The recent writers for GURPS (math-heads) concluded that there was really no point in rolling more than 6d6.Hodgie said:My question is how many dice do you need to maintain a fair randomization?
I am not sure. Maybe I would outright eliminate it and allow only Empower Spell? (But to me, the benefits of Maximize Spell were never really worth the +4 spell level.) Otherwise, you should probably drop its spell level adjustment by one or two points. (depending on how much range you actually retain.)s-dub said:So how do yall handle maximized spells with this variant?
Me neither.Mustrum_Ridcully said:(But to me, the benefits of Maximize Spell were never really worth the +4 spell level.)
- Lesser metamagic rod of maximize: 14,000 gpMustrum_Ridcully said:the benefits of Maximize Spell were never really worth
Exactly the way the feat's normally handled, give the spell the maximum amount possible — a maximized 10th-level fireball still does 60 points. The way I'm handling the dice+mod variant, I'm allowing my players to decide which version they want to use at the time. If that archmage wants to roll and count thirty-eight six-siders when he casts disintegrate, more power to him. But I've made him aware that the whole point is to speed up combat, and every spell he has includes a note on how the dice work out.s-dub said:So how do y'all handle maximized spells with this variant?