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<blockquote data-quote="Fieari" data-source="post: 2733135" data-attributes="member: 16221"><p>Inspired by another thread about combining a little bit of Cthulu feel with D&D (thread here: <a href="http://www.enworld.org/showthread.php?t=156862" target="_blank">http://www.enworld.org/showthread.php?t=156862</a> ) I thought one suggestion was an interesting one... because magic has been tainted by a god of abberations, it becomes dangerous to use, and as you level up, it becomes MORE dangerous, not less. The suggestion was arcane magic risks you losing your soul, and divine magic isn't reliable.</p><p></p><p>So I was thinking of ways of adjucating this. Obviously, whenever any magic is used, a roll needs to take place... but what sort of roll, and for arcane, what sort of penalty?</p><p></p><p>I thought it might be interesting to combine this idea with another idea someone had about replacing keeping track of wand charges with rolling dice to see if the charge you are one is the last charge. Roll a d20. If you get a 2-19, no penalty. If you roll a 1, go down to the next smaller die size from then on. When you roll a 1 on a d4, you're screwed. VOID card from the Deck of Many Things.</p><p></p><p>To make things really dangerous though, make it so that if you roll the level of your spell or lower, you drop a die. And dropping a die might impose some temporary penalties as well, like a -1 to your primary casting stat (damage, not drain).</p><p></p><p>Obviously, this means that <em>on average</em> (arithmatic mean), you'll only be able to cast 20+12+10+8+6+4=60 spell levels over the course of your entire magic career, so that's no good. But if rolling a nat 12/10/8/6/4 caused you to be able to go UP a die, that might extend things a little and make it more exciting. Heck, a nat 20 might give you a bonus d20 to have for rolling. Resting a day might also allow you to go up a die.</p><p></p><p></p><p>For divine magic, it would be <em>similar</em>, but less risky. Start with a D20, and if you roll the spell level or lower, your god is too busy to answer, or the taint gets in the way or whatever, so nothing happens. If you succeed the roll, the spell goes off, BUT you also drop a die. For divine casting, extend the sequence of dice: d20/d12/d10/d8/d6/d4/d3/d2/d1/(d0)</p><p></p><p></p><p>With these changes in place, I'd alter some other mechanics as well. No more per day casting limitations... casting is hard enough as it is. It might also be fair to allow higher spell casting earlier... gaining access to 2nd level spells at second level, for instance, since casting those 2nd level spells is so much more dangerous/difficult anyway. Since CL is still pretty low, I don't think this would be TOO outrageous.</p><p></p><p></p><p>What do you guys think?</p></blockquote><p></p>
[QUOTE="Fieari, post: 2733135, member: 16221"] Inspired by another thread about combining a little bit of Cthulu feel with D&D (thread here: [url]http://www.enworld.org/showthread.php?t=156862[/url] ) I thought one suggestion was an interesting one... because magic has been tainted by a god of abberations, it becomes dangerous to use, and as you level up, it becomes MORE dangerous, not less. The suggestion was arcane magic risks you losing your soul, and divine magic isn't reliable. So I was thinking of ways of adjucating this. Obviously, whenever any magic is used, a roll needs to take place... but what sort of roll, and for arcane, what sort of penalty? I thought it might be interesting to combine this idea with another idea someone had about replacing keeping track of wand charges with rolling dice to see if the charge you are one is the last charge. Roll a d20. If you get a 2-19, no penalty. If you roll a 1, go down to the next smaller die size from then on. When you roll a 1 on a d4, you're screwed. VOID card from the Deck of Many Things. To make things really dangerous though, make it so that if you roll the level of your spell or lower, you drop a die. And dropping a die might impose some temporary penalties as well, like a -1 to your primary casting stat (damage, not drain). Obviously, this means that [i]on average[/i] (arithmatic mean), you'll only be able to cast 20+12+10+8+6+4=60 spell levels over the course of your entire magic career, so that's no good. But if rolling a nat 12/10/8/6/4 caused you to be able to go UP a die, that might extend things a little and make it more exciting. Heck, a nat 20 might give you a bonus d20 to have for rolling. Resting a day might also allow you to go up a die. For divine magic, it would be [i]similar[/i], but less risky. Start with a D20, and if you roll the spell level or lower, your god is too busy to answer, or the taint gets in the way or whatever, so nothing happens. If you succeed the roll, the spell goes off, BUT you also drop a die. For divine casting, extend the sequence of dice: d20/d12/d10/d8/d6/d4/d3/d2/d1/(d0) With these changes in place, I'd alter some other mechanics as well. No more per day casting limitations... casting is hard enough as it is. It might also be fair to allow higher spell casting earlier... gaining access to 2nd level spells at second level, for instance, since casting those 2nd level spells is so much more dangerous/difficult anyway. Since CL is still pretty low, I don't think this would be TOO outrageous. What do you guys think? [/QUOTE]
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