EditorBFG
Explorer
Since I conceived this system originally, and worked on it for a while, I'm going to give you a couple missing pieces that will make the Fantasy Concepts magic system work better in play. I ran an FC playtest game at Conquest SF where it became apparent there were problems, but sadly my personal problems caused me to fall away from my work the project before I could transmit that the following changes were necessary:Aus_Snow said:Thanks for the info. . . but I'm just wondering - does that mean PCs can just keep on casting anything they know (or trying to anyway) all day? I'm sure I"m missing something here. . .
A) The DC's for spells need to be 10 + twice the spell level.
(Not 15 + spell level. Less elegant, I know, but creates a more desirable success/failure ratio over all 20 levels.)
B) That change made, add the following paragraph at the end of the "Casting a Spell" section at the end of the Casting a Spell section of Fantasy Concepts:
"If you attempt to cast a spell and it fails, at any step in the casting or invoking process, your spell does not activate and your action is considered spent. If you roll a natural one
(1) on the d20 used for your magic power check, or if you fail the roll by 5 or more, in addition you gain a Penalty Level as well."
...and then get rid of the existing final paragraph, It references critical failures, a mechanic not actually defined in Fantasy Concepts.
Note that this is in no way official errata, as I am no longer involved in Fantasy Concepts, but this fixes the problem of spellcasters trying over and over again. Also, it makes 1st level spells easy enough for a 1st level caster to succeed more often than he fails, yet not so easy that a 20th level caster only fails to cast Wish on a natural 1.