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*Pathfinder & Starfinder
Cthulu-esque Low Magic System
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<blockquote data-quote="wolff96" data-source="post: 763552" data-attributes="member: 342"><p>Thanks. The wizard has the addition of all simple weapon proficiencies. The priest loses Heavy Armor Proficiencies and gets a Poor Fortitude save. The priest gains one extra domain (at level 9) to compensate.</p><p></p><p>Since we're using Ken Hood's Grim'N'Gritty system, hit dice don't matter. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Both spellcasters are spontaneous. They gain new spell ranks every fourth level -- so you get 2nd rank spells at 5th level, 3rd rank spells at 9th level, 4th rank spells at 13th level, and 5th rank spells at 17th level. Anything higher than 6th level spells under the current system is epic-level magic.</p><p></p><p>Keep in mind that magic is intentionally super-deadly. Cone of Cold will kill most high-level fighters, severely weakening them on a save. However, under Ken Hood's system, the fighter-types get some protection from spells out of their armor, so that helps survival a bit -- and invalidates magic missile for any armor over Chainmail.</p><p></p><p></p><p></p><p>I appreciate the criticism. I had seriously considered putting in a scaling system -- something like an extra +2 per Spell Drain check for each previously cast spell. Would that be a good solution? I'm not sure.</p><p></p><p>Also, note that the saving throw doesn't affect the damage from metamagic -- the magic-user automatically takes that damage.</p><p></p><p>However, a dragon has nothing to fear. Keep in mind that there is a massive scaling factor of HP by size category in Hood's system. Plus, with Natural Armor that provides insane protection, a dragon is nearly godlike under Grim'N'Gritty rules. (A collosal red has 852 HP.)</p><p></p><p></p><p></p><p>Actually, I'm deliberately avoiding spell-point systems. We (my group and I) just don't care for them. It's the same reason that no one in the group allows Psionics when they DM.</p><p></p><p>---------------------------------</p><p></p><p>The idea for this system is to make it so that magic is -- rightly -- feared. A spellcaster resorts to spells when he has no other choice, knowing that it will likely damage him to cast the spell.</p><p></p><p>Also, I like the idea of making your familiar actually USEFUL in casting magic. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>---------------------------------</p><p></p><p>I also considered the no-save option, as danzig stated. I'm not sure about that one. Would anyone play a mage (even in a world where magic is as dominant as it is under Ken Hood's Grim'N'Gritty system) if they automatically took ability damage to cast it?</p><p></p><p>It would certainly limit spells per day to do that, though!</p></blockquote><p></p>
[QUOTE="wolff96, post: 763552, member: 342"] Thanks. The wizard has the addition of all simple weapon proficiencies. The priest loses Heavy Armor Proficiencies and gets a Poor Fortitude save. The priest gains one extra domain (at level 9) to compensate. Since we're using Ken Hood's Grim'N'Gritty system, hit dice don't matter. :) Both spellcasters are spontaneous. They gain new spell ranks every fourth level -- so you get 2nd rank spells at 5th level, 3rd rank spells at 9th level, 4th rank spells at 13th level, and 5th rank spells at 17th level. Anything higher than 6th level spells under the current system is epic-level magic. Keep in mind that magic is intentionally super-deadly. Cone of Cold will kill most high-level fighters, severely weakening them on a save. However, under Ken Hood's system, the fighter-types get some protection from spells out of their armor, so that helps survival a bit -- and invalidates magic missile for any armor over Chainmail. [B][/B] I appreciate the criticism. I had seriously considered putting in a scaling system -- something like an extra +2 per Spell Drain check for each previously cast spell. Would that be a good solution? I'm not sure. Also, note that the saving throw doesn't affect the damage from metamagic -- the magic-user automatically takes that damage. However, a dragon has nothing to fear. Keep in mind that there is a massive scaling factor of HP by size category in Hood's system. Plus, with Natural Armor that provides insane protection, a dragon is nearly godlike under Grim'N'Gritty rules. (A collosal red has 852 HP.) [B][/B] Actually, I'm deliberately avoiding spell-point systems. We (my group and I) just don't care for them. It's the same reason that no one in the group allows Psionics when they DM. --------------------------------- The idea for this system is to make it so that magic is -- rightly -- feared. A spellcaster resorts to spells when he has no other choice, knowing that it will likely damage him to cast the spell. Also, I like the idea of making your familiar actually USEFUL in casting magic. :) --------------------------------- I also considered the no-save option, as danzig stated. I'm not sure about that one. Would anyone play a mage (even in a world where magic is as dominant as it is under Ken Hood's Grim'N'Gritty system) if they automatically took ability damage to cast it? It would certainly limit spells per day to do that, though! [/QUOTE]
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