Another house rule
Another house rule
A rule I had back in 2E that I am thinking of using again is:
Spells cast outside of combat and used for non-combat reasons, such as illusionary "shows" or summoning creatures to do work rather tahn fight, etc.... will take ten times as long to cast, and last ten times as long as the normal duration.
This allowed for "movies" from the illusionists, elementals and other cool creatures being used to build cool things, etc....
It worked great back then, so I am likely to reinstitute it in C&C.
Any "warnings" you think I should consider?
Any cool ideas come to mind that can be used to improve fun gameplay?
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The Ruby Lord, Earl of the Society
Next Con I am attending: http://www.neoncon.com/
My House Rules: http://www.freeyabb.com/phpbb/viewtopic ... llordgames
Spells cast outside of combat and used for non-combat reasons, such as illusionary "shows" or summoning creatures to do work rather tahn fight, etc.... will take ten times as long to cast, and last ten times as long as the normal duration.
This allowed for "movies" from the illusionists, elementals and other cool creatures being used to build cool things, etc....
It worked great back then, so I am likely to reinstitute it in C&C.
Any "warnings" you think I should consider?
Any cool ideas come to mind that can be used to improve fun gameplay?
_________________
The Ruby Lord, Earl of the Society
Next Con I am attending: http://www.neoncon.com/
My House Rules: http://www.freeyabb.com/phpbb/viewtopic ... llordgames
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.
A good idea - maybe a little more flexibility in the time duration, say 5 times longer for low level spells, 10x for higher level. This is also one time where preparation and rest before would, I think, be crucial as well. I think an absolutely uninterupted rest is warranted to prepare for this sort of magical endeavor.
_________________
John "Sir Seskis" Wright
Ilshara: Lands of Exile:
http://johnwright281.tripod.com/
High Squire of the C&C Society
www.cncsociety.org
_________________
John "Sir Seskis" Wright
Ilshara: Lands of Exile:
http://johnwright281.tripod.com/
High Squire of the C&C Society
www.cncsociety.org
Re: Another house rule
Treebore wrote:
A rule I had back in 2E that I am thinking of using again is:
Spells cast outside of combat and used for non-combat reasons, such as illusionary "shows" or summoning creatures to do work rather tahn fight, etc.... will take ten times as long to cast, and last ten times as long as the normal duration.
This allowed for "movies" from the illusionists, elementals and other cool creatures being used to build cool things, etc....
It worked great back then, so I am likely to reinstitute it in C&C.
Any "warnings" you think I should consider?
Any cool ideas come to mind that can be used to improve fun gameplay?
Good idea. I already did something vaguely similar in houseruling that in non-combats a spell duration of 1 round/level becomes 1 minute per level. However, your fix seems more interesting. I could pretend that casting in combat in less than 10 seconds (I mean: normal casting times) is in fact somewhat of a botched work. Now, if the caster can take his time, is not threatened, can do some ritual, etc. (hence taking much more time to cast), the spell will last much longer. As such summoned creatures would not disappear 30 or 40 seconds later, you could walk through a dozen rooms in a dungeon while being protected by a globe of invulnerability, etc. Nonethelss, I would have to check all spells to see what would be the bad side of such a houserule...
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Homebrews Wiki a list of campaign settings on the web.
Re: Another house rule
Turanil wrote:
Good idea. I already did something vaguely similar in houseruling that in non-combats a spell duration of 1 round/level becomes 1 minute per level. However, your fix seems more interesting. I could pretend that casting in combat in less than 10 seconds (I mean: normal casting times) is in fact somewhat of a botched work. Now, if the caster can take his time, is not threatened, can do some ritual, etc. (hence taking much more time to cast), the spell will last much longer. As such summoned creatures would not disappear 30 or 40 seconds later, you could walk through a dozen rooms in a dungeon while being protected by a globe of invulnerability, etc. Nonethelss, I would have to check all spells to see what would be the bad side of such a houserule...
In the case of summoned creatures I had the purpose of the summoning be the most important reason for the extended duration, the extended casting time is just time spent convincing the "spirits" of your sincerety. Lying to the spirits assured they would never answer your call again. IE no more summoning spells for the PC.
I also had a list of purely "combat spells", All the damaging spells were on it, of course, so were charm/domination type spells. Protection type spells i allowed to be cast in this "non combat" manner.
_________________
The Ruby Lord, Earl of the Society
Next Con I am attending: http://www.neoncon.com/
My House Rules: http://www.freeyabb.com/phpbb/viewtopic ... llordgames
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.
What about spells that can be of use in both combat and not? Or, those with alternate effects... like, say, pyrotechnics or affect normal fires? How do you handle the switch of duration from non-combat to combat? What about a spell, like a protection one, which is cast but combat ensues... you allow the spell to have its "non-combat" duration? That seems excessive to me. Imagine, if you will, casting regenerate self (a spell with a 24 hour duration) and having it extended by x10... that greatly frees up the spellcasting ability of the caster since the spell slot can be used per ten day rather than forced every day, assuming the spell effect was wanted.
serleran wrote:
What about spells that can be of use in both combat and not? Or, those with alternate effects... like, say, pyrotechnics or affect normal fires? How do you handle the switch of duration from non-combat to combat? What about a spell, like a protection one, which is cast but combat ensues... you allow the spell to have its "non-combat" duration? That seems excessive to me. Imagine, if you will, casting regenerate self (a spell with a 24 hour duration) and having it extended by x10... that greatly frees up the spellcasting ability of the caster since the spell slot can be used per ten day rather than forced every day, assuming the spell effect was wanted.
yes, your right, and thats a good thing depending on how you want magic to shape the future.
Switch from combat to non-combat? If it is cast in combat, it's combat. If its cast in non combat it cannot be switched over to combat purposes, except defensive magics.
_________________
The Ruby Lord, Earl of the Society
Next Con I am attending: http://www.neoncon.com/
My House Rules: http://www.freeyabb.com/phpbb/viewtopic ... llordgames
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.
- StealthSuitStanley
- Hlobane Orc
- Posts: 168
- Joined: Mon Aug 21, 2006 7:00 am
- Location: Sidney, OH, USA
How about instead of extending the duration due to a longer casting time, extend the duration by requiring several steps. Extended casting time is primary. Without it, the spells duration cannot be extended at all. When the spell is cast, it gains a normal duration with the POTENTIAL to have its duration extended. Then allow duration extension with continued concentration or some other arcane investment. Some action must be taken that extends the duration. This action would be impossible during combat (or less likely to succeed due to the depth of concentration necessary).
This is a perfect opportunity to take advantage of the SEIGE engine. For instance, summoning spells require a charisma check against a CL equal to the level of the spell, or HD of the creature.
Some spells of course will be designed for maximum duration upon casting...Detect Magic comes to mind. The spell runs at maximum duration upon casting and cannot be modified.
This is another reason I like the use of some sort of spell point system. A rule can be designed to allow further investment of spell points to extend spell durations.
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later
SSS
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"Size matters not."
-Yoda, Jedi Master
This is a perfect opportunity to take advantage of the SEIGE engine. For instance, summoning spells require a charisma check against a CL equal to the level of the spell, or HD of the creature.
Some spells of course will be designed for maximum duration upon casting...Detect Magic comes to mind. The spell runs at maximum duration upon casting and cannot be modified.
This is another reason I like the use of some sort of spell point system. A rule can be designed to allow further investment of spell points to extend spell durations.
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later
SSS
----------------------------
"Size matters not."
-Yoda, Jedi Master
CK of the Planewalker's Society
Yep, thats what I was thinking about doing since I already require SIEGE checks to change the energy type fo a spell (such as fire to electricity) or to maximize the damage.
Plus I did require them to concentrate, to the point where they could not cast other spells while the first one is in effect. So i"ll likely keep that requirement, or put a high CL on successfully casting another spell that does not require concentration.
_________________
The Ruby Lord, Earl of the Society
Next Con I am attending: http://www.neoncon.com/
My House Rules: http://www.freeyabb.com/phpbb/viewtopic ... llordgames
Plus I did require them to concentrate, to the point where they could not cast other spells while the first one is in effect. So i"ll likely keep that requirement, or put a high CL on successfully casting another spell that does not require concentration.
_________________
The Ruby Lord, Earl of the Society
Next Con I am attending: http://www.neoncon.com/
My House Rules: http://www.freeyabb.com/phpbb/viewtopic ... llordgames
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.
-
SavageRobby
- Hlobane Orc
- Posts: 182
- Joined: Fri Apr 20, 2007 7:00 am
In a different game, I allowed a similar increase in duration by increasing the casting time that worked pretty well, with some period addition adjudication required. Basically, for each full move along the time increment chart in casting time, I allowed a move on the casting chart in duration:
1 round
1 minute
10 minutes
1 hour
6 hours
1 day
3 days
1 week
2 weeks
1 month
It could be (and periodically was) abused, so now I'd add in some kind of SIEGE check (probably at each interval, for the extended concentration necessary), and failure of any would cause the spell to fail.
1 round
1 minute
10 minutes
1 hour
6 hours
1 day
3 days
1 week
2 weeks
1 month
It could be (and periodically was) abused, so now I'd add in some kind of SIEGE check (probably at each interval, for the extended concentration necessary), and failure of any would cause the spell to fail.