GothmogIV
Adventurer
Rules-nerds, crunch-meisters, deep thinkers, unite! I could use some help workshopping an idea. Let me say from the get-go, I'm not asking if anyone likes this idea! I'm asking for people to help me think through the mechanics of the DCC rules related to magic users.
I recently played a fun DCC campaign with my group of very experienced players. It all went well, and was fun, but two of my players are sort of meh on DCC's magic system. Having played games with more stable magic systems (D&D of various editions, Chaosium games like CoC, Stormbringer, Dragonbane, etc.) they were used to predictable, reliable spells. They didn't love the crazy swinginess of the DCC magic system.
I was speaking to someone on Discord and they gave me an idea for how to make magic more stable (here's where we get rulesy):
When a wizard gets a new spell, they roll a d20 and add their modifiers (Int. and level). Whatever that number is, that's the spells effect every time they cast it. For example, say a wizard has the Charm spell. They roll, add mods, and end up with a 17. Whatever the spell effect is for a 17 on the Charm spell's description, that's what it does every time a wizard successfully casts it. Yes, you can still roll a 1 and face terrible consequences. Maybe a 20 means your spell can manifest differently. And: you can chose to spellburn, or use luck, to move your spell up to the next category (like, if you spell burn and juice your spell up to a 24, you could have whatever the spell effects are that are listed in that range). But rather than face the swinginess--both good and bad--you have the same effect each and every time you successfully cast.
I was thinking that a lawful wizard could have stable spells, a chaos wizard could use the regular rules, and a neutral wizard could pick per spell (i.e. this one is chaotic, this one is lawful/stable).
DCC friends, help me kick the tires on this idea. Does it work? (Again, not "Do I like this?" but mechanically...is it tenable?)
I recently played a fun DCC campaign with my group of very experienced players. It all went well, and was fun, but two of my players are sort of meh on DCC's magic system. Having played games with more stable magic systems (D&D of various editions, Chaosium games like CoC, Stormbringer, Dragonbane, etc.) they were used to predictable, reliable spells. They didn't love the crazy swinginess of the DCC magic system.
I was speaking to someone on Discord and they gave me an idea for how to make magic more stable (here's where we get rulesy):
When a wizard gets a new spell, they roll a d20 and add their modifiers (Int. and level). Whatever that number is, that's the spells effect every time they cast it. For example, say a wizard has the Charm spell. They roll, add mods, and end up with a 17. Whatever the spell effect is for a 17 on the Charm spell's description, that's what it does every time a wizard successfully casts it. Yes, you can still roll a 1 and face terrible consequences. Maybe a 20 means your spell can manifest differently. And: you can chose to spellburn, or use luck, to move your spell up to the next category (like, if you spell burn and juice your spell up to a 24, you could have whatever the spell effects are that are listed in that range). But rather than face the swinginess--both good and bad--you have the same effect each and every time you successfully cast.
I was thinking that a lawful wizard could have stable spells, a chaos wizard could use the regular rules, and a neutral wizard could pick per spell (i.e. this one is chaotic, this one is lawful/stable).
DCC friends, help me kick the tires on this idea. Does it work? (Again, not "Do I like this?" but mechanically...is it tenable?)