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A Spell Burn Mod
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<blockquote data-quote="BryonD" data-source="post: 1606724" data-attributes="member: 957"><p>I agree that elite is a good standard for GT.</p><p></p><p>If 15 is the very best you can start with, the 14 is pretty close to Arnold.</p><p>But that is beside the point. Call it Bruce Willis if you prefer.</p><p></p><p>Being pressured to put your spellcasters second best stat in STR is the point.</p><p></p><p>Now, if you assume that the wizard would settle for 12 then a different argument comes up.</p><p>Can we assume that before spellcasting is a significant issue, several levels must be gained and that the primary spellcasting attribute will be pushed?</p><p></p><p>So lets assume divine casters with starting Wis of 15. They are now L8 with Wis of 17.</p><p></p><p>Your way they have a STR of 12 and an 8 somewhere else. Once they take 7 points of spell burn they are down to 5 STR. Given the way D20 stats work, this can be a very minor drawback. But they are hindered in a lot of ways in that they will be restricted in moving around with more than the clothes on their back and can't really cast much more spells without taking themselves completely out of the game.</p><p></p><p>My way they have an 8 STR and put that 12 somewhere they would prefer, such as DEX or INT. Once they take 7 points of spell burn they can not cast spells any more. But, other than that, they are completely still in the fight. They are in no way feebled.</p><p></p><p>Obviously, if you take away a D&D cleric's spellcasting ability, the character has been hosed.</p><p>But GT characters have a lot more going for them than their spells. Yes, it would hurt the character to be spent like that. But he is only "out" of spells 2 or 3 spells before the STR guy would be completely out of the fight. And being completely out of the fight is worse than only being out of spells. Worst case he can run away. Better than lying there hoping to be saved.</p><p></p><p>Anyway, obviously I am not saying you are wrong about the way the default system works. The only reasonable conclusion from that would be that I am an idiot for challenging you on your system. But I think you are selling my mod a little short. I believe the casters are simply forced to pay a different but roughly equvalent price. Anyway, I still don't like buff Wizards, Arnold and Bruce don't play the wizard, Martin Short and old geezers play the wizard. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> <img src="http://www.enworld.org/forum/images/smilies/laugh.png" class="smilie" loading="lazy" alt=":lol:" title="Laughing :lol:" data-shortname=":lol:" /> </p><p></p><p>(And I agree 100% on 4d6)</p><p></p><p>Edit: maybe I should start drinking coffee</p></blockquote><p></p>
[QUOTE="BryonD, post: 1606724, member: 957"] I agree that elite is a good standard for GT. If 15 is the very best you can start with, the 14 is pretty close to Arnold. But that is beside the point. Call it Bruce Willis if you prefer. Being pressured to put your spellcasters second best stat in STR is the point. Now, if you assume that the wizard would settle for 12 then a different argument comes up. Can we assume that before spellcasting is a significant issue, several levels must be gained and that the primary spellcasting attribute will be pushed? So lets assume divine casters with starting Wis of 15. They are now L8 with Wis of 17. Your way they have a STR of 12 and an 8 somewhere else. Once they take 7 points of spell burn they are down to 5 STR. Given the way D20 stats work, this can be a very minor drawback. But they are hindered in a lot of ways in that they will be restricted in moving around with more than the clothes on their back and can't really cast much more spells without taking themselves completely out of the game. My way they have an 8 STR and put that 12 somewhere they would prefer, such as DEX or INT. Once they take 7 points of spell burn they can not cast spells any more. But, other than that, they are completely still in the fight. They are in no way feebled. Obviously, if you take away a D&D cleric's spellcasting ability, the character has been hosed. But GT characters have a lot more going for them than their spells. Yes, it would hurt the character to be spent like that. But he is only "out" of spells 2 or 3 spells before the STR guy would be completely out of the fight. And being completely out of the fight is worse than only being out of spells. Worst case he can run away. Better than lying there hoping to be saved. Anyway, obviously I am not saying you are wrong about the way the default system works. The only reasonable conclusion from that would be that I am an idiot for challenging you on your system. But I think you are selling my mod a little short. I believe the casters are simply forced to pay a different but roughly equvalent price. Anyway, I still don't like buff Wizards, Arnold and Bruce don't play the wizard, Martin Short and old geezers play the wizard. :) :lol: (And I agree 100% on 4d6) Edit: maybe I should start drinking coffee [/QUOTE]
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