So, I'm about to start my first d20 game in some time, and I've been really working hard on the 'feel' of the setting. See, I spend most of my online time trapped in these MUX and MUSHES that are all about RP, without dice or anything. It's all really freeform, and minimalist when it comes to magic and fantastic creatures.
While I obviously enjoy it, this makes a lot of things in a regular D&D campaign, to me, feel somewhat odd. Even cheesy, sometimes. Now, don't get me wrong, I'm not bashing good old D&D. It's what got me into the whole fantasy genre in general. And I play in a game that is more or less standard fare D&D. (Though, unfortunatley, it's on hiatus indefinately while our DM gets real life straightened out!)
Anyways, I've been leafing through various sources, and I've decided I want to go with a few variants to the standard system. First off, the Grim-n-Gritty rules are really neat. We tried out a few test battles, and my group likes them... so check. Also, I'm seriously pondering going with the minimalist three classes from Unearthed Arcana (Warrior, Rogue, Spellcaster) and leaving the real distinction between characters in the Prestige Classes we make for the setting.
(Oh, and since it occurs to me I should mention it, I'm going with the more or less standard medieval setting, unless something huge inspires me to change my mind.)
Magic is my real sticking point, though. Everything feels so over the top for me. I love the stories in which magic is more a forbidden force, something that wields such great power... but with risk. Terrible risk. It is a science, of sorts, but never a sure thing.
So, in conjunction with that, I've decided to muck with spellcasting. But, here is where my problems come in. I don't play /that/ much d20 to know for sure what is the best to do here. I'm figuring, at the least, you'll need to do a Spellcraft check to get off a spell. And, since Grim-n-Gritty already makes spells so vicious, you'll probably take subdual damage worth the level of the spell cast (translated into GnG's dot system) whether or not you successfully cast a spell. And, depending on how you do in the Spellcraft roll, you either do the spell flawlessly (thereby casting it as stated in the PHB, or whatever the source) or, at less effectiveness, or fail to cast it. And if you roll /really/ bad... well, then I pull out the Insanity rules from Unearthed Arcana (originally from CoC, I know!)...
Now, this isn't to penalize people who want to play a spellcaster in my game. But, really, the trade off is fair, I think. It's risky to cast spells. Risky to make magic items (another mechanic I need suggestions for!)... so, if you take the risk, you get to cast and do stuff most everyone else cannot. Spellcaster's aren't really nerfed because, well, if you /can/ cast that fireball, damn. It is going to /hurt/ whomever is unlucky enough to get hit in it.
I think.
So, any thoughts? Opinions, input, suggestions, hate mail, it's all welcome! I really want this to work, and there are more than a few bright minds on these boards, so here's to hoping!
-- Malien
While I obviously enjoy it, this makes a lot of things in a regular D&D campaign, to me, feel somewhat odd. Even cheesy, sometimes. Now, don't get me wrong, I'm not bashing good old D&D. It's what got me into the whole fantasy genre in general. And I play in a game that is more or less standard fare D&D. (Though, unfortunatley, it's on hiatus indefinately while our DM gets real life straightened out!)
Anyways, I've been leafing through various sources, and I've decided I want to go with a few variants to the standard system. First off, the Grim-n-Gritty rules are really neat. We tried out a few test battles, and my group likes them... so check. Also, I'm seriously pondering going with the minimalist three classes from Unearthed Arcana (Warrior, Rogue, Spellcaster) and leaving the real distinction between characters in the Prestige Classes we make for the setting.
(Oh, and since it occurs to me I should mention it, I'm going with the more or less standard medieval setting, unless something huge inspires me to change my mind.)
Magic is my real sticking point, though. Everything feels so over the top for me. I love the stories in which magic is more a forbidden force, something that wields such great power... but with risk. Terrible risk. It is a science, of sorts, but never a sure thing.
So, in conjunction with that, I've decided to muck with spellcasting. But, here is where my problems come in. I don't play /that/ much d20 to know for sure what is the best to do here. I'm figuring, at the least, you'll need to do a Spellcraft check to get off a spell. And, since Grim-n-Gritty already makes spells so vicious, you'll probably take subdual damage worth the level of the spell cast (translated into GnG's dot system) whether or not you successfully cast a spell. And, depending on how you do in the Spellcraft roll, you either do the spell flawlessly (thereby casting it as stated in the PHB, or whatever the source) or, at less effectiveness, or fail to cast it. And if you roll /really/ bad... well, then I pull out the Insanity rules from Unearthed Arcana (originally from CoC, I know!)...
Now, this isn't to penalize people who want to play a spellcaster in my game. But, really, the trade off is fair, I think. It's risky to cast spells. Risky to make magic items (another mechanic I need suggestions for!)... so, if you take the risk, you get to cast and do stuff most everyone else cannot. Spellcaster's aren't really nerfed because, well, if you /can/ cast that fireball, damn. It is going to /hurt/ whomever is unlucky enough to get hit in it.
I think.
So, any thoughts? Opinions, input, suggestions, hate mail, it's all welcome! I really want this to work, and there are more than a few bright minds on these boards, so here's to hoping!
-- Malien