Spell Levels
- Julian Grimm
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Spell Levels
In my group we have been discussing how we liked the spell levels in AD&D over what we have in D20/C&C. All of us but one liked the way AD&D handled spell levels since it kept the wizard as the main magic user and fit the cleric better as a fighter-mage type of class. In our home game we opted to go back to the way AD&D did it as it was something we liked better and felt more like the game we used to play.
So, I was curious at how many of you like the new 0-9 paradigm that C&C and D20 uses compared to the AD&D way of doing things. You can vote once and I would love to see your reasoning.
So, I was curious at how many of you like the new 0-9 paradigm that C&C and D20 uses compared to the AD&D way of doing things. You can vote once and I would love to see your reasoning.
Lord Skystorm
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AD&D per se is as dead a system as Latin is a language, while the C&C game has much the same spirit and nearly the same mechanics. --Gary Gygax 8/16/06
Grand Knight Commander KoTC, Member C&CS
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AD&D per se is as dead a system as Latin is a language, while the C&C game has much the same spirit and nearly the same mechanics. --Gary Gygax 8/16/06
Re: Spell Levels
The added two levels to cleric spells don't in any way diminish a wizard.
Re: Spell Levels
I cut my teeth with (A)D&D back in 1982 so the 1-7 range for clerics, druids & illusionists, and 1-9 range for magic-users is my favorite.
Imaginatio est Vita
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- finarvyn
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Re: Spell Levels
I grew up with the LBB with had 1-6 for the MU and 1-5 for the Cleric, and Greyhawk expanded this to 1-9 and 1-7 but I always thought those level ranges seeme a little strange. I voted 0-9 for both. Just seems to be more natural.
Marv / Finarvyn
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MA1E WardenMaster - Killing Characters since 1976, MA4E Playtester in 2006.
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Just discovered Amazing Adventures and loving it!
MA1E WardenMaster - Killing Characters since 1976, MA4E Playtester in 2006.
C&C Playtester in 2003, OD&D player since 1975
Re: Spell Levels
Levels 0 through 9 for all types of spells seems much more logical; but I can't say I've ever given the difference much thought.
- Buttmonkey
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Re: Spell Levels
I have never really given it much thought. I don't think I really care, so I don't have a preference.
tylermo wrote:Your efforts are greatly appreciated, Buttmonkey. Can't believe I said that with a straight face.
Re: Spell Levels
I don't have a preference, so long as clerics and druids don't have miracle in their spell lists. Sorry, but a cleric version of the wish spell dilutes the cleric archetype.
Re: Spell Levels
Traveller wrote:I don't have a preference, so long as clerics and druids don't have miracle in their spell lists. Sorry, but a cleric version of the wish spell dilutes the cleric archetype.
Yeah, I think that one has its origin the Divine Intervention rule in the AD&D DMG... Don't like that spell either. It is much more fun watching a Wizard sweat through using a Wish spell.
- Julian Grimm
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Re: Spell Levels
Miracle, Wish, Raise Dead and Resurrection have all been removed from my campaign.
Lord Skystorm
Grand Knight Commander KoTC, Member C&CS
Donner Party Meats: We're here to serve YOU!
AD&D per se is as dead a system as Latin is a language, while the C&C game has much the same spirit and nearly the same mechanics. --Gary Gygax 8/16/06
Grand Knight Commander KoTC, Member C&CS
Donner Party Meats: We're here to serve YOU!
AD&D per se is as dead a system as Latin is a language, while the C&C game has much the same spirit and nearly the same mechanics. --Gary Gygax 8/16/06
Re: Spell Levels
C&C method for sure! 
Count Rhuveinus - Lejendary Keeper of Castle Franqueforte
"Enjoy a 'world' where the fantastic is fact and magic really works!" ~ Gary Gygax
"By the pricking of my thumbs, Something wicked this way comes:" - Macbeth
"Enjoy a 'world' where the fantastic is fact and magic really works!" ~ Gary Gygax
"By the pricking of my thumbs, Something wicked this way comes:" - Macbeth
Re: Spell Levels
Wizards don't sweat enough. System shock due to aging for the win.Arduin wrote:Traveller wrote:I don't have a preference, so long as clerics and druids don't have miracle in their spell lists. Sorry, but a cleric version of the wish spell dilutes the cleric archetype.
Yeah, I think that one has its origin the Divine Intervention rule in the AD&D DMG... Don't like that spell either. It is much more fun watching a Wizard sweat through using a Wish spell.
Re: Spell Levels
I used to do this myself, but it was so much more fun to come up with a nasty list of side-effects that tampering with such power should cause. In short if you really want to get a god or demon's attention, this is the way to do it.Julian Grimm wrote:Miracle, Wish, Raise Dead and Resurrection have all been removed from my campaign.
Re: Spell Levels
It may be fun to come up with nasty side effects, however let's cut to the chase. Wish, limited wish, miracle, and to a lesser extent, alter reality can be game breakers even if properly adjudicated by the CK. Better to limit their presence to rare magic items that may have them and creatures that can grant them. Leads to fewer headaches that way.
Re: Spell Levels
Oh cr@p! I forgot about that. BwahahaTraveller wrote:Wizards don't sweat enough. System shock due to aging for the win.Arduin wrote:Traveller wrote:I don't have a preference, so long as clerics and druids don't have miracle in their spell lists. Sorry, but a cleric version of the wish spell dilutes the cleric archetype.
Yeah, I think that one has its origin the Divine Intervention rule in the AD&D DMG... Don't like that spell either. It is much more fun watching a Wizard sweat through using a Wish spell.
- Julian Grimm
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Re: Spell Levels
NJPDX wrote:I used to do this myself, but it was so much more fun to come up with a nasty list of side-effects that tampering with such power should cause. In short if you really want to get a god or demon's attention, this is the way to do it.Julian Grimm wrote:Miracle, Wish, Raise Dead and Resurrection have all been removed from my campaign.
Due to the tone of my campaign I removed them since I felt those spells were the property of divine or infernal beings. I always felt that there was some power that did not belong to mortals.
Lord Skystorm
Grand Knight Commander KoTC, Member C&CS
Donner Party Meats: We're here to serve YOU!
AD&D per se is as dead a system as Latin is a language, while the C&C game has much the same spirit and nearly the same mechanics. --Gary Gygax 8/16/06
Grand Knight Commander KoTC, Member C&CS
Donner Party Meats: We're here to serve YOU!
AD&D per se is as dead a system as Latin is a language, while the C&C game has much the same spirit and nearly the same mechanics. --Gary Gygax 8/16/06
Re: Spell Levels
Traveller wrote:It may be fun to come up with nasty side effects, however let's cut to the chase. Wish, limited wish, miracle, and to a lesser extent, alter reality can be game breakers even if properly adjudicated by the CK. Better to limit their presence to rare magic items that may have them and creatures that can grant them. Leads to fewer headaches that way.
When your game gets high enough to allow these spells to be cast by the players PC's the game is already broken.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Re: Spell Levels
Or, at least, MUCH more difficult to GM.Treebore wrote: When your game gets high enough to allow these spells to be cast by the players PC's the game is already broken.
Re: Spell Levels
The key to running a successful high level D&D game is to run it like it is a super hero RPG, because it is. At least to me. Once I started looking at high level D&D as being like a world of super heroes, and started running it as such, it became much more manageable, at least for me.
As for the OP question, I have thought about it, a lot, and right now, I have an over all preference for 0-9 levels of spells. Subject to change.
As for the OP question, I have thought about it, a lot, and right now, I have an over all preference for 0-9 levels of spells. Subject to change.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Re: Spell Levels
Yep. Superheroes vs. Super Villains.Treebore wrote:The key to running a successful high level D&D game is to run it like it is a super hero RPG, because it is. At least to me. Once I started looking at high level D&D as being like a world of super heroes, and started running it as such, it became much more manageable, at least for me.
Re: Spell Levels
Our CK is like a lawyer when it comes down to wish, if you can't make it simple short and sweet, very direct and to the point, the wish spell will have some just all together evil consequences for the party, so those are held very much in reserve.
I also agree with what tree said regarding it being like super heros, if you are high enough level to cast a 9th level spell as a wizard, there isn't much you haven't overcome in the game to get to that power and in some regards you are like a super hero.
I also agree with what tree said regarding it being like super heros, if you are high enough level to cast a 9th level spell as a wizard, there isn't much you haven't overcome in the game to get to that power and in some regards you are like a super hero.
Re: Spell Levels
I agree. Trouble is, people I've played with in the past would kvetch if I took away all of their toys outright. Mostly, I just got around this by springing the nasty reality that "raise dead" involves an unbreakable pact with a demon lord, can only be cast by a sufficiently high-level witch/warlock (who is always highly chaotic (I just use the Law-Chaos axis) and the person is ever after "chaos-touched," which has a host of other unpleasant side effects. In any case, most campaigns I've run tend to wind down by about level 9 or 10 or so, with characters either being retired to NPC status, so the really high level game with wish spells and reality tearing events has never really been an issue, but I can certainly understand why CKs would want to avoid or rule out these spells.Traveller wrote:It may be fun to come up with nasty side effects, however let's cut to the chase. Wish, limited wish, miracle, and to a lesser extent, alter reality can be game breakers even if properly adjudicated by the CK. Better to limit their presence to rare magic items that may have them and creatures that can grant them. Leads to fewer headaches that way.
Re: Spell Levels
So, how does a VERY high level LG cleric have a god (who supplies all other spells) who passes off one of his prized material plane assets to a Demon lord? I just don't see a LG god doing that. VERY illogical.NJPDX wrote: Mostly, I just got around this by springing the nasty reality that "raise dead" involves an unbreakable pact with a demon lord, can only be cast by a sufficiently high-level witch/warlock (who is always highly chaotic (I just use the Law-Chaos axis) and the person is ever after "chaos-touched,"
Re: Spell Levels
I don't follow, or maybe there's some mis-communication? A) There is no concept of "good" in my campaign world and B) High level "Lawful" clerics (and Neutral druids) don't cast raise dead in my milieu. Raising the dead is seen as an unnatural act of necromancy. The gods' will is that mortals are meant to die, but some have gotten around this by contacting the infernal planes where the Princes of Chaos are usually amenable to upsetting the "natural" order of things.Arduin wrote:So, how does a VERY high level LG cleric have a god (who supplies all other spells) who passes off one of his prized material plane assets to a Demon lord? I just don't see a LG god doing that. VERY illogical.NJPDX wrote: Mostly, I just got around this by springing the nasty reality that "raise dead" involves an unbreakable pact with a demon lord, can only be cast by a sufficiently high-level witch/warlock (who is always highly chaotic (I just use the Law-Chaos axis) and the person is ever after "chaos-touched,"
Bottom line: I don't particularly like raise dead and resurrection in my games, because I think they cheapen death, but if my players really want to raise a character then they have to jump through some hoops and pay a heavy toll if they're dead-set on keeping a character and they are forever altered thereafter.
Re: Spell Levels
NJPDX wrote:I don't follow, or maybe there's some mis-communication? A) There is no concept of "good" in my campaign world
Ah! A completely different psychological paradigm from sentient thought as we know it. Okay, makes sense now.
Re: Spell Levels
Well there are people who certainly consider themselves "good" in my campaign world, but there is no objective or absolute good (or evil) in my game world. Morality and ethos are something like what exists in Micheal Moorcock's Eternal Champion series where the universe is locked in a never ending battle between the forces of Law and Chaos, with "The Balance" acting as a force unto itself.
But thanks for the sarcasm and snark.
But thanks for the sarcasm and snark.
Re: Spell Levels
NJPDX wrote:Well there are people who certainly consider themselves "good" in my campaign world, but there is no objective or absolute good (or evil) in my game world. Morality and ethos are something like what exists in Micheal Moorcock's Eternal Champion series where the universe is locked in a never ending battle between the forces of Law and Chaos, with "The Balance" acting as a force unto itself.
But thanks for the sarcasm and snark.
I wasn't being snarky. I was simply comparing to the most basic core rules about characters in C&C. See Alignment section on PHB pg. 41. You are simply running a game where that part is diametrically opposed to the rules. NOTHING wrong with that. It just takes away a large piece of common ground when discussing a C&C campaign. Hence, your Raise Dead rule not being understandable in context to the rules.
- Julian Grimm
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Re: Spell Levels
This sums up alignment in my campaign.
Lord Skystorm
Grand Knight Commander KoTC, Member C&CS
Donner Party Meats: We're here to serve YOU!
AD&D per se is as dead a system as Latin is a language, while the C&C game has much the same spirit and nearly the same mechanics. --Gary Gygax 8/16/06
Grand Knight Commander KoTC, Member C&CS
Donner Party Meats: We're here to serve YOU!
AD&D per se is as dead a system as Latin is a language, while the C&C game has much the same spirit and nearly the same mechanics. --Gary Gygax 8/16/06
Re: Spell Levels
OK, my mistake. You have my apology. As for the rest, all I can say is that it works for me and it seems to work for the people I've played with. If the traditional nine alignments work for you then you should definitely stick with that.Arduin wrote:NJPDX wrote:Well there are people who certainly consider themselves "good" in my campaign world, but there is no objective or absolute good (or evil) in my game world. Morality and ethos are something like what exists in Micheal Moorcock's Eternal Champion series where the universe is locked in a never ending battle between the forces of Law and Chaos, with "The Balance" acting as a force unto itself.
But thanks for the sarcasm and snark.
I wasn't being snarky. I was simply comparing to the most basic core rules about characters in C&C. See Alignment section on PHB pg. 41. You are simply running a game where that part is diametrically opposed to the rules. NOTHING wrong with that. It just takes away a large piece of common ground when discussing a C&C campaign. Hence, your Raise Dead rule not being understandable in context to the rules.
prost.
Re: Spell Levels
I don't actually like spell levels. I like spells that have an effect based on the level of the caster. I see no reason a level 1 wizard couldn't use fireball, for example, but it will be far less effective then the level 7 wizard doing it.
Re: Spell Levels
one thing I always liked the idea of is spell points. A spell costs its level plus one point to cast and the spell caster gets the amount of spell points using his spell per day chart would add up to in the same manner. He can cast as many spells as his points allow per day. The highest level spells he can cast don't change but say his chart allows him one 8th level spell per day, in my mind I don't see why he couldn't sacrifice 9 points to cast it again, the toll it takes on the caste is already extracted by cutting down on his points, just my opinion