Anyone up for some D&D with a twist?

Actually, psionicists are more what dotchan is thinking of. They get a pool of MP that grows with each level, and each power costs a certain amount of MP. Powers can also be augmented by spending more MP at the time of casting/manifesting, something that arcanists find more difficult to do.

If it’s a non-psion campaign, then sorceror is probably the closest thing, yeah.

They’re called Power Points (PP), not Magic Points (MP).

Ah, thanks for the clarifications, all. I haven’t played many spellcasters in tabletop gaming because I hated the whole “spell slots” thing with a passion. (It didn’t help that I’ve been thoroughly spoiled by console RPGs.)

It’s why I love sorcerors. Absolutely wonderful for a highly specialized wizard. By the time you get to a medium-high level you’re throwing all kinds of magic missiles wherever you want without having to worry that oh crap, you forgot to memorize a teleport spell. You get a smaller spell list, but what are the chances you’re really going to need Mordenkainen’s Magnificent Mansion more than once or twice, and since you can use any arcane scrolls and artifacts you want just like a wizard ('cept you can’t memorize spells from scrolls) as long as you have money or a friendly scribing wizard there’s little you can’t do.

Wizards are really good for being Swiss Army knives. They can have an ungodly number of spells available, and rather than expending a magical item they can just cast it. Assuming they have it memorized. With a day’s preparation, a wizard can theoretically be prepared for anything. A sorceror can be prepared more quickly, but only if he’s willing to go to the nearest town and buy $10k worth of potions, wands, and scrolls…

Dotchan, read about psionics on the SRD here.

Psionics Info.

Then decide if it’s your cup of tea.

jsgoddess, you’re in! :slight_smile: We’re in sore need of healers, as you’ve probably noticed, so a druid or cleric would probably be best… clerics specialize in healing and buffing, while druids tend to have some really nifty special abilities: shapeshifting, animal companions, and the like.

I think I’d like to close registration at that, though… we have one 5-person and one 4-person party, and I’m pretty sure I wouldn’t be good at DMing anything bigger than that online :slight_smile:

Well, the animal companion sounds neat, but if one is the more gifted healer that would be just fine with me.

In City of Heroes, I often played a healer (empath defender). I enjoyed it. I don’t know how similar the gameplay would be. I know on there, I spent essentially all of my time making sure my team members didn’t croak.

And no one ever pissed me off. :smiley:

A cleric can be played like an empath defender, or can be played more with buff and summon spells for offensive power. They can also wear heavy armor and go toe to toe with monsters, although they aren’t as good at it as a fighter. Clerics are also the undisputed kickers of undead ass (or you can control them if the DM allows evil clerics).

If I kick undead ass, will I get undead ass on my nice, clean clerical robe?

Yeah, probably. It’s one of the hazards of kicking undead ass. But you can get a wizard to clean it for you.

Ooh, and no thread about D&D is complete without the obligatory links to 8-Bit Theatre, DM of the Rings, and the Slayers.

Some of these cliches hit so close to home it’s a little bit painful.

Off-topic:

Every time I see this thread title, I’m forced to mentally read it Robot Chicken style.

Curses, foiled again! :slight_smile:

Stand by for a brief world introduction!

What follows is a bit of an introduction… essentially, the players, in a stock late medieval world, have through one avenue or another joined the Guild, a large corporation that manages to hold sway in a surprising range of areas: medicine, research and development (both conventional and magical), exploration, trade, and the like. The guild also retains a sizeable number of mercenary companies, most of whom are employed as private police in various domains.

Upon joining, everyone must undergo an intense battery of exams intended to test for competency in various areas and help determine where each new operative’s skills and personality would best be put to use. Having completed their initial tests, each party member has received a memo as follows:

Guild Memo
ATTN - Team 6499 Serial #714 Dept. 25 (SEC) Sect. 2 (SLVG) Spec. 7 (Delving)

Welcome to the Guild. <Editor’s comment: sounds a bit upbeat. Strike and revise to sound more impersonal; half our operatives won’t last to see a second memo, we shouldn’t encourage false optimism.>

Having graduated the induction process, you are to be assigned to a small unit comprised of skilled operators whose skills have been tailored to complement each other. Teamwork is of utmost importance, and as such it is imperative that you learn the skills of your coworkers, such that the team might carry on if specialists are lost during the course of a Salvage.

Your particular skills, and consequently those of your teammates, have been found to be of rather questionable use in polite society. As such, you have been assigned to the Delving division of Section Two, Salvage, which specializes in the identification, retrieval, and revaluation of relics and artifacts retrieved from Abandoned Sites. Section Two operates under the auspice of the guild’s Security Department, the unquestionable leader in Treasure Reacquisition and Retention technology.

You and your fellow operatives have yet to achieve Level One clearance, and as such you will only have access to basic support services. Successful missions may qualify you to apply for higher clearance levels, at which point you may be entitled to services from the various friendly, operator-oriented services run out of the Guild. Please note that any attempt to involve non-Guild contractors in Guild contracts will result in immediate termination.

At the present time, you and your team are cleared for the following services:

Company Store – Sundries, basic equipment, and rudimentary weapons will be made available to all employees. Credit lines are also available.

(the following is hastily scribbled on the memo) ADDENDUM: Team 6499 is to have access to Corpse Reclamation services at all times. If an operator is killed during a mission, their body (or what remains of it) will be retrieved and expedited to a medical specialist in the Guild’s Medical Department. Retrieval and revival fees will be assessed at the time, and outstanding debts will cycle into existing credit accounts.

Report to Briefing Room 617 at Junction 12 to meet your team and receive your first Abandoned Site assignment. Good luck!

Google Maps don’t fail me now!

You can never be too sure though… Google Maps would probably send you in a ferry around London, just to get from the east to west side of the building.

Algher grabs the first person he sees, “Excuse me, but where the hell is Briefing Room 617? I seem to have misplaced my map…”

I think I understand the basics of this, but it looks (upon Googling) that there are a couple of ways the point breakdowns happen.

Start with 8 points, then 1 point for the next 4 levels, then 2 for 2, 3 for 2, and 4 for 2?

Or start with 8 points, then 1 for 6, 2 for 2, and 3 for 2?

I’ve seen both referred to.

It is to Algher’s grave misfortune that he grabs me. “Google says we need to get on the ferry over there!”

The former is the system I’d prefer to use. :slight_smile:

(as a cleric, you really want to consider a WIS of 16-18. Con is nice too. :slight_smile: )