Am I crazy (not rhetorical)?

I'm gonna assume that's balanced because I can't make hide nor hair of it. It would likely be easier if I were sitting there learning it by doing it. Still, I like the fact that a wizard can be "hurt" by casting spells. Nice touch.
 

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Well, the DC is set so it should require a roll of 10 to succeed, assuming you have +3 due to INT and 3 ranks at 1st level, and add 1 rank each level (55% chance). Now, this does not count having your familiar on hand (+10% chance), casting spell you have spell focus with (+10%), or a spell within your specialization (+10). If these factors are added in, the wizard has an 85% chance of success. Every level you are above the minimum level to cast a spell of that level adds +5%.. Every extra round spent casting the spell lowers the DC by 2 (+10%) – and also reduces the spell level for purpose of extra casting and damage for failing spell craft roll. The mention of +4 DC to ignore damage (and remove chance of bonus casting) increases the DC of the wizards spell craft check, not the spell's DC.
Example: take a 5th level wizard, non-specialist, no spell focus. He also forgot his familiar. He has a 16 INT and 7 ranks in spell craft (so a roll +10)

To cast 0th: 5+ roll.
To cast 1st: 6+ roll. If roll is 11+, gain extra casting of 0th level spell (use pearl of power mechanics)
To cast 2nd: 8+ roll. If roll is 13+, gain extra casting of 1st level spell
To cast 3rd: 10+ roll. If roll is 15+, gain extra casting of 2nd level spell
Failure to make roll – you still cast the spell, just you take subdual damage = 2*spell LV.

The reasoning behind it is: spell failure chance makes it more then point and click for the wizard, adds a little tension, and encourages the casting of spells withing your specialty. It also gives another function for the seldom remembered familiar (familiar can not be hidden away, must be out in the open and in contact with caster). The balance or payoff, the caster can gain extra castings of spells per day, assuming good rolls! For flavor, the caster who just gained the ability to cast spells of LV X may spend an extra round or two to get the spell off, while several levels later, his skill level has far exceeded the risk of a meager Xth level spell, and so whips out fireballs/magic missiles/what ever without concern. But when he casts spells of LV Y, he again takes it careful.

I'm still not sure about the #'s - the campaign I'm using will prevent an over abundence of 18's and 20's in the stats, but a game w/out a way to keep PC stats within reason may see this system as a disaster. I'm still in playtesting. Also note: I've eliminated the sorcerer in my game, otherwise this would step on their toe's.

:D
 
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Okay, I get it. My only concern is that this will slow down game play considerably. I would add the "take 10/20" rule and just tag on a requisite number of rounds to boost the success to 100% (five rounds if the char has a 50% chance, for example).

Still, more die rolls, and a lot of math, makes this a bit of a hassle. Also, making a feat to increase your chance by, say 10% or more would also be a good idea. I can't really think of a way to speed the process up while maintaining the flavour. If I think of something I'll post it.
 

SylverFlame said:
Okay, I get it. My only concern is that this will slow down game play considerably. I would add the "take 10/20" rule and just tag on a requisite number of rounds to boost the success to 100% (five rounds if the char has a 50% chance, for example).

Still, more die rolls, and a lot of math, makes this a bit of a hassle. Also, making a feat to increase your chance by, say 10% or more would also be a good idea. I can't really think of a way to speed the process up while maintaining the flavour. If I think of something I'll post it.

In practice it doesn't slow things down much - just as most players write down the DC to their spells, so to you write down the base DC required to cast each spell level. The only modifiers would be - in/out of specialty, touching familiar, and spell focus. Well, so far in my game it hasn't slowed things down - but milage may vary. It's been "I cast fireball (rolls d20)" "crap, failed, 6 subdual", or "hoody hoo, made it by 5, extra 2nd level!!". Then again - my group is weird. To simplify it, remove familiar modifier. Also, removing spell focus and specialty modfier reduces it to a simple roll. Do you spend an extra time increment or not being the only remaining modifier.

As to increasing your roll, increase your spell craft, increase your roll.
 
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