Sorry for doubleposting again. But the more I think on it, the magic system I'm proposing has two advantages over it's apparent loss.
First, no more needing to prepare spells. If you have it in your book, (Or learned it) you can cast it.
Second, although there IS a chance for failure, you CAN theoretically keep casting until it works.
Thus allows for the game not be an exercise in resource management. If I want to resource manage, I'd go an play an 'RTS'.
My House Rules and some help wanted.
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irda ranger
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Nagisawa Takumi wrote:
First of all, seeing as which the Primes of the caster classes are ALREADY primary I'm going to assume a base difficulty of 12.
With you so far.
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Now each spell adds their level to the difficulty, in other words a third level spell would be 15.
This means spells get easier to cast as you go up in level. It would actually be easier (more likely to succeed) to case a 9th level spell than a 1st level spell. Use twice the spells level to maintain an even difficulty.
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However to cast a spell, the proper caster rolls and adds his level and his Casting attribute bonus to it. Which if my calculations are right, means most Wizards and Clerics (And their subset classes) should have a bigger chance of success than failure.
That depends on the spell level and the level of the caster, but a 1st level wizard would have to beat CL 13 to cast a 1st level spell: Exactly 50%, assuming at least a 16 IN or WS, but only 45% if IN or WS is between 13 and 15.
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Now, the Spells Per Day lists are the castings you have per level without penalty. Subsequent casting of that level gets a cumulative +1 to the difficulty for each.
Successful casts, or casting attempts? Important distinction.
Also, if you max out your third level spells, and then go one spell over, how does this effect 2nd level spells? Does the PC have to keep track of his current penalty for each spell level? Because that's the only way I see this working. That also sounds like a headache.
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First, no more needing to prepare spells. If you have it in your book, (Or learned it) you can cast it.
This is a HUGE boost in caster utility. Especially considering Clerics/Druids start with access to all of the spells on their spell list. Are there limits on the number of spells / level a Mage can learn in C&C? I don't have my books with me, but this potentially means that the caster would have access to hundreds of spells on any given round. This is a ridiculous boost to an already powerful class.
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Second, although there IS a chance for failure, you CAN theoretically keep casting until it works.
Or until you need to roll a 21 to succeed.
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Thus allows for the game not be an exercise in resource management. If I want to resource manage, I'd go an play an 'RTS'
Better get rid of Hit Points then, assume unlimited arrows and javelins, stop keeping track of the PC's fresh water and food consumption, and stop handing out those "gold pieces" or "charged magic items" which people can use to "buy things" or "blow stuff up."
If you don't like Vancian magic, that's cool. But resource management is not going to go away. And frankly, I wouldn't want it to. We have a term to describe campaigns that are ignorant of the concept of scarcity: Monty Haul.
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That is one element I saw pretty much dissappear in 3E. Resource management.
They kept track of xp's and "appropriate" gold/magic for the level, but no one kept track of food, arrows, etc...
They figured that it wasn't worth it. Most of the time I agree, but sometimes it can become critically important. Plus I only worry about spell components of 5GP or more in value.
They kept track of xp's and "appropriate" gold/magic for the level, but no one kept track of food, arrows, etc...
They figured that it wasn't worth it. Most of the time I agree, but sometimes it can become critically important. Plus I only worry about spell components of 5GP or more in value.
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.
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Treebore wrote:
That is one element I saw pretty much dissappear in 3E. Resource management.
I think that generally speaking, this is a great way to play the game where you have to manage your resources. A party galivanting to the dungeon 10 days from town better bring enough supplies... and if they don't, there are so many possibilities that open up while just "hunting" for supplies.
Resource management IMHO is a viable part of the game.
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irda ranger
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Omote wrote:
Resource management IMHO is a viable part of the game.
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+++
Very often my quests and encounters arise out of the otherwise ordinary actions of the PC's. Simple needs, like food and water or the need to rest, drive their actions. So often there can be a lack of "PC motive" in a written adventure, and something as simple as a desire to get back to their favorite Inn for Otik's spiced potatoes can be enough to move the game along.
And that aside, I'd rather a player believed they are in a fantasy world, rather than have to suspend their disbelief. When you can make a world so convincing that the players totally forget about the Superbowl, or what was on the Daily Show last night, and totally, totally be "in" the moment and the game; that's awesome. The point of this little rant is that it's much easier to achieve this level of belief if you remind them of the little details too, like the smell of the air, and the fact that they're down to their last three arrows ... do you fire into the darkness, letting the sound of the creatures beyond the torchlight be your guide? Do you dare waste the shot?
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irda ranger wrote:
And that aside, I'd rather a player believed they are in a fantasy world...
I couldn't agree more. It is often little elements like this that make the gaming experience more visceral, and deep. Players will remember games like this more often then not.
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Nagisawa Takumi
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Omote wrote:
I couldn't agree more. It is often little elements like this that make the gaming experience more visceral, and deep. Players will remember games like this more often then not.
...............................................Omote
FPQ
Which is what drives me to change certain things like the magic system. It's too much resource management and metagame than allowing one to 'immerse' themselves into the world.