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Caster level in Grim Tales example
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<blockquote data-quote="Wulf Ratbane" data-source="post: 2273498" data-attributes="member: 94"><p>Perhaps subconsciously that's why I make such an effort to control spell access so that the "utility" spells are truly useful. </p><p></p><p>I've never seen anyone fail a caster level check, and I have yet to give a caster "Detect Magic" who didn't use it-- that's right, even in a low magic game. Detect Magic, Augury, Contact Other Plane-- crowd pleasers. </p><p></p><p>When the spellcaster has access to spells that are directly and specifically useful in a way that is integral to the <strong>story</strong>, they use them.</p><p></p><p>If you just give the players the book and say, "Ahh, what the hell, pick 3 first level spells..." you are not going to have anywhere close to the same kind of cinematic satisfaction you will get from your spellcaster PC who took the trouble to learn Protection From Evil from that mouldy tome they discovered two sessions ago, and has it ready to go when the BBEG summons a demon in the final confrontation. He will probably even be happy to spend an action point to make his caster level check.</p><p></p><p>Tension, more tension, and magic judiciously applied at the dramatically appropriate moment... perfect.</p><p></p><p>Even the lowly Augury or Divination becomes something very cool if the player knows (metagame) that you'll have prepared some cryptic rhyming couplet, or specific "otherworldly creepy voice from beyond," to reward his use of such a utility spell.</p><p></p><p>Spells cast in combat are the least interesting, story-wise. They end up becoming the "utility" spells (cast whenever, without much thought), and the seemingly insignificant spells end up have great, satisfying meaning attached to them. Players (in my games) learn that they can waste their resources casting burning hands a few times, or they can be ready with a Knock spell or Resist Elements that saves the party and drives the story forward in a way that would not have been possible without their intervention.</p><p></p><p>I would encourage you to review your "style of play." (No offense intended, seriously.)</p><p></p><p>GM Spell selection-- the golden rule of low-magic gaming.</p></blockquote><p></p>
[QUOTE="Wulf Ratbane, post: 2273498, member: 94"] Perhaps subconsciously that's why I make such an effort to control spell access so that the "utility" spells are truly useful. I've never seen anyone fail a caster level check, and I have yet to give a caster "Detect Magic" who didn't use it-- that's right, even in a low magic game. Detect Magic, Augury, Contact Other Plane-- crowd pleasers. When the spellcaster has access to spells that are directly and specifically useful in a way that is integral to the [b]story[/b], they use them. If you just give the players the book and say, "Ahh, what the hell, pick 3 first level spells..." you are not going to have anywhere close to the same kind of cinematic satisfaction you will get from your spellcaster PC who took the trouble to learn Protection From Evil from that mouldy tome they discovered two sessions ago, and has it ready to go when the BBEG summons a demon in the final confrontation. He will probably even be happy to spend an action point to make his caster level check. Tension, more tension, and magic judiciously applied at the dramatically appropriate moment... perfect. Even the lowly Augury or Divination becomes something very cool if the player knows (metagame) that you'll have prepared some cryptic rhyming couplet, or specific "otherworldly creepy voice from beyond," to reward his use of such a utility spell. Spells cast in combat are the least interesting, story-wise. They end up becoming the "utility" spells (cast whenever, without much thought), and the seemingly insignificant spells end up have great, satisfying meaning attached to them. Players (in my games) learn that they can waste their resources casting burning hands a few times, or they can be ready with a Knock spell or Resist Elements that saves the party and drives the story forward in a way that would not have been possible without their intervention. I would encourage you to review your "style of play." (No offense intended, seriously.) GM Spell selection-- the golden rule of low-magic gaming. [/QUOTE]
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Caster level in Grim Tales example
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