Ok, couple of baselines you should know:
Per Grim Tales, it's suggested that spell availability be determined by the GM. I've already decided that spells such as Teleport, Dimension Door, Haste, Raise Dead, Resurrection and alignment-based spells are history (since allegiances will be used instead). My plan for divine adepts was to tweak the domain lists as needed to create a list of eligible "teachings" that the religion could impart to its priests.
However, there still seem to be a lot of spells that kill the "low magic" feel - Plant Growth and Continual Flame being two prime examples. I like the spell level system but I'm suspecting that striking a few spells may not go far enough in preserving the low magic feel. I particularly dislike the spells that work differently based on target's hit die or provide permanent affects as 2nd, 3rd, or 4th level spells.
For those Grim Tales fans out there, do you take a hatchet or a scalpel to the standard list of spells? Or are the spellcasting rules in Grim Tales enough to do the trick? Or do you look at alternative spell lists/spell creation rules? It's taken a lot of convincing to get my players to look at d20/OGL games (we abandoned AD&D years ago) and I want this experience to be successful.
Azgulor
I hate the standard D&D spell system. I have, however, recently been seduced by OGL and Grim Tales material.
I like low magic and traditional swords-n-sorcery style fantasy: Thieves' World, Conan, etc.
The only exception to my hatred of as-written D&D spell mechanics is the concept of cleric domains. I like being able to differentiate priests/religions based on their abilities as well as their beliefs.
I'm planning on using the Grim Tales spellcasting system for the campaign.
I like low magic and traditional swords-n-sorcery style fantasy: Thieves' World, Conan, etc.
The only exception to my hatred of as-written D&D spell mechanics is the concept of cleric domains. I like being able to differentiate priests/religions based on their abilities as well as their beliefs.
I'm planning on using the Grim Tales spellcasting system for the campaign.
Per Grim Tales, it's suggested that spell availability be determined by the GM. I've already decided that spells such as Teleport, Dimension Door, Haste, Raise Dead, Resurrection and alignment-based spells are history (since allegiances will be used instead). My plan for divine adepts was to tweak the domain lists as needed to create a list of eligible "teachings" that the religion could impart to its priests.
However, there still seem to be a lot of spells that kill the "low magic" feel - Plant Growth and Continual Flame being two prime examples. I like the spell level system but I'm suspecting that striking a few spells may not go far enough in preserving the low magic feel. I particularly dislike the spells that work differently based on target's hit die or provide permanent affects as 2nd, 3rd, or 4th level spells.
For those Grim Tales fans out there, do you take a hatchet or a scalpel to the standard list of spells? Or are the spellcasting rules in Grim Tales enough to do the trick? Or do you look at alternative spell lists/spell creation rules? It's taken a lot of convincing to get my players to look at d20/OGL games (we abandoned AD&D years ago) and I want this experience to be successful.
Azgulor
! I think we've gone 4 or 5 days now without one...)

