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Grim Tales? Anyone? Bueller?
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<blockquote data-quote="Wulf Ratbane" data-source="post: 1557281" data-attributes="member: 94"><p>Thanks, I'll add it to the errata list. I welcome other notations.</p><p></p><p></p><p></p><p>Yep.</p><p></p><p></p><p></p><p>No, that would qualify as me wanting to use an impressive spell but not properly thinking through my example! That would in fact be foolish. Caster level for effect should be actually equal to caster level-- at least, that is my personal preference. Most of the spells that have an effect based on "dice per caster level" (and that includes both healing and damage) are, in my opinion, almost too good for a low magic campaign. I might sneak them in by way of the occasional potion and wand but not in any way that they could be learned. But again, that's personal preference.</p><p></p><p>For what it's worth, both of your solutions seem ok. The "minimum caster level" method really loses its meaning to someone without a D&D spellcaster context to base it on-- so I'd recommend you go with something a minimum effect equal to spell level (ergo, fireball does 3d6 base). So I'd use spell level or caster level, whichever is higher. (As extrapolated from the fact that magic items must have a caster level equal to the spell level but no higher than your own caster level.)</p><p></p><p>I also like your method to add +1 to the casting DC for +1 caster level for effect-- at least on the surface. I would want to make very certain that a PCs Spellcraft skill wouldn't outstrip his abilities and remove any risk of such enhanced casting at higher levels (but it is too early on a Sunday morning for me to be any more precise with the math than simply to register that concern).</p><p></p><p>There are a number of other ways that a GM could allow an increase in caster level for effect. As long as you didn't also allow it to improve the caster level check, the casting time modifier shown in the book is a good example. I had a feat prepped for the book called "Dark Ritual" that allowed a caster to inflict one negative level on a helpless victim in exchange for +1 caster level. Ley lines, power nexuses, and cooperative casting are also good options.</p><p></p><p>In the end I decided not to include a lot of this stuff as it started to dilute the low magic feel of the product. I'll probably release a Grim Tales magic supplement at some point in the future that explores such optional tweaks. Ultimately, like a lot of the rules in the book, I hope they serve as a foundation for experienced DMs to "get under the hood" and take off their own spin. I know, for example, a lot of folks are recently enamored with Incantations. I could have included these from UA (I had time) but figured that folks will take from GT what they can, add from their other books, and then improve further with their own GMing instincts.</p><p></p><p>Wulf</p></blockquote><p></p>
[QUOTE="Wulf Ratbane, post: 1557281, member: 94"] Thanks, I'll add it to the errata list. I welcome other notations. Yep. No, that would qualify as me wanting to use an impressive spell but not properly thinking through my example! That would in fact be foolish. Caster level for effect should be actually equal to caster level-- at least, that is my personal preference. Most of the spells that have an effect based on "dice per caster level" (and that includes both healing and damage) are, in my opinion, almost too good for a low magic campaign. I might sneak them in by way of the occasional potion and wand but not in any way that they could be learned. But again, that's personal preference. For what it's worth, both of your solutions seem ok. The "minimum caster level" method really loses its meaning to someone without a D&D spellcaster context to base it on-- so I'd recommend you go with something a minimum effect equal to spell level (ergo, fireball does 3d6 base). So I'd use spell level or caster level, whichever is higher. (As extrapolated from the fact that magic items must have a caster level equal to the spell level but no higher than your own caster level.) I also like your method to add +1 to the casting DC for +1 caster level for effect-- at least on the surface. I would want to make very certain that a PCs Spellcraft skill wouldn't outstrip his abilities and remove any risk of such enhanced casting at higher levels (but it is too early on a Sunday morning for me to be any more precise with the math than simply to register that concern). There are a number of other ways that a GM could allow an increase in caster level for effect. As long as you didn't also allow it to improve the caster level check, the casting time modifier shown in the book is a good example. I had a feat prepped for the book called "Dark Ritual" that allowed a caster to inflict one negative level on a helpless victim in exchange for +1 caster level. Ley lines, power nexuses, and cooperative casting are also good options. In the end I decided not to include a lot of this stuff as it started to dilute the low magic feel of the product. I'll probably release a Grim Tales magic supplement at some point in the future that explores such optional tweaks. Ultimately, like a lot of the rules in the book, I hope they serve as a foundation for experienced DMs to "get under the hood" and take off their own spin. I know, for example, a lot of folks are recently enamored with Incantations. I could have included these from UA (I had time) but figured that folks will take from GT what they can, add from their other books, and then improve further with their own GMing instincts. Wulf [/QUOTE]
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