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Caster level in Grim Tales example
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<blockquote data-quote="RangerWickett" data-source="post: 2273068" data-attributes="member: 63"><p>From a gameplay perspective it's not a problem. It's only a problem from a world perspective. If I can heal an infinite number of injuries, or create an infinite amount of food, I'll change the world.</p><p></p><p>Okay, the food thing I can fix by saying that food won't stay around after the spell's duration, but that almost goes against some traditional types of magic that conjure up food -- particularly at fey parties. The healing thing . . . well, the easy solution would be to go the Wheel of Time route and have healing just convert lethal damage into nonlethal damage. Except that, just my luck, d20 Modern doesn't use nonlethal damage. And even that doesn't keep hospitals from going out of business.</p><p></p><p>Maybe I just have snarky players. When in the last campaign they were 13th level and were told about a threat to the world, they asked why the 20th level people in the world weren't dealing with it. For the sake of verisimilitude, some magic can't be used an unlimited amount of times.</p><p></p><p>Hmm. Maybe I should just make healing a lot harder to acquire. That would fit with the idea that healing really <em>is</em> a miracle, even compared to other magic. I mean, d20 Modern games get along well enough without healing now, so why not make healing spells not be available until 5th level, and then only have it be a few dice of healing?</p><p></p><p>Being able at 5th level to fire 3d6 energy blasts (about the safe limit) is not too powerful in a setting that has guns. Sure, at 15th level you could manage 13d6 energy blasts at will, but at that level you might just have access to helicopters and tanks. *shrug* Maybe I just convinced myself of a problem that wasn't there. I probably just need to up the DCs for a few problem spells, and leave the bulk of them available as is.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 2273068, member: 63"] From a gameplay perspective it's not a problem. It's only a problem from a world perspective. If I can heal an infinite number of injuries, or create an infinite amount of food, I'll change the world. Okay, the food thing I can fix by saying that food won't stay around after the spell's duration, but that almost goes against some traditional types of magic that conjure up food -- particularly at fey parties. The healing thing . . . well, the easy solution would be to go the Wheel of Time route and have healing just convert lethal damage into nonlethal damage. Except that, just my luck, d20 Modern doesn't use nonlethal damage. And even that doesn't keep hospitals from going out of business. Maybe I just have snarky players. When in the last campaign they were 13th level and were told about a threat to the world, they asked why the 20th level people in the world weren't dealing with it. For the sake of verisimilitude, some magic can't be used an unlimited amount of times. Hmm. Maybe I should just make healing a lot harder to acquire. That would fit with the idea that healing really [i]is[/i] a miracle, even compared to other magic. I mean, d20 Modern games get along well enough without healing now, so why not make healing spells not be available until 5th level, and then only have it be a few dice of healing? Being able at 5th level to fire 3d6 energy blasts (about the safe limit) is not too powerful in a setting that has guns. Sure, at 15th level you could manage 13d6 energy blasts at will, but at that level you might just have access to helicopters and tanks. *shrug* Maybe I just convinced myself of a problem that wasn't there. I probably just need to up the DCs for a few problem spells, and leave the bulk of them available as is. [/QUOTE]
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