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Fantasy Concepts: An OGL Fantasy Saga Project
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<blockquote data-quote="Flynn" data-source="post: 3684193" data-attributes="member: 1836"><p>I agree. We want to modify magic items and spells as little as possible, to increase the ability to use all those cool RPG books you've already purchased with a minimum of conversion. Therefore, we must look at the math to make sure that the system provides the same general output that we see in a standard D&D game.</p><p></p><p>It may come to pass that the target DC for casting a spell becomes 15+spell level, and then casters have to subtract 5 from the skill roll before comparing it to their target's defenses.</p><p></p><p>Defense: 10 + half character level + 2 (class) + stat</p><p></p><p>Skill Check: d20 + spell level (essentially half character level for highest level spells at any particular level) + 5 (training) + stat</p><p></p><p>To Overcome Defenses: Above result -5</p><p></p><p>Analysis: Essentially, to cast spells at your highest level of access, assuming your casting stat mod is the same as your target's defense stat mod (so that they wash), you have to roll a 7 to cast the spell, but a 12 to bypass defenses if your spell has a saving throw.</p><p></p><p>I am not looking at the impact of feats such as skill focus that effect the casting roll, nor feats that increase defense values, since that's a character resource and not a part of the base game. At the base level, it looks like it would work okay.</p><p></p><p>What are your thoughts, guys?</p><p></p><p>With Regards,</p><p>Flynn</p></blockquote><p></p>
[QUOTE="Flynn, post: 3684193, member: 1836"] I agree. We want to modify magic items and spells as little as possible, to increase the ability to use all those cool RPG books you've already purchased with a minimum of conversion. Therefore, we must look at the math to make sure that the system provides the same general output that we see in a standard D&D game. It may come to pass that the target DC for casting a spell becomes 15+spell level, and then casters have to subtract 5 from the skill roll before comparing it to their target's defenses. Defense: 10 + half character level + 2 (class) + stat Skill Check: d20 + spell level (essentially half character level for highest level spells at any particular level) + 5 (training) + stat To Overcome Defenses: Above result -5 Analysis: Essentially, to cast spells at your highest level of access, assuming your casting stat mod is the same as your target's defense stat mod (so that they wash), you have to roll a 7 to cast the spell, but a 12 to bypass defenses if your spell has a saving throw. I am not looking at the impact of feats such as skill focus that effect the casting roll, nor feats that increase defense values, since that's a character resource and not a part of the base game. At the base level, it looks like it would work okay. What are your thoughts, guys? With Regards, Flynn [/QUOTE]
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