliction X (Impaired and Hindered -> Disabled and Immobile -> Transformed, resisted and overcome by Fortitude), Extra Condition, Perception-Ranged 4 points/rank
    Fly Sorcerer/Wizard Fly X, Also Affects Others 2 points/rank
    Fox's Cunning Bard, Sorcerer/Wizard Enhanced Intellect X, Also Affects Others, Sustained 3 points/rank
    Gaseous Form Bard, Sorcerer/Wizard Insubstantial 2, Also Affects Others 12 points
    Glibness Bard Enhanced Deception X, Concealment 1 (Detect lies) [Limited: narrow sense type], Feature 3: lies bypass immunity to lie, Subtle. Sustained duration 5 points + 1 point/2 ranks of deception
    Haste Bard, Sorcerer/Wizard Speed X, Also Affects Others; Multiattack on damage Y, Variable Descriptor 1: any weapon attack, Also Affects Others 1 point + 2 points/rank of speed + 2 points/rank of multiattack
    Knock Sorcerer/Wizard Transform X (closed door to open door), Ranged 3 points/rank
    Enhanced Skill (Sleight of Hand), limited to lockpicking; Feature 2: pick locks at range; Sustained 2 points + 1 point/3 ranks of the skill
    Levitate Sorcerer/Wizard Fly X, Also Affects Others, Levitation 2 points/rank
    Mage Hand Bard, Sorcerer/Wizard Move Object 1, Perception-range 3 points
    Owl's Wisdom Cleric, Druid, Paladin, Ranger, Sorcerer/Wizard Enhanced Awareness X, Also Affects Others, Sustained 3 points/rank
    Passwall Sorcerer/Wizard Teleport X, Limited (from one side of a wall to the other), Portal 3 points/rank
    Reduce Person Sorcerer/Wizard Shrinking X, Also Affects Others 3 points/rank
    Rope Trick Sorcerer/Wizard Enhanced Advantage: Equipment Y (spend on headquarters. Key feature is Isolated); Movement 1 (Dimensional movement 1— rope dimension), Portal 3 points + 1 point/rank of Equipment
    Slow Bard, Sorcerer/Wizard Affliction X (Impaired and Hindered, resisted and overcome by Will), Extra Condition, double Limited Degree, Perception-Ranged 2 points/rank
    Spider Climb Druid, Sorcerer/Wizard Movement 2 (Wall-crawling 2), Also Affects Others 6 points
    Telekinesis Sorcerer/Wizard Move Object X, Perception-range 3 points/rank
    Time Stop Sorcerer/Wizard Quickness X, Fades, Sustained 1 point/2 ranks
    Transmute Mud to Rock Druid, Sorcerer/Wizard Transmute X (mud to rock), Ranged, Continuous 4 points/rank
    Transmute Rock to Mud Druid, Sorcerer/Wizard Transmute X (rock to mud), Ranged, Continuous 4 points/rank
    Water Walk Cleric, Ranger Movement 1 (Water-walking), Also Affects Others 3 points
    Wind Walk Cleric, Druid Teleport X, Extended, Also Affects Others, Limited: Slow 3 points/rank
    Insubstantial 2, Also Affects Others; linked to Fly X, Also Affects Others 16 points + 3 points/rank


    A note on "Also Affects Others"-- this modifier was used for maximum flexibility, allowing, as it does, for the caster to buff himself and allies. It is entirely within reason to remove it, lowering the cost of the spell by one point/rank, and replace it with a 1-point alternate effect using the "Affects Only Others" modifier, to create a buff that can be placed either on yourself or allies, but not both.
    Last edited by Grod_The_Giant; 2014-04-26 at 06:47 PM.

    STaRS (and STaRS Lite)
    A non-narrativeist, generic rules-light system, by me. Now officially released!

    Grod's Guide to Greatness
    A big book of player options for 5e, by me

    Quote Originally Posted by Grod_The_Giant View Post
    Grod's Law: You cannot and should not balance bad mechanics by making them annoying to use
    Giants and Graveyards: My collected 3.5 class fixes and more.

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    Default Re: D&D in M&M-- a new approach to rebalancing 3.5/PF

    Tome of Battle
    Note: strikes may be linked to a melee attack for a closer parallel to 3.5. It's hard to do this when weapons are involved. I recommend that the linked effect be something like:
    Strike- Damage X, Strength-Based, Limited to the lower of this effect or your currently wielded weapon, Variable Descriptor 1: the same as your currently wielded weapon. 1 point + 1 point/2 ranks

    All stances should be placed in a single array to preserve the 3.5 feeling.

    Crusader
    Spoiler
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    Skills
    • Athletics
    • Expertise (History)
    • Expertise (Religion)
    • Expertise (War)
    • Intimidation
    • Persuade
    • Ride


    Advantages
    • Improved Defense
    • Weapon Bind
    • Weapon Break
    • Inspire
    • Leadership
    • Fearless
    • Interpose
    • Teamwork


    Powers
    Steely Resolve Healing X, Limited to Self, double Temporary (healing lasts until the end of your next turn) 1 point/3 ranks
    Furious Counterstroke Enhanced Strength, limited to damage, limited to use when Steely Resolve is active 1 point/2 ranks. Limited by Power Level
    Penetrating X, Incurable, Limited to use when Steely Resolve is active; Variable Descriptor 1: any weapon or unarmed attack 1.5 points + 1 point/2 ranks of Penetrating
    Affliction X (dazed->stunned->dying, resisted and overcome by Fortitude); Linked to strength-based Damage Y; all Limited to use when Steely Resolve is active 1 point/2 ranks of affliction + 1 point/2 ranks of damage
    Enhanced Advantage: Improved Critical 4, Variable Descriptor 2: any weapon, limited to use when Steely Resolve is active 3 points
    Indomitable Soul Enhanced Will, Sustained Duration 1 point/rank
    Impervious Will 1 point/rank of Impervious, up to a maximum of your Will
    Advantage: Luck X, limited to use with Will saves 1 point / 2 ranks of advantage; max 1/2 PL
    Smite Enhanced Strength, limited to damage. 1 point/rank. Limited by Power Level
    Penetrating X, Incurable, Variable Descriptor 1: any weapon or unarmed attack 2 points + 1 point/ rank of Penetrating
    Affliction X (dazed->stunned->dying, resisted and overcome by Fortitude); Linked to strength-based Damage Y 1 point/rank of affliction + 1 point/rank of damage
    Enhanced Advantage: Improved Critical 4, Variable Descriptor 2: any weapon 6 points
    Die Hard Advantage: Diehard 1 point
    Mettle Immunity 60: all attacks offering a Fortitude or Will save; Limited: half effect 30 points


    Swordsage
    Spoiler
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    Skills
    • Acrobatics
    • Athletics
    • Expertise (History)
    • Expertise (Nature)
    • Expertise (Streetwise)
    • Expertise (War)
    • Insight
    • Intimidation
    • Perception
    • Ride
    • Stealth


    Advantages
    • Accurate Attack
    • Defensive Attack
    • Defensive Roll
    • Improved Aim
    • Improved Critical
    • Move-By Action
    • Precise Attack
    • Redirect
    • Uncanny Dodge
    • Assessment
    • Agile Feint


    Powers
    Quick to Act Advantage: Improved Initiative 1 point/rank of advantage
    AC bonus Protection X, Sustained 1 point/rank
    Sense Magic Senses 2 (Detect Magic, Analytical), limited to use with weapons and armor 1 point
    Evasion Advantage: Evasion 1 point
    Immunity 30 (all attacks offering a Dodge check), Limited: only after a successful dodge check 15 points
    Improved Evasion Immunity 30 (all attacks offering a Dodge check) 30 points


    Warblade
    Spoiler
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    Skills
    • Acrobatics
    • Athletics
    • Persuade
    • Intimidation
    • Expertise (History)
    • Expertise (Streetwise)
    • Expertise (War)


    Advantages
    • (all combat advantages)
    • Inspire
    • Leadership
    • Taunt


    Powers
    See also Fighter abilities
    Weapon Aptitude Variable X (combat advantages), counts as Limited, Slow 5 points/rank
    Uncanny Dodge Advantage: Uncanny Dodge 1 point
    Battle Ardor Advantage: Improved Critical (one melee type) X 1 point/rank
    Luck Control 1 (force opponent to reroll), Limited to Toughness checks; Advantage: Luck (limited to use with Luck Control) 2 points + 1 point/2 ranks of Luck (to a maximum of 1/2 PL)
    Battle Skill Immunity 10 (disarm, grab, smash, trip), Limited to half effect 5 points
    Battle Mastery Reaction (opponent takes an action beside attacking) on Strength-based damage X 3 points/rank
    Improved Uncanny Dodge Senses 1 (Danger Sense) 1 point
    Stance Mastery create a second array of stances varies


    Maneuvers

    Desert Wind
    Spoiler
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    Maneuver Effect Cost
    Burning Blade Enhanced Strength, limited to Damage; Feature 1 (weapon engulfed in flame); Activation (move action) on all, Sustained 1 point/rank
    Desert Tempest Multiattack on melee damage X, limited to attacking multiple targets; Advantage: Move-By Attack 1 point+ 1 point/ 2 ranks
    Dragon's Flame Damage X, Area Cone 2 points/rank
    Fan the Flames Damage X, Ranged 2 points/rank
    Fiery Assault (Stance) Enhanced Strength, limited to Damage; Feature 1 (weapon engulfed in flame), Sustained 1 point + 1 point/rank
    Fire Riposte Reaction (struck by a melee attack) Damage X, Limited: once per round 3 points/rank
    Flame's Blessing (Stance) Immunity 5 (fire damage), Sustained 5 points
    Holocaust Cloak (Stance) Reaction (struck by a melee attack) Damage X 4 points/rank
    Inferno Blast Damage X, Area Burst 2 points/rank
    Leaping Flame Reaction (hit by attack) Teleport X (limited to moving next to attacker) 4 points/rank
    Rising Pheonix (Stance) Flight X, Limited (only within 10 feet of the ground) 1 point/rank
    Searing Charge Fly X, Limited (only when charging) 1 point/rank


    Devoted Spirit
    Spoiler
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    Maneuver Effect Cost
    Castigating Strike Burst Area on melee damage X, Variable Descriptor 1 (any melee attack) 1 point + 1 point/rank
    Crusader's Strike Healing X, Perception Range, Reaction (you strike a foe in melee) 7 points/rank
    Divine Surge Enhanced Strength, limited to Damage, Sustained 1 point/rank
    Foehammer Penetrating X, Variable Descriptor 1 (any melee attack) 1 point + 1 point/rank of Penetrating
    Immortal Fortitude (Stance) Immortality 20, Check Required (Fortitude X), Unreliable (5 uses) 20 points - 1 point/rank of check required
    Shield Block Immunity 60 (attacks targeting Dodge of Parry), Affects Others, Unreliable, Limited: 1/round 20 points
    Thicket of Blades (Stance) Reaction (opponent within reach moves) on Strength-based damage X 3 points/rank
    Vanguard Strike Affliction X (Vulnerable, resisted and overcome by Fighting), double Limited Condition, Alternate Resistance (Fighting +1) 1 point/2 ranks


    Diamond Mind
    Spoiler
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    Maneuver Effect Cost
    Action Before Thought Advantage: Luck X, limited to use with Dodge checks 1 point/2 ranks, limited to 1/2 PL
    Avalanche of Blades Multiattack on melee damage X, limited to attacking one target, Variable Descriptor 1 (any melee attack) 1 point + 1 point/2 ranks
    Bounding Assault Advantage: Move-by Attack 1 point
    Disrupting Blow Affliction X (Dazed -> Stunned, resisted and overcome by Fortitude), Limited Degree 1 point/2 ranks of affliction
    Emerald Razor Alternate Resistance: Reflex, Variable Descriptor 1: any melee attack 1 point
    Hearing the Air (stance) Senses 2 (Accurate Hearing), Sustained 2 points
    Mind Over Body Advantage: Luck X, limited to use with Fortitude checks 1 point/2 ranks, limited to 1/2 PL
    Moment of Alacrity Advantage: Seize Initiative 1 point
    Ruby Nightmare Blade Enhanced Strength X, Limited to Damage Check Required Y (Will) 1 point/rank of enhanced strength, -1 point/rank of check required
    Time Stands Still Multiattack on damage X, Variable Descriptor 1: any melee attack 1 point + 1 point/rank


    Iron Heart
    Spoiler
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    Maneuver Effect Cost
    Absolute Steel (Stance) Speed X 1 points/rank
    Dancing Blade Form (Stance) Elongation 1 1 point
    Dazing Strike Affliction X (Dazed -> Stunned, resisted and overcome by Fortitude), Limited Degree 1 point/2 ranks of affliction
    Disarming Strike Move Object X, Reduced Range, Limited to Disarms; Linked to a melee attack 1 point/2 ranks
    Iron Heart Endurance Healing X, Limited to self 1 point/rank
    Iron Heart Focus Advantage: Second Chance 1 point
    Iron Heart Surge Nullify X (conditions), Broad, Limited: self-only 1 point/rank
    Lightning Recovery Advantage: Luck, Limited to attack rerolls 1 point/2 ranks of Luck, limited to 1/2 PL
    Lightning Throw Line Area on melee damage X, Variable Descriptor 1 (any melee weapon) 1 point + 1 point/rank
    Mithril Tornado Multiattack on melee damage X, limited to attacking multiple targets, Variable Descriptor 1 (any melee attack) 1 point + 1 point/2 ranks
    Punishing Stance (Stance) Advantage: All-Out Attack 1 point
    Wall of Blades Immunity 30 (all attacks targeting parry), Unreliable 15 points


    Setting Sun
    Spoiler
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    Maneuver Effect Cost
    Baffling Defense Immunity 60 (attacks targeting Dodge or Parry), Limited: once per round, Check Required (Insight) X, Sustained 30 points - 1 point/rank of check required
    Clever Positioning Teleport 1, Attack, Alternate Resistance (Reflex), Limited: teleport to your position; Reaction (attack teleport works) Teleport 1, Limited: teleport to location of attack target 3 points
    Counter Charge Immunity 5 (charge attacks) 5 points
    Feigned Opening Reaction on melee damage X, Limited: only when taking the Defend option 2 points/rank
    Fool's Strike Immunity 30 (attacks targeting Parry), Reflect, Unreliable, Sustained 30 points
    Mighty Throw Move Object X, Damaging, Reduced Range, Reduced Duration (instantaneous) 1 point/2 ranks
    Scorpion Parry Advantage: Redirect; Enhanced Skill X: Deception, limited to use for Trick 1 point + 1 point/3 ranks
    Step of the Wind (Stance) Movement X (Sure Footed X) 2 points/rank
    Tornado Throw Move Object X, Damaging, Reduced Range, Reduced Duration (instantaneous), Multiattack, Advantage: Move-By Action 1 point + 1 point/rank


    Shadow Hand
    Spoiler
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    Maneuver Effect Cost
    Assassin's Stance (Stance) See the rogue's Sneak Attack options See the rogue's Sneak Attack options
    Balance on the Sky (Stance) Flight X, Subtle, Limited: must have a hand free 1 point + 1 point/rank
    Bloodletting Strike Weaken X (Stamina) 1 point/rank
    Child of Shadow Concealment 4 (all visual), Partial, Limited: only on turns when you move 2 points
    Clinging Shadow Strike Affliction X (attack Impaired -> attack Disabled, resisted and overcome by Will), Limited Degree 1 point/2 ranks
    Cloak of Deception Concealment 4 (all visual), Limited: you turn visible at the end of your turn 2 points
    Dance of the Spider (Stance) Movement 2 (Wall Crawling 2) 4 points
    Enervating Shadow Strike Affliction X (Impaired -> Disabled -> Dying, resisted and overcome by Fortitude) 1 point/rank
    Hand of Death Affliction X (Hindered -> Immobile -> Paralyzed, resisted and overcome by Fortitude) 1 point/rank
    One with Shadow Insubstantial 4, Concentration duration 16 points
    Shadow Stride Teleport X, Medium (shadows) 1 point/rank
    Shadow Noose Damage X, Ranged, linked to Affliction X (Vulnerable -> Stunned, resisted and overcome by Fortitude), Limited Degree, Ranged 2 points/rank of damage + 1 point/rank of affliction
    Strength-Draining Strike Weaken X (Strength) 1 point/rank


    Stone Dragon
    Spoiler
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    Maneuver Effect Cost
    Adamantine Bones Immunity 80 (all attacks targeting Toughness), Limited: half effect, Limited: lasts 1 round, Activation (move) 39 points
    Charging Minotaur Reaction (hit with a Charge or Slam attack) Move Object X, Close, Reduced Duration (Instantaneous), Limited to Away 2 points/rank
    Colossus Strike Move Object X, Close, Reduced Duration (Instantaneous), Damaging 3 points/rank
    Crushing Vise Affliction X (Hindered -> Immobile, resisted and overcome by Fortitude) 1 point/2 ranks
    Earthstrike Quake Affliction X (Dazed and Vulnerable -> Stunned and Prone, resisted by Dodge, overcome by Fortitude), Area Burst, Extra Condition, Limited Degree, Limited to targets on ground 1 point/rank
    Giant’s Stance (Stance) Enhanced Strength, limited to damage, Sustained 1 point/rank
    Mountain Hammer Penetrating X, Variable Descriptor 1 (any melee attack) 1 point + 1 point/rank of Penetrating
    Mountain Tombstone Strike Weaken X (Stamina) 1 point/rank
    Roots of the Mountain Immunity 5 (grab, trip) 5 points
    Stone Dragon’s Fury Advantage: Improved Smash 1 point
    Strength of Stone Immunity 2 (critical hits), sustained 2 points


    Tiger Claw
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    Maneuver Effect Cost
    Claw At The Moon Enhanced Strength X, Limited to Damage, Check Required Y(Athletics) 1 point/rank of strength, -1 point/rank of check required
    Dancing Mongoose Multiattack on damage X, Variable Descriptor 1: any melee attack 1 point + 1 point/rank
    Death From Above Leaping X, Limited to jumping next to foes 1 point/ 2 ranks
    Feral Death Blow Affliction X (Dazed -> Stunned -> Dying, resisted and overcome by Fortitude, Check Required Y(Athletics) 1 point/rank of affliction, -1 point/rank of check required
    Fountain of Blood Reaction (defeat an enemy) Affliction X (Impaired, resisted and overcome by Will), double Limited degree, Area Perception (sight), Selective 4 points/rank
    Hunter’s Sense (Stance) Senses 2 (Acute, Ranged olfactory), Sustained 2 points
    Leaping Dragon Stance (Stance) Leaping X 1 point/rank
    Prey on the Weak Advantage: Takedown 1 point


    White Raven
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    Maneuver Effect Cost
    Battle Leader’s Charge Enhanced Strength, Limited to Damage, Limited to use while Charging 1 point/rank
    Bolstering Voice Impervious on Will, Affects only Others, Area Perception (Hearing), Selective 3 points/rank
    Covering Strike Affliction X (attack Impaired, attack Disabled), Limited Degree 1 point/2 ranks
    Order From Chaos Teleport 1, Limited: must move through intervening space, Affects only Others, Area Perception (Hearing), Selective 4 points/rank
    Swarm Tactics (Stance) Enhanced Advantage: Teamwork, Affects Also Others, Area Perception (Hearing), Selective 4 points
    White Raven Tactics Enhanced Advantage: Improved Initiative X, Perception Range, Sense-Dependant (Hearing) 2 points


    Monsters
    Thankfully, this has already been done very effectively.

    Requests

    For eftexar, the Warlock
    Spoiler
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    Skills
    • Deception
    • Intimidation
    • Expertise (Religion)
    • Insight
    • Occult


    Advantages
    • Artificer


    Powers
    Ability Effect Cost
    Eldritch Blast Damage X, Ranged 2 points/rank
    Detect Magic Senses 3 (Detect Magic, Ranged, Analytical), Reduced Duration (Concentration) 1.5 points
    Damage Reduction Impervious Toughness, Quirk -1: not against Cold Iron 1 point/rank of Impervious, up to a max of your Toughness, -1 point
    Deceive Item Enhanced Advantage X: Luck (used to pay for using someone else’s magic device for a scene) 1 point/rank, up to a maximum of ½ PL
    Imbue Item Advantage: Artificer; Enhanced Skill (Occult), limited to use with the Artificer advantage 1 point + 1 point/3 ranks of skill
    Any spell effect with the Removable or Easily Removable flaw added Base cost of the spell, -1 or -2 points/5 points of total cost

    Eldritch Essences are (mostly) Linked effects, added onto the base Eldritch Blast power. Be sure to take the original power as a 1-point Alternate Effect if you want to be able to use it separately. To apply both a Blast Shape and an Eldritch Essence, purchase both as a single power.
    Ability Effect Cost
    Frightful Blast Affliction X (Impaired, resisted and overcome by Will), Ranged, double Limited Degree 1 point/2 ranks
    Affliction X (Impaired -> Disabled, resisted and overcome by Will), Ranged, Limited Degree 1 point/rank
    Sickening/Noxious Blast Affliction X (Impaired -> Stunned -> Incapacitated, resisted and overcome by Fortitude), Ranged 2 points/rank
    Beshadowed Blast Affliction X (visually Impaired, visually Disabled -> visually Unaware, resisted and overcome by Fortitude), Ranged 2 points/rank
    Brimstone Blast add Secondary Effect +1 point/rank to base Eldritch Blast cost
    Hellrime Blast Weaken X (Agility), Ranged 2 points/rank
    Bewitching Blast Affliction X (Impaired -> Compelled -> Incapacitated, resisted and overcome by Will), Ranged 2 points/rank
    Repelling Blast Move Object X, Limited to pushing away 1 point/rank
    Vitriolic Blast Weaken Toughness, Ranged, Secondary Effect 3 points/rank
    add Secondary Effect +1 point/rank to base Eldritch Blast cost
    Utterdark Blast Affliction X (Impaired -> Disabled ->Dying, resisted and overcome by Fortitude), Ranged 2 points/rank

    Blast Shapes are (for the most part) modifiers added onto the base Eldritch Blast power. Be sure to take the original power as a 1-point Alternate Effect if you want to be able to use it separately. To apply both a Blast Shape and an Eldritch Essence, purchase both as a single power.
    Ability Effect Cost
    Eldritch Spear add Extended Range X 1 point/rank of Extended Range
    Hideous Blow Enhanced Strength X, limited to damage, Variable descriptor 1: any melee attack. (Also, eldritch blast descriptors) 1 point + 1 point/rank
    Eldritch Chain add Multiattack +1 point/rank to base Eldritch Blast cost
    Eldritch Cone add Area Cone +1 point/rank to base Eldritch Blast cost
    Eldritch Doom Damage X, Area Burst, Selective 3 points/rank


    For Eldan, musings on the Binder
    Spoiler
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    The binder, for example, would probably work via a big honking array of vestige powers. No, maybe Metamorph? No, you know what, Variable would probably work best for the Binder, truth be told. So you'd have, oh,

    Soul Binding- Variable (Vestige Powers) X, Limited: must take entire packet at once, Slow. 5 points/rank.

    And then you'd work out all the various vestiges, like so:

    Acererak- 26 points + 1 point/rank of affliction + 3 points/rank of healing
    Spoiler
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    • Sign- Feature 1 (a gem replaces one of your teeth)
    • Detect Undead- Senses 3 (Detect Undead, Ranged, Analytical)
    • Hide From Undead- Concealment 10 (all senses), limited to Undead, Resistible (Will)
    • Lich's Energy Immunities- Immunity 10 (cold damage, electricity damage)
    • Paralyzing Touch- Affliction X (Impaired -> Disabled -> Paralyzed, resisted and overcome by Fortitude)
    • Speak with Dead- Comprehend 2 (Objects), limited to Corpses
    • Undead Healing-- Immunity 5 (negative energy damage); Reaction (struck by negative energy) Healing Y, Limited to Self, Limited to rank of damage effect


    The influence part would best be handled as complications.


    For Amechra, the Swiftblade (at least his powers)
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    Power Effect Cost
    Haste (a reminder) Speed X, Also Affects Others; Multiattack on damage Y, Variable Descriptor 1: any weapon attack, Also Affects Others 1 point + 2 points/rank of speed + 2 points/rank of multiattack
    Spring Attack (and upgrades) Advantage: Move-By Action 1 point
    Swift Surge Speed X 1 point/rank
    Blurred Alacrity Immunity 60 (attacks targeting Dodge or Parry), double Unreliable (25% miss chance) 20 points
    Arcane Reflexes Advantage: Improved Initiative X 1 point/rank
    Evasive Celerity Immunity 20 (Magic), double Unreliable (25% miss chance) 7 points
    Diligent Rapidity Immunity 5 (Entrapment), Movement 1 (Water-Walking), Limited to while moving 6 points
    Perpetual Options Quickness X 1 point/rank
    Innervated Speed Summon (duplicate) X, Heroic, Controlled, Feedback 4 points/rank
    Reaction (activate haste effect) Summon (duplicate) X, Heroic, Controlled, Feedback 7 points/rank


    And another one for Zireael, the Blackguard
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    Skills
    • Expertise (Religion)
    • Heal
    • Intimidate
    • Persuade
    • Ride
    • Stealth


    Advantages
    • Daze
    • Improved Smash
    • Power Attack
    • Startle
    • Takedown
    • Taunt
    • Weapon Break


    Powers
    Power Effect Cost
    Detect Good Senses 3 (Detect Good, Ranged, Analytical), Reduced Duration (Concentration) 1.5 points
    Poison Weaken Toughness X, Triggered 1 (chosen weapon attack damages target). Alternate Effects to Weaken other abilities. 1 point + 1 point/rank of Weaken + 1 point per Alternate Effect
    Affliction X (Impaired -> Disabled -> Paralyzed, resisted and overcome by Fortitude), Triggered 1 (chosen weapon attack damages target) 1 point + 1 point/rank
    Dark Blessing Enhanced Fortitude, Enhanced Will, Sustained Duration 1 point/rank of enhanced defense, calculated independently
    Smite Good See the Paladin for various Smite options Varies
    Aura of Despair Reaction (Target approaches within 10 feet) Affliction X (Impaired, resisted and overcome be Will), double Limited Degree, Selective, Reach 1 1 point + 2 points/rank
    Command Undead Affliction X (dazed -> compelled -> controlled, resisted and overcome by Will), Burst Area, Limited: only affects undead 1 point/ rank
    Sneak Attack See the Rogue for various Sneak Attack options Varies
    Fiendish Servant Advantage: Sidekick 1 point/rank


    For Starsign, the Dread Pirate
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    Power Effect Cost
    Seamanship Skill: Expertise (Sailing) 1 point/2 ranks
    Two-Weapon Fighting See the Ranger Varies
    Fearsome Reputation Skill: Persuade or Intimidation 1 point/2 ranks
    Rally the Crew Immune 2 (Charm, Fear), Sustained, Affects Only Others, Burst Area, Selective 6 points
    Advantage: Leadership 1 point
    Sneak Attack See the Rogue varies
    Acrobatic Charge Movement X (Sure Footed) 2 points/rank
    Luck of the Wind Advantage: Luck 1 point/rank, up to a max of 1/2 power level
    Scourge of the Sea Affliction X (Impaired -> Disabled, resisted and overcome by Will), Burst Area, Selective, Limited Degree 2 points/rank
    Advantage: Daze 1 point
    Skill Mastery Advantage: Skill Mastery (Acrobatics, Athletics) 2 points
    Fight to the Death Enhanced Advantage: Diehard, Affects Only Others, Burst Area, Selective; Enhanced Dodge X, Affects Only Others, Burst Area, Selective; Enhanced Parry X, Affects Only Others, Burst Area, Selective 3 points + 3 points/rank of enhanced Dodge or Parry
    Motivate the Scum Luck Control 1 (force a reroll); Luck X, Limited to Toughness checks against attacks made by your allies 2 points + 1 point/rank of Luck, up to a max of 1/2 power level
    Pirate King Advantage: Minion 1 point/rank
    Advantage: Sidekick 1 point/rank


    Another one for Starsign, the Warrior Skald
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    Power Effect Cost
    Bardic Music See Bard Varies
    Aura of Energy Immunity 5 (Fatigue Effects), Sustained, Burst Area, Selective 15 points
    Aura of Fear Reaction (enemy approaches within 30 feet) Affliction X (Impaired -> Disabled, resisted and overcome by Will), Limited Degree, Perception-Ranged 5 points/rank
    Song of Rage Enhanced Strength X linked to Enhanced Stamina X linked to Reduced Fighting X linked to Reduced Dodge X linked to Reduced Will X. All Sustained, Affects Only Others, Perception Ranged, and Sense (Hearing) Dependant 1 point/rank
    Enhanced Advantages: All-Out Attack and Power Attack, Sustained, Affects Only Others, Perception Ranged, and Sense (Hearing) Dependant 4 points


    And a big job for Bfiderlein, all the way from Pathfinder, I give you the Alchemist!
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    Skills
    • Expertise (Alchemy)
    • Expertise (Nature)
    • Expertise (Occult)
    • Sleight of Hand
    • Treatment


    Advantages
    • Throwing Mastery
    • Assessment
    • Artificer
    • Skill Mastery (Expertise (Alchemy))


    Power Effect Cost
    Alchemy Enhanced Skill (Occult), limited to use with the Artificer advantage 1 point/3 ranks
    Feature 1: Use Expertise (Alchemy) with the Artificer Advantage 1 point
    Variable X (alchemical compounds), Slow 6 points/rank
    Bomb Ranged Damage X 2 points/rank
    Ranged Damage X; Burst Area on half the ranks. 2 points/rank of Ranged Damage, + 1 point/rank of Burst Area
    Ranged Burst Area Damage X 3 points/rank
    Brew Potion Advantage: Artificer 1 point
    Mutagen Enhanced Strength X, linked to Reduced Intelligence X, linked to Reduced Close Combat X, Activation (Move). 1 point + 1 point/3 ranks
    Alternate Effect: Enhanced Agility X, linked to Reduced Awareness X, Linked to Enhanced Parry X, linked to Reduced Toughness X, Activation (Move).
    Alternate Effect: Enhanced Stamina X, linked to Reduced Presence X, linked to Reduced Dodge X, linked to Reduced Parry X.
    Throw Anything Skill: Ranged Combat (Throwing) 1 point/2 ranks
    Advantage: Throwing Mastery 1 point
    Poison Resistance Immunity 1 (Poison), limited to half effect ½ point
    Swift Alchemy Quickness 2, limited to use with alchemy/Artificer advantage. 1 point
    Variable X (alchemical compounds), Quirk -2: requires materials to change 7 points/rank, -2 points
    Swift Poisoning Weaken Toughness X, Triggered 1 (chosen weapon attack damages target). Alternate Effects to Weaken other abilities. 1 point + 1 point/rank of Weaken + 1 point per Alternate Effect
    Affliction X (Impaired -> Disabled -> Paralyzed, resisted and overcome by Fortitude), Triggered 1 (chosen weapon attack damages target) 1 point + 1 point/rank
    Poison Immunity Immunity 1 (Poison) 1 point


    Discoveries
    Power Effect Cost
    Acid Bomb* Variable Descriptor 1 on bomb (acid or fire) 1 point
    Linked Ranged Weaken Toughness X to bomb, original effect as Alternate Effect 1 point + 2 points/rank
    Alchemical Simulacrum (Su) Summon X (simulacrum), Heroic, Variable Type 1 (copy of a target), Attitude (Indifferent), Slow, Continuous 4 points/rank
    Alchemical Zombie (Su) Summon X (Zombie) 2 points/rank
    Blinding Bomb* Linked Ranged Affliction X (visually Impaired -> visually Disabled -> visually Unaware, resisted and overcome by Fortitude) to bomb; original effect as Alternate Effect 1 point + 2 points/rank
    Bottled Ooze (Su) Summon X (ooze), Variable Type 1 (oozes encountered), Active, Attitude (Indifferent) 3 points/rank
    Breath Weapon Bomb* Alternate Effect of Breath Weapon: Close Cone Area instead of ranged 1 point
    Chameleon (Su) Enhanced Skill (Stealth) X 1 point/2 ranks
    Concealment 2 (normal vision), Blending 2 points
    Change Alignment (Su) Affliction X (Entranced -> Compelled -> Controlled, resisted and overcome by Will) 1 point/rank
    Combine Extracts Link two effects together Varies
    Concentrate Poison Link two poison effects together Varies
    Concussive Bomb* Variable Descriptor 1 on bomb (sonic or fire) 1 point
    Linked Ranged Affliction X (hearing Impaired -> hearing Disabled -> hearing Unaware, resisted and overcome by Fortitude) to bomb; original effect as Alternate Effect 1 point + 2 points/rank
    Confusion Bomb* Linked Ranged Affliction X (Impaired -> Compelled -> Incapacitated, resisted and overcome by Will); original effect as Alternate Effect 1 point + 2 points/rank
    Delayed Bomb Triggered 1 (time) on bombs 1 point
    Dispelling Bomb Nullify X (magic), Broad, Simultaneous; original bomb as Alternate Effect 1 point + 3 points/rank
    Nullify X (magic), Area, Broad, Simultaneous; original bomb as Alternate Effect 1 point + 4 points/rank
    Elixir of Life Healing X, Resurrection, limited to Resurrection 2 points/rank
    Eternal Potion Make a power permanent Varies
    Explosive Bomb* Burst Area Damage X; original bomb as Alternate Effect 1 point + 3 points/rank.
    Explosive Missile Extended Range 1 on bomb effect 1 point/rank
    Fast Bombs Ranged Damage X, Multiattack; original bomb as Alternate Effect 1 point + 3 points/rank.
    Feral Mutagen Strength-Based Damage X 1 point/rank
    Fire Brand (Su) Enhanced Strength, limited to Damage; Feature 1 (weapon engulfed in flame), Sustained 1 point/rank
    Force Bomb* Variable Descriptor 1 on bomb (force or fire), Affects Insubstantial 2 3 points
    Linked Move Object X, limited to Pushing, Affects Insubstantial 2 on both effects; original bomb as Alternate Effect 5 points + 1 point/rank
    Frost Bomb* Variable Descriptor 1 on bomb (cold or fire) 1 point
    Linked Ranged Affliction X (Impaired and Hindered- > Disabled and Immobilized, resisted and overcome by Fortitude); original bomb as Alternate Effect 1 point + 2 points/rank
    Grease Bomb* Ranged Burst Area Affliction X (vulnerable -> prone, resisted and overcome by Dodge), Limited Degree; original bomb as Alternate Effect 1 point + 2 points/rank
    Healing Touch (Ex) Healing X 2 points/rank
    Holy Bombs* Variable Descriptor 1 on bomb (holy or fire) 1 point
    Immolation Bomb* Secondary Effect on bomb +1 point/rank
    Inferno Bomb* Ranged Cloud Area Damage X, Concentration 4 points/rank
    Infusion Add Affects Also Others onto effects here +1 point/rank
    Lingering Spirit (Ex) Advantage: Diehard 1 point
    Madness Bomb Ranged Weaken Awareness X 2 points/rank
    Mummification (Ex) Immunity 13 (Cold, paralysis, sleep) 13 points
    Nauseating Flesh Reaction (getting bitten) Affliction X (Dazed -> Stunned, resisted and overcome by Fortitude) 3 points/rank
    Parasitic Twin (Ex) Advantage (Second Chance; mind control) 1 point
    Plague Bomb* Ranged Affliction X (Fatigued -> Exhausted -> Dying, resisted and overcome by Fortitude), Contagious 3 points/rank
    Poison Bomb* Affliction X (Fatigued -> Exhausted -> Dying, resisted and overcome by Fort), Ranged, Area Cloud; linked to Concealment 4 (all visual), Attack, Area Cloud 12 points + 3 points/level
    Precise Bombs Add Selective to bomb effects +1 point/rank
    Preserve Organs (Ex) Immunity 4 (sneak attacks, critical hits), Unreliable 2 points
    Rag Doll Mutagen (Su) Enhanced Skill (Sleight of Hand) X, limited to Escape Artist checks; Immunity 5 (Falling damage) 5 points + 1 point/ 3 ranks
    Insubstantial 1 (fluid) 5 points
    Rocket Bomb (Su) Advantage: Power Attack, limited to use with bombs ½ point
    Scrap Bomb (Su) Add Secondary Effect to bomb +1 point/rank
    Shock Bomb* Variable Descriptor 1 on bomb (acid or fire) 1 point
    Linked Ranged Affliction X (Dazed -> Stunned -> Incapacitated, resisted and overcome by Fortitude); original bomb as Alternate Effect 1 point + 2 points/rank
    Smoke Bomb* Concealment 4 (all visual), Attack, Area Cloud 12 points
    Spontaneous Healing (Ex) Regeneration X 1 point/rank
    Sticky Bomb Add Secondary Effect to bomb +1 point/rank
    Stink Bomb* Affliction X (Impaired -> Vulnerable->Incapacitated, resisted and overcome by Fortitude), Ranged, Area Cloud, Limited Degree; linked to Concealment 4 (all visual), Attack, Area Cloud 12 points + 2 points/rank
    Strafe Bomb (Su) Add Line Area to bomb effect +1 point/rank
    Sunlight Bomb* Environment 2 (Light 2) 4 points
    Tanglefoot Bomb* Environment X (Impede Movement 2), Ranged 3 points/rank
    Affliction X (Hindered -> Immobile, resisted by Dodge, overcome by Strength), Ranged, Area Burst, Limited Degree, Alternate Resistance (Strength) 3 points/rank
    Tentacle (Ex) Extra Limbs 1 1 point
    Tumor Familiar (Ex) Summon X (Familiar), Heroic, Mental Link. See the wizard for familiar abilities. 1 point + 4 points/rank
    Vestigial Arm (Ex) Extra Limbs 1 1 point
    Wings (Ex) Fly X, Wings 1 point/rank

    Grand Discoveries
    Awakened Intellect Raise Intellect score by 2 4 points
    Eternal Youth Immunity 1 (Aging) 1 point
    Fast Healing Regeneration X 1 point/rank
    Philosopher's Stone Transform X (any material into gold), Continuous, Easily Removeable. Alternate effect turns anything into silver 1 point + 4 points/rank – 2 points/5 points of total cost.
    Poison Touch Weaken Toughness X. Alternate Effects to Weaken other abilities. 1 point/rank + 1 point per Alternate Effect
    Affliction X (Impaired -> Disabled -> Paralyzed, resisted and overcome by Fortitude) 1 point/rank
    Last edited by Grod_The_Giant; 2014-04-26 at 07:01 PM.

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    Default Re: D&D in M&M-- a new approach to rebalancing 3.5/PF

    So someone actually heard my suggestion? Neatcakes!
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    Default Re: D&D in M&M-- a new approach to rebalancing 3.5/PF

    I love you. I love you in a way that would make a young girl blush and a grown man cry. I am so on board with this idea. Subscribed!
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    Default Re: D&D in M&M-- a new approach to rebalancing 3.5/PF

    A good next step would be monsters.

    Is this M&M third edition? I seem to be seeing a few terms here I'm not familiar with.

    I like M&M, but I was never able to make a character in it. I always end up with about 30 powers I absolutely must have for my character and unable to make a decision.
    Last edited by Eldan; 2013-04-09 at 08:43 AM.
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    Default Re: D&D in M&M-- a new approach to rebalancing 3.5/PF

    I absolutely love the idea, I need to dust off my M&M...

    Will you be including non-core classes/races?
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    Default Re: D&D in M&M-- a new approach to rebalancing 3.5/PF

    Glad you guys are enjoying this so far. It's been a blast to work on. I've posted races, and classes up through the Fighter.

    @Amechra-- it was you I have to thank for this idea? Good to know. I've now acknowledge you.

    Quote Originally Posted by Eldan View Post
    A good next step would be monsters.

    Is this M&M third edition? I seem to be seeing a few terms here I'm not familiar with.
    I'm planning on spells next. Luckily, someone's already done monsters.

    This is 3e, yeah. Sorry, I should have specified.

    Quote Originally Posted by Zireael View Post
    Will you be including non-core classes/races?
    Eventually, perhaps. When I get done with my list of iconic spells, I might take requests.
    Last edited by Grod_The_Giant; 2013-04-09 at 09:48 AM.

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    Default Re: D&D in M&M-- a new approach to rebalancing 3.5/PF

    I'm rather wondering how you pull of Vancian. The Sorcerer's strange demi-vancian doesn't sit well with me anyway, but for wizards, it's essential.
    Just a long list of drawbacks and limitations, or something else?

    In 2nd ed, I'd probably start Wizards out as item-users. Make their spellbook an easy to lose item that gives them access to a limited, array-specific magic power with a host of drawbacks to reflect preparation times.
    Last edited by Eldan; 2013-04-09 at 10:50 AM.
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    Quote Originally Posted by Eldan View Post
    I'm rather wondering how you pull of Vancian. The Sorcerer's strange demi-vancian doesn't sit well with me anyway, but for wizards, it's essential.
    Just a long list of drawbacks and limitations, or something else?

    In 2nd ed, I'd probably start Wizards out as item-users. Make their spellbook an easy to lose item that gives them access to a limited, array-specific magic power with a host of drawbacks to reflect preparation times.
    I dislike Vancian enough I wasn't even going to try-- you'll notice that nothing is getting per day limits of any sort. You could maybe approximate something with Fades?

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    Quote Originally Posted by Eldan View Post
    In 2nd ed, I'd probably start Wizards out as item-users. Make their spellbook an easy to lose item that gives them access to a limited, array-specific magic power with a host of drawbacks to reflect preparation times.
    Actually you could emulate the Spellbook idea by using the Device Power (2E is all I'm familiar with). It grants the Wizard power, but can be swiped away if need be.
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    Quote Originally Posted by Ninjadeadbeard View Post
    Actually you could emulate the Spellbook idea by using the Device Power (2E is all I'm familiar with). It grants the Wizard power, but can be swiped away if need be.
    That's what I meant with "item", yes. It's been a while since I last played M&M, I must have forgotten half the lingo.

    Honestly, for me it's not a wizard if it can just sling around magic without some kind of tactical preparation and book study.
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    Default Re: D&D in M&M-- a new approach to rebalancing 3.5/PF

    OK. I've figured out a faster and, probably, easier to read way of posting powers, and just finished adding the rest of the base classes and updating the ones I'd already posted to the new format. So that's everything I have done, really, apart from a few scattered spells. I'll work on those soon enough.

    Suggestions about having the wizard use a book were good, and I've added it as a suggestion for differentiating wizards and sorcerers.

    Quote Originally Posted by Eldan View Post
    Honestly, for me it's not a wizard if it can just sling around magic without some kind of tactical preparation and book study.
    Well, there's always ye olde semi-abusive way of doing the wizard thing:
    Wizard's Spellbook-- Variable X (magic), Slow, Easily Removable. 6 points/rank, -2 points for every 5 points of total cost.

    But I wouldn't recommend that to anyone. Almost as bad is:

    Ritual Caster-- Advantage: Ritualist; Quickness X, Limited (only useable with Ritualist advantage). 1 point + 1 point/2 ranks.

    Both simulate the almost-unlimited nature of 3.5 prepared casters. The latter comes closer to Vancean casting, in that you're preparing one-shot "spells." But, well... the almost-unlimited flexibility of 3.5 prepared casters was kind of a scary part of the system.

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    Default Re: D&D in M&M-- a new approach to rebalancing 3.5/PF

    I wouldn't do it like that. That's just silly.

    Make it

    Device (slow, easily removable) [Power you want]

    With alternate powers, this gets just silly otherwise.

    Or maybe nerf yourself on purpose and make it a new device for every power.

    Edit: something that might interest you: Planewalker had some discussion for a while about converting Planescape to other systems. Someone did Mage, I remember, and I think someone did M&M too. You might at least get some races there. Maybe factions, too.
    Last edited by Eldan; 2013-04-09 at 02:29 PM.
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    Default Re: D&D in M&M-- a new approach to rebalancing 3.5/PF

    Quote Originally Posted by Eldan View Post
    I'm rather wondering how you pull of Vancian. The Sorcerer's strange demi-vancian doesn't sit well with me anyway, but for wizards, it's essential.
    Just a long list of drawbacks and limitations, or something else?

    In 2nd ed, I'd probably start Wizards out as item-users. Make their spellbook an easy to lose item that gives them access to a limited, array-specific magic power with a host of drawbacks to reflect preparation times.
    I messed around with doing this in 2e, and at least in that version using two Limited-Use* flaws for each spell made sense. The first says 5 uses until the power needs recharging, so making the next flaw go to a once-per-day usage seems sensible. Basically, each rank would cost 2 points less than normal based on other aspects of the spell.

    For instance, I had a set of 1st-level spells that all cost 1 power point for simplicity's sake. Magic Missile would be a Perception Blast (+1 damage) power that could be used once per day, based on the above flaws. I did racial packages that were worth around 5 points, if I recall correctly. Humans gained a bonus feat and some minor bonuses to bring their power up to that of other races.

    I'm not sure how directly translateable to 3e that advice would be, but it was a fairly simple conversion for me. The thing it doesn't do very well is loot, but if your players don't care then that's easy enough.

    * It's been a while since I looked at the books, so that terminology may not be exactly correct.

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    Default Re: D&D in M&M-- a new approach to rebalancing 3.5/PF

    Yes! I love how M&M works, so I love to see someone trying to befriend 3.X to them

    I downloaded the docx and I hope to see more
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    Default Re: D&D in M&M-- a new approach to rebalancing 3.5/PF

    Here. Second edition Warriors and Warlocks, but hopefully useful for inspiration.
    Last edited by Eldan; 2013-04-09 at 05:31 PM.
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    Default Re: D&D in M&M-- a new approach to rebalancing 3.5/PF

    Some good ideas about handling spells-- Ivellius, you're right, such a flaw does exist in 3e (a secondary use for Unreliable), and would be a good way to handle spells/day. Or at least spells per unit of time. In any case, I've added a few paragraphs on spells, and written up the first school-- abjuration! (I'm going in alphabetical order). Amusingly, a first level spell (Protection from Evil) clocks in at 60 points for all its various effects, one of the most expensive powers I've ever built. An interesting commentary on the power of 3.5 magic, methinks.

    EDIT: Also, Conjuration
    EDIT 2: Also, Divination
    EDIT 3: Also, Enchantment
    Last edited by Grod_The_Giant; 2013-04-09 at 09:52 PM.

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    Default Re: D&D in M&M-- a new approach to rebalancing 3.5/PF

    I like the spells. I'm trying to wrap my head around the powers, but I think I get the rest of the M&M system.

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    Quote Originally Posted by Zireael View Post
    I like the spells. I'm trying to wrap my head around the powers, but I think I get the rest of the M&M system.
    Glad you're enjoying them so far. I'm certainly having fun building them. Feel free to post here/PM me if you've got questions and I'll try to answer them.

    Evocation spells are up, along with a new second version of Prismatic Wall which is probably the single most complicated power I've ever seen... but (in my not-so-humble-opinion) captures the prismatic approach almost perfectly.

    When I finish the spells-- probably either today or tomorrow-- I'll make some example characters and start taking requests.

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    Default Re: D&D in M&M-- a new approach to rebalancing 3.5/PF

    This is a cool idea. I'll study it at some point when I have time to learn the M&M system in more depth.
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    Default Re: D&D in M&M-- a new approach to rebalancing 3.5/PF

    Illusion is up

    EDIT: and Necromancy. Only one school to go! Of course, I had to go and pick out 40 transmutation spells...
    Last edited by Grod_The_Giant; 2013-04-10 at 04:09 PM.

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    Quote Originally Posted by Grod_The_Giant View Post
    Illusion is up

    EDIT: and Necromancy. Only one school to go! Of course, I had to go and pick out 40 transmutation spells...
    I don't envy you. Maybe a little.

    BTW, I'm just gonna steal your wonderful spell lists once they're done for my M&M Wizards game I'm hosting soon. Your lists made my M&M friends cry tears of joy. Almost literally. It was awkward...
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    Quote Originally Posted by Ninjadeadbeard View Post
    BTW, I'm just gonna steal your wonderful spell lists once they're done for my M&M Wizards game I'm hosting soon. Your lists made my M&M friends cry tears of joy. Almost literally. It was awkward...
    Heh. Glad you guys like 'em.

    I don't envy you. Maybe a little.
    Bah, 'twas nothing compared with the greater scope of the project. Speaking of which...

    BOOM, MOTHER******! 6 races, 11 base classes, and almost 200 spells, IN THE BAG! (Transmutation spells are posted). Thank god someone else already made monsters.

    Next, I'll probably create a few example characters-- say, the classic four of Cleric, Fighter, Rogue, and Wizard, although one of each class is also possible. Probably at PL 5, which would be my recommended starting point.

    I'll also take requests! If there's a feat, spell, race, class feature, or even an entire class you'd like to see converted...

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    Default Re: D&D in M&M-- a new approach to rebalancing 3.5/PF

    You know what? I have a request.

    ToB. Do it. You know you want to...
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    Quote Originally Posted by Amechra View Post
    You know what? I have a request.

    ToB. Do it. You know you want to...
    I'd be happy to do some sample maneuvers, but I don't want to do an entire huge set of spells all over again. Having said that, check back in a few days when I'm procrastinating my next essay. I'll give you 5 I think of as iconic off the top of my head:
    {table=head]maneuver|effect|cost
    Mountain Hammer|Penetrating X, Variable Descriptor 1: any melee attack|1 point + 1 point/rank of Penetrating
    Time Stands Still|Multiattack on damage X, Variable Descriptor 1: any melee attack|1 point + 1 point/rank of Multiattack
    Emerald Razor|Alternate Resistance: Reflex, Variable Descriptor 1: any melee attack|1 point
    |Feature X: no attack roll, Variable Descriptor 1: any melee attack|X+1 points, where X is ½ power level
    Wall of Blades|Immunity 30 (all attacks targeting parry), Unreliable|15 points
    Iron Heart Surge|Nullify X (conditions), Broad, Limited: self-only|1 point/rank, limited by power level[/table]
    Last edited by Grod_The_Giant; 2013-04-10 at 10:23 PM.

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    Default Re: D&D in M&M-- a new approach to rebalancing 3.5/PF

    I was joking. But thanks for those.
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    Bugbear in the Playground
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    Default Re: D&D in M&M-- a new approach to rebalancing 3.5/PF

    How about the Warlock's Eldritch Blast with some Eldritch Essences and Blast Shapes to modify it with?

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    Default Re: D&D in M&M-- a new approach to rebalancing 3.5/PF

    Quote Originally Posted by Amechra View Post
    I was joking. But thanks for those.
    I figured.

    Quote Originally Posted by eftexar View Post
    How about the Warlock's Eldritch Blast with some Eldritch Essences and Blast Shapes to modify it with?
    Ask and ye shall receive. As a free bonus, also take the core class chassis.

    Warlock
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    Skills
    • Deception
    • Intimidation
    • Expertise (Religion)
    • Insight
    • Occult


    Advantages
    • Artificer


    Powers
    {table=head]Ability|Effect|Cost
    Eldritch Blast|Damage X, Ranged|2 points/rank
    Detect Magic|Senses 3 (Detect Magic, Ranged, Analytical), Reduced Duration (Concentration)|1.5 points
    Damage Reduction|Impervious Toughness, Quirk -1: not against Cold Iron|1 point/rank of Impervious, up to a max of your Toughness, -1 point
    Deceive Item|Enhanced Advantage X: Luck (used to pay for using someone else’s magic device for a scene)|1 point/rank, up to a maximum of ½ PL
    Imbue Item|Advantage: Artificer; Enhanced Skill (Occult), limited to use with the Artificer advantage|1 point + 1 point/3 ranks of skill
    |Any spell effect with the Removable or Easily Removable flaw added|Base cost of the spell, -1 or -2 points/5 points of total cost[/table]

    Eldritch Essences are (mostly) Linked effects, added onto the base Eldritch Blast power. Be sure to take the original power as a 1-point Alternate Effect if you want to be able to use it separately. To apply both a Blast Shape and an Eldritch Essence, purchase both as a single power.
    {table=head]Ability|Effect|Cost
    Frightful Blast|Affliction X (Impaired, resisted and overcome by Will), Ranged, double Limited Degree|1 point/2 ranks
    |Affliction X (Impaired -> Disabled, resisted and overcome by Will), Ranged, Limited Degree|1 point/rank
    Sickening/Noxious Blast|Affliction X (Impaired -> Stunned -> Incapacitated, resisted and overcome by Fortitude), Ranged|2 points/rank
    Beshadowed Blast|Affliction X (visually Impaired, visually Disabled -> visually Unaware, resisted and overcome by Fortitude), Ranged|2 points/rank
    Brimstone Blast|add Secondary Effect||+1 point/rank to base Eldritch Blast cost
    Hellrime Blast|Weaken X (Agility), Ranged|2 points/rank
    Bewitching Blast|Affliction X (Impaired -> Compelled -> Incapacitated, resisted and overcome by Will), Ranged|2 points/rank
    Repelling Blast|Move Object X, Limited to pushing away|1 point/rank
    Vitriolic Blast|Weaken Toughness, Ranged, Secondary Effect|3 points/rank
    |add Secondary Effect||+1 point/rank to base Eldritch Blast cost
    Utterdark Blast|Affliction X (Impaired -> Disabled ->Dying, resisted and overcome by Fortitude), Ranged|2 points/rank[/table]

    Blast Shapes are (for the most part) modifiers added onto the base Eldritch Blast power. Be sure to take the original power as a 1-point Alternate Effect if you want to be able to use it separately. To apply both a Blast Shape and an Eldritch Essence, purchase both as a single power.
    {table=head]Ability|Effect|Cost
    Eldritch Spear|add Extended Range X|1 point/rank of Extended Range
    Hideous Blow|Enhanced Strength X, limited to damage, Variable descriptor 1: any melee attack. (Also, eldritch blast descriptors)|1 point + 1 point/rank
    Eldritch Chain|add Multiattack|+1 point/rank to base Eldritch Blast cost
    Eldritch Cone|add Area Cone|+1 point/rank to base Eldritch Blast cost
    Eldritch Doom|Damage X, Area Burst, Selective|3 points/rank[/table]
    Last edited by Grod_The_Giant; 2013-04-10 at 10:20 PM.

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    Dwarf in the Playground
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    Default Re: D&D in M&M-- a new approach to rebalancing 3.5/PF

    This is so nice <3 I love how the spells are done, and the possibility of having "weaker" versions of the "big ones", seems they'll work nice~ though I guess some game testing would polish things

    Any of that in mind?

    Also, this kinda makes Mystic Theurge a non-sucky option, maybe
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