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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
D&D 3.5 : spellcasting rolls - ideas?
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<blockquote data-quote="Albert_Fish" data-source="post: 1859939" data-attributes="member: 1780"><p>In my " Typical Amount of Magic" campaign I got tired of my players perfectly counting squares for Areas of Effect so as to dis-include allies.</p><p></p><p>To this end I invoked two seperate rules.</p><p></p><p>Rule 1: you may spend a round concentrating your spell so it does not effect your allies </p><p>or</p><p>Rule 2 make a Spell-craft Check DC 15 +1/2 of the Spell level. If the roll fails then role on your standard Grenade-like effects diagram.</p><p></p><p>I would adjust Rule 2 to a Level Check Granting bonuses on spells that are two levels blow the uppermost Spell Level; i.e. A fifth level spell caster gains a plus to to Level checks for casting 1st level spells.</p><p></p><p>You can also do the odds=1 rule fromthe Grim-n-Gritty system wherein all odd numbers rolled on damage or duration dice are counted as ones so that a 5 die fireball might roll as follows : 6,4,2,1,3=6,4,2,1,1=14 points of damage rather than 16. It makes it so you can roll the maximum amount, but you are more likely to role a smaller amount for either Duration or Damage.</p></blockquote><p></p>
[QUOTE="Albert_Fish, post: 1859939, member: 1780"] In my " Typical Amount of Magic" campaign I got tired of my players perfectly counting squares for Areas of Effect so as to dis-include allies. To this end I invoked two seperate rules. Rule 1: you may spend a round concentrating your spell so it does not effect your allies or Rule 2 make a Spell-craft Check DC 15 +1/2 of the Spell level. If the roll fails then role on your standard Grenade-like effects diagram. I would adjust Rule 2 to a Level Check Granting bonuses on spells that are two levels blow the uppermost Spell Level; i.e. A fifth level spell caster gains a plus to to Level checks for casting 1st level spells. You can also do the odds=1 rule fromthe Grim-n-Gritty system wherein all odd numbers rolled on damage or duration dice are counted as ones so that a 5 die fireball might roll as follows : 6,4,2,1,3=6,4,2,1,1=14 points of damage rather than 16. It makes it so you can roll the maximum amount, but you are more likely to role a smaller amount for either Duration or Damage. [/QUOTE]
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D&D 3.5 : spellcasting rolls - ideas?
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