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D&D 3.1E: What to change?
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<blockquote data-quote="Neowolf" data-source="post: 285338" data-attributes="member: 673"><p>While not exactly what you're talking about, the magic system for the game Talislanta is VERY similar. The only difference is that casters don't have a limited number of spell points. Instead, they have to make what basically becomes a Spellcraft check in D&D 3E terms, where the difficulty is modified by the caster's skill level in that particular type of magic (necromancy, divination, etc.), the type of effect they want to create (healing, attacking, defending, etc.), and the level of the spell. To keep spellcasters in check, each spell they cast adds a cumulative penalty on their next casting roll. These penalties go away once they've rested up. It eventually gets to the point where casting each spell is dangerous, as a low enough roll resulted in a magical mishap (a skill check failure gone VERY wrong), and could backfire on the caster, or worse, the whole party. I've meant for a while now to work on a conversion of the system, as it wouldn't be too hard to put into D&D at all, just haven't gotten around to it.</p><p></p><p>Talislanta is a great game on its own too: the system is fairly simple (not really rules light, but lighter than D20), the setting is great (though a bit too exotic for some tastes - no elves, dwarves, or halflings, but there are 'gnomekins' <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> ), and there are something like 50 different archetypes (combination of class and race), all tightly enmeshed into the setting. <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></blockquote><p></p>
[QUOTE="Neowolf, post: 285338, member: 673"] While not exactly what you're talking about, the magic system for the game Talislanta is VERY similar. The only difference is that casters don't have a limited number of spell points. Instead, they have to make what basically becomes a Spellcraft check in D&D 3E terms, where the difficulty is modified by the caster's skill level in that particular type of magic (necromancy, divination, etc.), the type of effect they want to create (healing, attacking, defending, etc.), and the level of the spell. To keep spellcasters in check, each spell they cast adds a cumulative penalty on their next casting roll. These penalties go away once they've rested up. It eventually gets to the point where casting each spell is dangerous, as a low enough roll resulted in a magical mishap (a skill check failure gone VERY wrong), and could backfire on the caster, or worse, the whole party. I've meant for a while now to work on a conversion of the system, as it wouldn't be too hard to put into D&D at all, just haven't gotten around to it. Talislanta is a great game on its own too: the system is fairly simple (not really rules light, but lighter than D20), the setting is great (though a bit too exotic for some tastes - no elves, dwarves, or halflings, but there are 'gnomekins' :D ), and there are something like 50 different archetypes (combination of class and race), all tightly enmeshed into the setting. :) [/QUOTE]
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