Jürgen Hubert said:If we start doing things like that, we should better be sure that everything we do is SRD compliant. Thus, no referencing to things like mind flayers, non-OGC books, and so forth - and no using Wikis on sites like Wikia.com, which have Open Licences of their own which could clash with the OGL.
Personally, I'd rather not take the risk, but the decision is up to you...
Jürgen Hubert said:Hmmm... let me think about this.
Perhaps it's worth borrowing some mechanics from WFRP for this. In WFRP, you can theoretically cast spells as often as you want, but you have to rull a number of d10s and add them together to reach a so-called "casting number" - the spell only succeeds if the number is reached.
Furthermore, each time you roll multiple numbers with these d10s (for example, if you roll "5" two times), Something Bad happens. The spell still goes off, but you have to deal with some nasty side effects. These range from "your hair stands up for 1d10 minutes" for doubles to "you are sucked into a parallel dimension and die screaming" as the nastiest result for quadruples.
Now, how can we use this for D&D? Well, let's say arcane magic works like this:
You don't have to keep track of spell slots and don't have to memorize spells. You can attempt to cast a spell as often as you want. However, each time you want to cast a spell, you have to make a Spellcraft roll.
The base DC is equal to 10 + (spell level)x5. You can Take 10 on this if you are not rushed and outside of combat.
The DC will be modified by the number and level of spells that have been cast "recently" and "in the same area". Add the highest spell level that has been cast to the DC, as well as +1 for each additional spell that has been cast at this location.
"Recently" is an amount of time that depends on the spell level. The effects of a 1st level spell probably shouldn't linger for more than an hour, while the effects of a 9th level spell should linger for days, if not weeks.
"In the same area" likewise depends on the spell level. For a 1st level spell, this would perhaps be 10 meters. For a 9th level spell, we are probably talking about dozens of miles.
Additional effects - such as being in the Dark Zones, or close to magical artifacts that calm the local magical field - can also modify the DC.
If you fail the Spellcraft roll by 5 or less, you have to roll two dice. If they come up as doubles, you will have to roll on a "Side-Effect table" to see what happens. If you fail by 6-10 points, you have to roll three dice. If you roll doubles, you have to roll on the same table, but if you roll triples, you will have to roll on a table with more severe side effects. And so on - for each 5 points by which you fail, you will have to roll another dice, and for each additional multiple you get, the side-effects will be more severe.
This system would be another way of balancing arcane magic (though it shouldn't affect divine magic - divine magic comes directly from otherworldly entities). However, I'm not sure if this isn't too much bookkeeping to keep track of where what amount of spells has been cast. Furthermore, this system has not been playtested, so it's hard to say how well it would work in general practice.
Sir Elton said:Actually, Jürgen, we'd be better off adapting the system from Advanced d20 Magic.
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The entire system is already DC based. And is balanced by either adding the energy point system, or the VP/WP system from UA, or use the system already presented. I've got the book, and most of it is Open Content. I can make an SRD out of the PDF easily.
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Sir Elton said:Most of it is OGC. Just not the pictures and the Introduction. Advanced d20 Magic has all the spells already in the SRD converted over to its system.I'll just add it to the D&D Wiki.
http://www.dandwiki.com/wiki/SRD:System_Reference_Document
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Jürgen Hubert said:External references could work, as long as we don't have them within the setting website itself. In that case, we would have turned from a "fan site" to a "d20 publisher", which would have resulted in all sorts of legal complications I'd rather not deal with in a collaborative project...
Another question: Does the Advanced d20 Magic system use the standard D&D spells? If not, then maybe we should reconsider - the standard D&D spells have the advantage of being familiar to everyone, and they are also fairly well integrated into the rest of the D&D rules so that removing them can create quite a few problems...
Roman said:I think most of us (myself included) don't know how the system functions, but if it fits than go for it.
Oh, absolutely. I think it would be logical if there were varying levels of environmental transformation, each applying greater penalties (to things like attack, skill, and save rolls) than the last, without ever reaching a lethal or completely crippling degree even at their worst. And, of course, it would work both ways: Most or all of the aberrations would suffer similar penalties in areas they haven't reclaimed. In the middle ground, things would even out: Both sides would suffer minor penalties.Jürgen Hubert said:I wouldn't make the "true atmosphere" truly unbreathable - that would be too harsh since the humans wouldn't be able to create technological countermeasures, thus seriously limiting exploration into the "Dark Zones" (the areas reclaimed by the chuul.
That's cool. I really dig the idea of some groups of humans being corrupted in various ways by the invaders. Alien narcotics, chuul-worshipping cults (we could get seriously Lovecraftian, here), maybe even some degree of physical mutation, etc.Jürgen Hubert said:How about this instead: Many plants in the Dark Zones emit pollen that have an intoxicating and euphoric effect on humans if exposed to them for too long. Humans can prevent this by wearing primitive "filter masks" (basically, layers of thin cloth put before their mouths and noses and held in place by carved wooden frames). However, some humans have become addicted to this effect and now live permanently in the Dark Zones as primitive and rather crazed tribes.
Oh, damn, I forgot mind flayers were considered product identity! Aw, that hurts. Beholders too, now that I think about it. Well, honestly, I don't mind the idea of having aboleths as the masterminds behind the chuul. I dig them, and they are hugely underused.Jürgen Hubert said:If we start doing things like that, we should better be sure that everything we do is SRD compliant. Thus, no referencing to things like mind flayers, non-OGC books, and so forth - and no using Wikis on sites like Wikia.com, which have Open Licences of their own which could clash with the OGL.
GreatLemur said:That's cool. I really dig the idea of some groups of humans being corrupted in various ways by the invaders. Alien narcotics, chuul-worshipping cults (we could get seriously Lovecraftian, here), maybe even some degree of physical mutation, etc..
Yeah, that totally works.Tonguez said:I was thinking - if we make Zone plants into fungi/algal colonies then perhaps things like assasin vines could be part of that ecology
That got me thinking about the pseudonatural template - what if at their most malignant the Zone plants spores cause massive mutation to animals, most of these mutations are fatal but in some rare cases a pseudonatural creature (half-flesh, half-fungus) is created
So we have savage tribes of Zone-crazed Chuul worshipping humans led by pseudonatural Warlords (can you say BBEG)