so here's all of the psionics. I tried my best to emulate the concept of power points and boosting powers. I figure a END reserve would best emulate power points. As for boosting, keeping the powers in a VPP allow for having it as "powerful" as you need to be. Obviously, the less powerful, the less END (power points) to be used.
Natural Psionics: VPP 8 pt pool (8 active pts) 40 control (1/2 phase to change) (+1/2) (30 active pts) gestures
So still chugging along. Here is the classes (but not specific maneuvers or souldmelds) from tome of battle and magic of incarnum:
Martial Maneuvers: multipower 30 pt reserve (30 active pts) OAF(-1) full phase (-1/2) lockout [canít reuse until use 3 other maneuvers] (-1/2) link(-1/2) real cost: 9 pts
OAF being the weapon the user trained the maneuver with. Link being linked to a standard weapon attack (the OAF).
Originally Posted by Descronan
I've been working on the latest release of my game system and I'm at the point where I need some serious playtesting and feedback. The prior round of playtesting brought out a lot of great areas for improvement and expansion so I would like to get another group together to dive in deep.
This is the last phase before I finalize the rules and move forward with artwork and expanding the background info. Are you up for the challenge?
So I figured a central location of how all spells (and spell like whatnots) would be beneficial. While the cost COULD be negotiable, I figure these are nice starting numbers for classes:
Invocations: multipower 40 pt reserve (40 active pts) OAF(-1) gestures (-1/4) incantations (-1/4) costs x4 END (-3/4) only with light armor or less (-1/2) real cost: 8 pts
OAF is either a rod/mace (warlock) or a staff (dragonfire adept). Also, dragonfire adept has only cloth
Regarding the beguiler, it is kind of like the warmage and wu jen. Just spells (pretty much). The other things are a core component of HERO already, so no need to make explicit powers.
The duskblade wasn't too far off. However, I did do some of the cantrips from arcane attunement.
Arcane attunement: multipower 10 pt reserve; (10 active pts) 8 charges/day(-1/2) real cost: 8 pts
Detect magic: detect magic items (5 active