Search found 37 matches
- Mon Dec 20, 2010 3:03 am
- Forum: Castles & Crusades Open Discussion: General, The Rules, The Law & the Chaos
- Topic: Magic house rules
- Replies: 28
- Views: 1616
Re: Magic house rules
Its just two different ways to get at a similar outcome. I do see GameOgres point though. You take control over the character away from the player (since he could be killed by a random GM roll with no way to stop it or even a chance to roll against it). You would be well advised to only use this ru...
- Mon Dec 20, 2010 1:30 am
- Forum: Castles & Crusades Open Discussion: General, The Rules, The Law & the Chaos
- Topic: Magic house rules
- Replies: 28
- Views: 1616
Re: Magic house rules
No save is deal breaker for me. If you skip saves for spells the game breaks down. Think about it. Your players 12th warrior who has taken two years of playing to level to this mighty level is in a fight verse a evil wizard. The wizard makes a lucky break and goes first! The evil mage then has anot...
- Sun Dec 19, 2010 9:39 pm
- Forum: Castles & Crusades Open Discussion: General, The Rules, The Law & the Chaos
- Topic: Magic house rules
- Replies: 28
- Views: 1616
Re: Magic house rules
Well here is a level 12 example: Let's take a level 12 mage with 17 Int. He casts a level 6 spell at a 10 HD baddie. So he has to roll 10+11+10=31. He rolls D20+12+2 (max roll 34). He has a 15% chance of casting this spell against this baddie. THEN the baddie gets a saving throw. This renders the W...
- Sun Dec 19, 2010 5:53 pm
- Forum: Castles & Crusades Open Discussion: General, The Rules, The Law & the Chaos
- Topic: Magic house rules
- Replies: 28
- Views: 1616
Re: Magic house rules
You are correct. Hopefully a 20th level magic user will have a few magic items to increase his spell casting prowess. Just as a +1 weapon adds to the to-hit roll, I could see a +1 staff or holy implement adding to the spell check for a caster. Honestly though I didn't give the high end of the scale ...
- Sun Dec 19, 2010 4:05 am
- Forum: Castles & Crusades Open Discussion: General, The Rules, The Law & the Chaos
- Topic: Magic house rules
- Replies: 28
- Views: 1616
Magic house rules
Greetings again, I am posting my house ruled magic system for comments and criticism. I'm always trying to improve my game so please be liberal with both if you're so inclined. These rules were designed with the goals of having casters attempt to cast spells more often both in and out of combat, kee...
- Sun Dec 12, 2010 7:58 pm
- Forum: Castles & Crusades Open Discussion: General, The Rules, The Law & the Chaos
- Topic: Changing rules midstream
- Replies: 6
- Views: 455
Re: Changing rules midstream
I suppose so. What concerns me most is the volume of rules I'm thinking of changing. I don't want to overwhelm my players at the beginning of a session by saying something like "Okay, I'd like to change the following 28 rules: Turning undead will now function like so... combat dominance like so...
- Sun Dec 12, 2010 7:12 pm
- Forum: Castles & Crusades Open Discussion: General, The Rules, The Law & the Chaos
- Topic: Changing rules midstream
- Replies: 6
- Views: 455
Changing rules midstream
I'm currently running the Goodman Games module "Dungeon Crawl Classic #17 - Legacy of the Savage Kings" and the players just started getting in deep into the swamp. I'm tempted to make some rules changes based on various house rules I've found on these forums and on other C&C pages but...