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A puzzle about spell casting in D&D
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<blockquote data-quote="billd91" data-source="post: 8189615" data-attributes="member: 3400"><p>Everything generally had some chance of failure. In the case of spells, there were saving throws and the occasional attack roll to govern much of that - as well as the interruptability. Thieving abilities, cobbled on a bit after the other mechanics, used a different method that probably seemed to work better for them at the time (probably because d100 offered more fine tuning for the abilities to get better per level, with racial bonuses, and stat bonuses, and (eventually) armor penalties).</p><p>Adding on some kind of system of spell success/failure based on a check the caster makes is just one more check to complicate the system - which would be excessively penalizing. It would be like making fumble checks for fighters or weapon/armor damage every time. And, for an adventuring RPG, that's getting more fussy than it's worth.</p></blockquote><p></p>
[QUOTE="billd91, post: 8189615, member: 3400"] Everything generally had some chance of failure. In the case of spells, there were saving throws and the occasional attack roll to govern much of that - as well as the interruptability. Thieving abilities, cobbled on a bit after the other mechanics, used a different method that probably seemed to work better for them at the time (probably because d100 offered more fine tuning for the abilities to get better per level, with racial bonuses, and stat bonuses, and (eventually) armor penalties). Adding on some kind of system of spell success/failure based on a check the caster makes is just one more check to complicate the system - which would be excessively penalizing. It would be like making fumble checks for fighters or weapon/armor damage every time. And, for an adventuring RPG, that's getting more fussy than it's worth. [/QUOTE]
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A puzzle about spell casting in D&D
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