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D&D Magic should be wild
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<blockquote data-quote="Anaxander" data-source="post: 1887949" data-attributes="member: 25878"><p>thanks for the replies!</p><p></p><p>1. </p><p>The percentile system is indeed a bit un'd20'ish, so maybe this is an alternative:</p><p></p><p>The Sorcerer rolls a d20 to beat the difficulty of a certain spell. Every uneven level he gets a +1 on his roll. Charisma modifier stacks with this roll.</p><p></p><p>Level 1 Spell DC15</p><p>Level 2 Spell DC17</p><p>Level 3 Spell DC19</p><p>Level 4 Spell DC21</p><p>Level 5 Spell DC23</p><p>Level 6 Spell DC25</p><p>Level 7 Spell DC27</p><p>Level 8 Spell DC29</p><p>Level 9 Spell DC30</p><p></p><p>2.</p><p>I had the feeling that 'cantrips' (0-th level spells) wouldn't fit with this class concept. btw, it would make him all the more powerful giving him 3 spells at level 1 which he can cast at will.</p><p></p><p>3.</p><p>This kind of magic can be exciting or it can be tedious. I think playing an arcane mage like this will be more exciting than playing a normal one.</p><p>Think of an encounter at 4th level. A normal wizard can only cast some spells and after this, his role is finished. But this mage can try, <strong>every </strong>round, to cast magic missile or acid arrow. He will always join the fight and he adds a good amount of excitment. The problem of failure is resolved by levelling: a high level 'wild' sorcerer will have to choose if he uses a low-level spell with very high chance to succeed, a mid-level spell with fair chance to succeed or a high-level spell which is quite a gamble. This kind of magic allows a sorcerer to be more flexible: the use of knock doesn't reduce his capacity to use a spell like melf's acid arrow...</p></blockquote><p></p>
[QUOTE="Anaxander, post: 1887949, member: 25878"] thanks for the replies! 1. The percentile system is indeed a bit un'd20'ish, so maybe this is an alternative: The Sorcerer rolls a d20 to beat the difficulty of a certain spell. Every uneven level he gets a +1 on his roll. Charisma modifier stacks with this roll. Level 1 Spell DC15 Level 2 Spell DC17 Level 3 Spell DC19 Level 4 Spell DC21 Level 5 Spell DC23 Level 6 Spell DC25 Level 7 Spell DC27 Level 8 Spell DC29 Level 9 Spell DC30 2. I had the feeling that 'cantrips' (0-th level spells) wouldn't fit with this class concept. btw, it would make him all the more powerful giving him 3 spells at level 1 which he can cast at will. 3. This kind of magic can be exciting or it can be tedious. I think playing an arcane mage like this will be more exciting than playing a normal one. Think of an encounter at 4th level. A normal wizard can only cast some spells and after this, his role is finished. But this mage can try, [B]every [/B]round, to cast magic missile or acid arrow. He will always join the fight and he adds a good amount of excitment. The problem of failure is resolved by levelling: a high level 'wild' sorcerer will have to choose if he uses a low-level spell with very high chance to succeed, a mid-level spell with fair chance to succeed or a high-level spell which is quite a gamble. This kind of magic allows a sorcerer to be more flexible: the use of knock doesn't reduce his capacity to use a spell like melf's acid arrow... [/QUOTE]
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