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[+]Exploration Falls Short For Many Groups, Let’s Talk About It
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<blockquote data-quote="doctorbadwolf" data-source="post: 9258936" data-attributes="member: 6704184"><p>Let me ask you this. </p><p></p><p>Do you think that I am a liar? </p><p></p><p>I ask because I have said many times in the past and at least once in this thread that I make Spellcasting weird and support limiting it in terms of slots per day and such <strong>but not power of each spell</strong>, for reasons completely divorced from exploration in the sense of survival challenges and the like. </p><p></p><p>I do it because High Magic should be <em>dramatically</em> <em>different</em> from lesser magics, especially in terms of just how weird things are, how <em>difficult</em> it is to use, how much of an opportunity with risk of consequence dynamic should be present, and even what is required to regain the use of them. </p><p></p><p>I like how D&D magic works just fine until about 5th leve spellsl, and it starts to annoy me around 6th level spells. If a spell can be described by someone reading the spell for the first time and not elicit any sort of widening eyes or “it does what??” or the like, it shouldn’t be higher than 5th level. Full stop. Any spell that is just damage, drop it down or fold it into a lower level spell as an “at higher levels” upgrade. Any spell that is just an improved version of a lower level spell, fold it into that spell. </p><p></p><p>Every spell above 4th, and some spells as low as 3rd, level should require a roll. The best structure would be similar to Star Wars Saga Editoon Force Powers. In that, you make a Use The Force check (making it only 1 skill was a wild choice IMO) and the power tells you the baseline effect, and what happens if you hit certain higher numbers. So Battlestrike (egregiously bad name) adds I think +1 to attack and damage, and if you hit dc 10 you add 1d6 damage, and then another 1d6 every 5 up the DC chain you go, up to like 5 or soemthing, and then you can spend a force point to juice it a little more and add like 2d6. (This is from memory after years not playing it)</p><p></p><p>I’d make <strong>all</strong> spells work like that, and upcasting would add to the roll, but if that doesn’t appeal when casting Shield, at least make it required to cast Magnificent Mansion, determining how large, comfortable, and safe, the mansion is. </p><p></p><p>No, the biggest problem is insisting on attrition as the only way to make exploration engaging. </p><p></p><p>For a given section of the playstyle spectrum, spells are a major issue, sure.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 9258936, member: 6704184"] Let me ask you this. Do you think that I am a liar? I ask because I have said many times in the past and at least once in this thread that I make Spellcasting weird and support limiting it in terms of slots per day and such [B]but not power of each spell[/B], for reasons completely divorced from exploration in the sense of survival challenges and the like. I do it because High Magic should be [I]dramatically[/I] [I]different[/I] from lesser magics, especially in terms of just how weird things are, how [I]difficult[/I] it is to use, how much of an opportunity with risk of consequence dynamic should be present, and even what is required to regain the use of them. I like how D&D magic works just fine until about 5th leve spellsl, and it starts to annoy me around 6th level spells. If a spell can be described by someone reading the spell for the first time and not elicit any sort of widening eyes or “it does what??” or the like, it shouldn’t be higher than 5th level. Full stop. Any spell that is just damage, drop it down or fold it into a lower level spell as an “at higher levels” upgrade. Any spell that is just an improved version of a lower level spell, fold it into that spell. Every spell above 4th, and some spells as low as 3rd, level should require a roll. The best structure would be similar to Star Wars Saga Editoon Force Powers. In that, you make a Use The Force check (making it only 1 skill was a wild choice IMO) and the power tells you the baseline effect, and what happens if you hit certain higher numbers. So Battlestrike (egregiously bad name) adds I think +1 to attack and damage, and if you hit dc 10 you add 1d6 damage, and then another 1d6 every 5 up the DC chain you go, up to like 5 or soemthing, and then you can spend a force point to juice it a little more and add like 2d6. (This is from memory after years not playing it) I’d make [B]all[/B] spells work like that, and upcasting would add to the roll, but if that doesn’t appeal when casting Shield, at least make it required to cast Magnificent Mansion, determining how large, comfortable, and safe, the mansion is. No, the biggest problem is insisting on attrition as the only way to make exploration engaging. For a given section of the playstyle spectrum, spells are a major issue, sure. [/QUOTE]
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