Yesterday and today, I decided that I didn't like the way I'd done magic in Chanbara.
Well, that's not 100% accurate. I've got spell casting with Chainmail style casting rolls to pull off spells, rather than traditional Vancian D&D magic or even the 3E Sorcerer style that I used in Flying Swordsmen. That stayed.
What I changed was access to spells. As revisions have gone on, I've reduced the number of special abilities each class gets as they level up. It just seemed like too much stuff. But that meant that spell casters had very few spells known.
So, instead, again taking a cue from Chainmail, each spell casting class in Chanbara has a list of spell types (schools if you will) that they have access to. Well, now they just have blanket access to all of those spells, although they need to be of appropriate level to cast higher level spells. Jury's still out on a "risking mishaps to cast higher level spells" mechanic.
And to fill the gap, I came up with a list of Secrets, or feat-like special abilities for spell-casters to choose from, similar to the Combat Maneuvers and Tricks.
The other big change was dropping race-as-class and making the Yokai into racial options, with limited class access. This adds a small additional choice to character creation, but removes three classes from the game - so down to nine.
Coming up with the Secrets was fairly quick and painless, so I've no doubt there are some problems here and there (less powerful ones high on the level list, or vice versa) but that's what play testing is for, right?
Reviews: I'm Going to Hell!
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