HeapThaumaturgist
First Post
Well it's been requested elsewhere that I talk about my experiences inexpertly blending GT with the BCCS magic system. Or, at any rate, what I've thus-far reverse engineered of the BCCS magic system as Amazon keeps pushing my ship date back.
I'm pretty sure I've got the bones of it ... Use Magic, armor check penalty x2, Cha based, the DC changes from the crib sheets, etc etc.
I've reverse engineered the Force talent (gives a +1 Deflection bonus to AC, DC 10 for an AC+2 Sheild, DC 15 for a 1d4 nonlethal bolt, etc.)
The Wizard is serving on board an airship, and wanted something to make WIND so I made up a little DC 10 based Air talent. Recreates a half-power Gust Of Wind at DC 10, full D&D Gust Of Wind at DC 15, and a 5' square Wind Wall for one round for DC 20. He can then whip up a wide/long/extended 25mph wind and help push the ship along ... by dancing up a spell for part of the morning, anyway. For the "Permanent Bonus" for that one all falling damage is treated as if the fall were 20' shorter. I imagine there's something similar in the book, but as I said, don't have it yet. Thus far those are the two talents he has.
BCCS wizards get Student of Wizardry at 1st, 1st Magnitude at 4th, 2nd Magnitude at 10th, and 3rd Magnitude at 16. I'm making each of those a Smart/Dedicated/Charismatic TALENT chain so they can only be taken at odd levels, bumping that to 1st, 5th, 11th, 17th.
The delayed progression, however, is in no way a problem because there's one thing that, unchecked, seems to make GT BCCS wizards much much more powerful.
Savant.
Because Use Magic is a skill check, our wizard used his 3rd Smart level to pick up Savant: Magic Use, giving him currently a +4 bonus on ALL Use Magic rolls. This may or may not be overpowered, but we've not seen anything to suggest it thus far. To balance it, I've entirely removed the Talent Focus feat (+5 to a particular talent) though as of next level Savant will give him the equivalent of Focus in EVERY talent he ever has.
Now, at exceedingly high levels this can top out to a +20 on Use Magic after all 20 levels of Smart are tossed in. He doesn't seem to be interested much in changing out of Smart as it offers pretty much everything he'll need, so for all intents and purposes SMART will be the obvious wizarding class for GT as things stand.
I'm not sure how many HP a BCCS wizard gets, but between the 16 Con he paid dearly for and the 1d6 HD he's got more than enough HP that, so far, the drain he takes from casting spells is the least of his worries. His biggest worry, so far, is still being a Student Of Wizardry and having crappy Aptitude. He can't cast anything more than a 25mph burst of wind or 1 round +2 AC spell as a standard action, so he can't really DO anything in combat. We have firearms, so standing around chanting and waving fetishes around for 2-3 rounds is a great way to catch a musketball in the teeth. Not that he doesn't try, usually, but he's expressed alot of frustration with the fact that he can't cast any spells and he can't store more than 3. Not a LOT of frustration. I just asked and he said, in general, he really likes the way his character is turning out and the way the magic system works. He just wishes he could do more in a day than cast "big ones". There's no medium ground. He can't whallop a guy from 50' for 2d4 nonlethal without 2-3 rounds of prep time. But earlier in the day he can prep a 20' 5d4 banger and cast it with no problem, so there's some disparity there. Not sure if that appears in the BCCS game.
--fje
I'm pretty sure I've got the bones of it ... Use Magic, armor check penalty x2, Cha based, the DC changes from the crib sheets, etc etc.
I've reverse engineered the Force talent (gives a +1 Deflection bonus to AC, DC 10 for an AC+2 Sheild, DC 15 for a 1d4 nonlethal bolt, etc.)
The Wizard is serving on board an airship, and wanted something to make WIND so I made up a little DC 10 based Air talent. Recreates a half-power Gust Of Wind at DC 10, full D&D Gust Of Wind at DC 15, and a 5' square Wind Wall for one round for DC 20. He can then whip up a wide/long/extended 25mph wind and help push the ship along ... by dancing up a spell for part of the morning, anyway. For the "Permanent Bonus" for that one all falling damage is treated as if the fall were 20' shorter. I imagine there's something similar in the book, but as I said, don't have it yet. Thus far those are the two talents he has.
BCCS wizards get Student of Wizardry at 1st, 1st Magnitude at 4th, 2nd Magnitude at 10th, and 3rd Magnitude at 16. I'm making each of those a Smart/Dedicated/Charismatic TALENT chain so they can only be taken at odd levels, bumping that to 1st, 5th, 11th, 17th.
The delayed progression, however, is in no way a problem because there's one thing that, unchecked, seems to make GT BCCS wizards much much more powerful.
Savant.
Because Use Magic is a skill check, our wizard used his 3rd Smart level to pick up Savant: Magic Use, giving him currently a +4 bonus on ALL Use Magic rolls. This may or may not be overpowered, but we've not seen anything to suggest it thus far. To balance it, I've entirely removed the Talent Focus feat (+5 to a particular talent) though as of next level Savant will give him the equivalent of Focus in EVERY talent he ever has.
Now, at exceedingly high levels this can top out to a +20 on Use Magic after all 20 levels of Smart are tossed in. He doesn't seem to be interested much in changing out of Smart as it offers pretty much everything he'll need, so for all intents and purposes SMART will be the obvious wizarding class for GT as things stand.
I'm not sure how many HP a BCCS wizard gets, but between the 16 Con he paid dearly for and the 1d6 HD he's got more than enough HP that, so far, the drain he takes from casting spells is the least of his worries. His biggest worry, so far, is still being a Student Of Wizardry and having crappy Aptitude. He can't cast anything more than a 25mph burst of wind or 1 round +2 AC spell as a standard action, so he can't really DO anything in combat. We have firearms, so standing around chanting and waving fetishes around for 2-3 rounds is a great way to catch a musketball in the teeth. Not that he doesn't try, usually, but he's expressed alot of frustration with the fact that he can't cast any spells and he can't store more than 3. Not a LOT of frustration. I just asked and he said, in general, he really likes the way his character is turning out and the way the magic system works. He just wishes he could do more in a day than cast "big ones". There's no medium ground. He can't whallop a guy from 50' for 2d4 nonlethal without 2-3 rounds of prep time. But earlier in the day he can prep a 20' 5d4 banger and cast it with no problem, so there's some disparity there. Not sure if that appears in the BCCS game.
--fje


