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DCC: Stabilizing Magic?
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<blockquote data-quote="GM Lent" data-source="post: 9556139" data-attributes="member: 6798775"><p>I think it would work.</p><p></p><p>I've also dealt with players accustomed to more magic-as-reliable-technology style spells turning up their nose at DCC's system. A good option is the Magician from The <em>Dying Earth </em>setting for DCC, who casts spells using what they call Rote Magic; its approach is very similar to what you describe.</p><p></p><p>Essentially, a magician learns a single way to cast a spell, based on the notes and experiences of previous generations of magician. When they learn a new spell, the magician rolls their spell check to determine that single way of casting. In Dying Earth they start with a D16 for this purpose, which gradually increases to a D30+4 as the magician goes up in level. The result of the check can never be lower than the minimum successful result on the spell's table; that is, the magician always casts the spell successfully after learning it. The spell will never just fail, but they also will never have the spectacular results that a higher roll would have garnered.</p><p></p><p>Each time the magician goes up a level they can reroll the result for a spell they know and choose whether to take the enw result or keep the old one. They can also choose, when casting a spell, to take a lower result than their check would normally indicate, since with some spells a lower check result is more useful in some situations.</p><p></p><p>In this variant, a magician can use Spellburn or burn luck when making their initial check when they learn the spell, but not when casting it. They also memorize their spells in a day, so they have to choose which spells they want for the day in the morning.</p><p></p><p>In short: mechanically I think your idea works fine; a similar approach has been extensively playtested and published by Goodman. What you describe isn't exactly the approach used there, but it isn't too different either. Your variations based on alignment are also interesting, and doesn't seem any more chaotic or troublesome having all wizards use the standard rules.</p></blockquote><p></p>
[QUOTE="GM Lent, post: 9556139, member: 6798775"] I think it would work. I've also dealt with players accustomed to more magic-as-reliable-technology style spells turning up their nose at DCC's system. A good option is the Magician from The [I]Dying Earth [/I]setting for DCC, who casts spells using what they call Rote Magic; its approach is very similar to what you describe. Essentially, a magician learns a single way to cast a spell, based on the notes and experiences of previous generations of magician. When they learn a new spell, the magician rolls their spell check to determine that single way of casting. In Dying Earth they start with a D16 for this purpose, which gradually increases to a D30+4 as the magician goes up in level. The result of the check can never be lower than the minimum successful result on the spell's table; that is, the magician always casts the spell successfully after learning it. The spell will never just fail, but they also will never have the spectacular results that a higher roll would have garnered. Each time the magician goes up a level they can reroll the result for a spell they know and choose whether to take the enw result or keep the old one. They can also choose, when casting a spell, to take a lower result than their check would normally indicate, since with some spells a lower check result is more useful in some situations. In this variant, a magician can use Spellburn or burn luck when making their initial check when they learn the spell, but not when casting it. They also memorize their spells in a day, so they have to choose which spells they want for the day in the morning. In short: mechanically I think your idea works fine; a similar approach has been extensively playtested and published by Goodman. What you describe isn't exactly the approach used there, but it isn't too different either. Your variations based on alignment are also interesting, and doesn't seem any more chaotic or troublesome having all wizards use the standard rules. [/QUOTE]
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