WoW: Scars -- More Chargen
Six stats: Strength, Agility (this would normally be Dex in D&D), Stamina (this would normally be Con in D&D), Intelligence, Wisdom, and Charisma. The last two stats are not found in WoW, but we /will/ be using social skills and skills such as Spot, Search, etc. So, they remain important. We will not be using Spirit...mainly, because I've yet to figure out what the hell it does, but whatever it is, it doesn't seem to be that important.
Every stat starts at 9. This is a -1 modifier. You have 38 points to spend; stats cost 1 point per up to 13. 14 and 15 cost 2 points per, 16 and 17 cost 3 points per, 18 and 19 cost 4 points per, and 20 costs 5 points per. No one's stats can go higher than 20 at the beginning of the game.
No, no you don't. A character has 5 mana per level, plus their Int modifier per level. Spell costs will be reduced to fit within that range, too.
Characters may have any spells which would be available to their class up to level 20. Characters /may/ cast spells at graduated effectiveness; instead of 'levels', characters may choose to cast a spell at half or quarter power, with a matching reduction in mana cost...but not of casting time.
Speaking of casting time: Instant spells work immediately on your initiative. Spells which have a 3 second cast time will take one full round to cast, and go into effect on the round /after/ you begin, on your initiative. Six second casts take 2 rounds, 10 seconds take 3 rounds, etc. Channeled spells begin immediately, but do their full damage or other effect over 3 rounds. Spells with casting time (or channeled) /can/ be interrupted by damage; we'll use the D&D Concentration rules for that, so spellcasters, beef up Concentration.
Yes, you can! You can find talent calculators here: http://www.worldofwarcraft.com/info/classes/talent-index/ and I especially recommend non-WoW players check these out for your class. Mousing over an icon will give you a description of the talent. Talents WILL be altered to not give us a math headache; in general, look for anything that now improves something by a percentage to instead give a flat bonus, and anything that adjusts cooldown or duration to improve initiative.
Characters have +2 Feats compared to normal D&D characters. This means every character will have FIVE Feats to spend; these can be spent on either WoW Talents or D&D Feats. One Feat gives you the full benefit of a talent, and allows you to move on to the next level of the tree; so don't worry about points or anything like that. We'll work out the details of what each talent does as you choose them, because converting /all/ of them would be too much of a pain.
Some character abilities can be simulated through skills, and some will just be Class Abilities. Talk to me about the specifics (especially if you're not familiar with WoW and therefore with what a character of your class actually /can/ do...), and we'll work it out on an individual basis. Some WoW-isms are not going to apply; for example, there is no 'threat'. Monsters and NPCs will attack based on my impression of their intelligence and tactics, not on mechanical generation of threat. However, taunting abilities and the like will still have the opportunity to work, but everyone /does/ get saving throws, etc.
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