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<blockquote data-quote="Wulf Ratbane" data-source="post: 2117849" data-attributes="member: 94"><p>One of my design goals is to further break up the Spellcasting system so it is even more plug and play.</p><p></p><p>So I have defined a set of common terms used across all chapters that are then interchangeable.</p><p></p><p>So, for example, the term "spell burn." Chapter to chapter I refer to the concept of spell burn, but spell burn itself is definied in its own chapter.</p><p></p><p>1 point of spell burn could mean 1 point of ability damage (as in GT).</p><p></p><p>1 point of spell burn could mean you spend 1 point of spell energy (if you wanted to use a spell point or spell slot system).</p><p></p><p>1 point of spell burn could mean 1d6 of non-lethal damage.</p><p></p><p>1 point of spell burn could be 1 point of "sanity" loss.</p><p></p><p>1 point of spell burn could mean you must make a Fort save (DC15 + spell burn) or you are fatigued.</p><p></p><p>Spell burn isn't the only concept treated in this way, but it's the most prominent. "Caster level" also gets its turn at bat. For example, caster level is defined in a couple of different ways in the skill-based spellcasting chapter (caster level = 1/2 skill ranks, for example, or caster level = amount by which you beat the DC, as another).</p><p></p><p>Eminently customizable to the kind of game you want to run. I'm trying to cover all the most reasonable bases, maximizing GM flexibility while keeping the system manageable.</p><p></p><p>I have specifically not redefined anything that is inherent to the spell statblock itself-- so all the d20 spells you have, you can still use.</p><p></p><p>So (Insight... you listening?) I haven't created any kind of new mechanic that would require rewriting or adjudicating the spells themselves-- such as a "case by case" sanity loss or cost for spells, as in Call of Cthulhu d20.</p><p></p><p></p><p></p><p>Not to be argumentative-- especially since I have read BC and didn't care for the system-- but game mechanics are Open Content by default. It would be impossible to build a "skill based system," built, as it obviously is, on the d20 skill system, which is Open Content, without that system also becoming Open Content. OGC is viral-- touch it, and your Content is open.</p><p></p><p>Wulf</p></blockquote><p></p>
[QUOTE="Wulf Ratbane, post: 2117849, member: 94"] One of my design goals is to further break up the Spellcasting system so it is even more plug and play. So I have defined a set of common terms used across all chapters that are then interchangeable. So, for example, the term "spell burn." Chapter to chapter I refer to the concept of spell burn, but spell burn itself is definied in its own chapter. 1 point of spell burn could mean 1 point of ability damage (as in GT). 1 point of spell burn could mean you spend 1 point of spell energy (if you wanted to use a spell point or spell slot system). 1 point of spell burn could mean 1d6 of non-lethal damage. 1 point of spell burn could be 1 point of "sanity" loss. 1 point of spell burn could mean you must make a Fort save (DC15 + spell burn) or you are fatigued. Spell burn isn't the only concept treated in this way, but it's the most prominent. "Caster level" also gets its turn at bat. For example, caster level is defined in a couple of different ways in the skill-based spellcasting chapter (caster level = 1/2 skill ranks, for example, or caster level = amount by which you beat the DC, as another). Eminently customizable to the kind of game you want to run. I'm trying to cover all the most reasonable bases, maximizing GM flexibility while keeping the system manageable. I have specifically not redefined anything that is inherent to the spell statblock itself-- so all the d20 spells you have, you can still use. So (Insight... you listening?) I haven't created any kind of new mechanic that would require rewriting or adjudicating the spells themselves-- such as a "case by case" sanity loss or cost for spells, as in Call of Cthulhu d20. Not to be argumentative-- especially since I have read BC and didn't care for the system-- but game mechanics are Open Content by default. It would be impossible to build a "skill based system," built, as it obviously is, on the d20 skill system, which is Open Content, without that system also becoming Open Content. OGC is viral-- touch it, and your Content is open. Wulf [/QUOTE]
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