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Caster level in Grim Tales example
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<blockquote data-quote="HeapThaumaturgist" data-source="post: 2273710" data-attributes="member: 12332"><p>Preaching to the choir, neighbor.</p><p></p><p>Just to SEE I've run a few playtests with some different combinations and systems. I was just stating up front something that, as you just said, was an unconcious and relatively unspoken aspect of the GT system as it stands. It was, really, more a response to Rodrigo's "Honorable Mention" for spell lists. </p><p></p><p>I think spell lists are Numero Uno on the importance scale ... but it's a hard thing to put together to talk about. It's not just the flavor behind the crunch, because the spell list, or the magical abilities, dictate the kind of thing the players are going to DO with that hard-wrought crunch.</p><p></p><p>And, as I was pointing out, if you're going to give yourself an aneurism to cast Protection From Evil OR Magic Missile ... people choose Magic Missile. Maybe without thinking, but they do.</p><p></p><p>My favorite spell to give GT casters? Augury. </p><p>How many times have I seen people cast it (other than me) in D&D? Maybe twice.</p><p>How many times have I seen folks playing clerics fill up almost all of their 2nd level slots with Spiritual Weapon? ... yea.</p><p></p><p>What spells do I really love? d20 Call of Cthulhu. THOSE are some tastey spells. Augury ... but also Deflect Harm, Red Sign of Shudde'Mel ... stuff with horrible costs built in. Had a PC run around with Red Sign for months and never used it. Used it once, when things had become dire, and let up the chanting with one point of Strength left and the foemen at his feet.</p><p></p><p>Course then there was the giant spider beast to deal with.</p><p></p><p>Deflect Harm? Invincibility, for the cost of 2 Int damage per deflected hit. LOVE that spell compared to Mage Armor or Shield. </p><p></p><p>Just hard to build things like that into a skill-based system. I've been trying to find a way. </p><p></p><p>--fje</p></blockquote><p></p>
[QUOTE="HeapThaumaturgist, post: 2273710, member: 12332"] Preaching to the choir, neighbor. Just to SEE I've run a few playtests with some different combinations and systems. I was just stating up front something that, as you just said, was an unconcious and relatively unspoken aspect of the GT system as it stands. It was, really, more a response to Rodrigo's "Honorable Mention" for spell lists. I think spell lists are Numero Uno on the importance scale ... but it's a hard thing to put together to talk about. It's not just the flavor behind the crunch, because the spell list, or the magical abilities, dictate the kind of thing the players are going to DO with that hard-wrought crunch. And, as I was pointing out, if you're going to give yourself an aneurism to cast Protection From Evil OR Magic Missile ... people choose Magic Missile. Maybe without thinking, but they do. My favorite spell to give GT casters? Augury. How many times have I seen people cast it (other than me) in D&D? Maybe twice. How many times have I seen folks playing clerics fill up almost all of their 2nd level slots with Spiritual Weapon? ... yea. What spells do I really love? d20 Call of Cthulhu. THOSE are some tastey spells. Augury ... but also Deflect Harm, Red Sign of Shudde'Mel ... stuff with horrible costs built in. Had a PC run around with Red Sign for months and never used it. Used it once, when things had become dire, and let up the chanting with one point of Strength left and the foemen at his feet. Course then there was the giant spider beast to deal with. Deflect Harm? Invincibility, for the cost of 2 Int damage per deflected hit. LOVE that spell compared to Mage Armor or Shield. Just hard to build things like that into a skill-based system. I've been trying to find a way. --fje [/QUOTE]
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