Things changing now: no more custom elementals. I am surprised by the volume of gate related spells, but if the expectation is world hopping, it retroactively makes sense that allies are always present and that enemy and sometimes reputations or duties are out. In 3e, ally group covered how many mooks you could have easily, because ally group was built on the points of the allies, not scaled proportionately to the character as in 4e. ![]() ![]() Spells: I like creation spells and I want necromancers to have the ability to make zeds. New charactets that follow templates are to follow the new version. Races, in particular I am keeping, with the following caveats Īll catfolk are Sahudese, and races must come out of 250 starting points. ![]() I like the new bard, and some of the ready power ups. I am grandfathering in quite a few things.
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