[GRIM TALES] Magic questions

Eloy

First Post
Hi!

First of all, I'd like to thank Wulf Ratbane for this wonderful product! I just got my copy of Grim Tales yesterday and I already love it to death. I shall advise all 7 players in my group to purchase a copy ASAP!

In regards to the magic system (which really rocks) I have a couple of questions:

1) The Master Eldritch Flow talent (p.79) indicates that, with this talent, the magical adept may lower or increase the burn die. Why would you want to increase it?

2) The magical adept may apply burn to Strength instead of Constitution. My question is: can he choose how much burn to apply to each stat? I ask because, if my adept has CON 16 and STR 10, his spellcasting ability is determined by the weakest stat. Granted, he'll have less chance of killing himself, but he'd be incapacitated at 10 burn, instead of at 12-15 which he could stand with his high CON. Could he cast a spell with 6d6 burn and say: I'll apply 2d6 burn to STR and the rest to CON, or otherwise fraction the dice between abilities? If not, it seems that the most powerful adepts will all look like Arnold Schwartznegger.

3) Though the setting specifies Low Magic, enemy (NPC) spellcasters are a staple of the Genre (Conan, Fafhrd and the Gray Mouser, etc). How do you handle those enemy casters? Same rules as for PC's? Action dice or fudge rolls to cast spells (it would be anticlimactic if the enemy wizard offed himself in the final showdown...) ? House rules?

In the same vein, I would be interested to know if anyone uses any slightly higher powered variant of the GT spellcasting system for homebrew games. I picked up the term 'scarce magic' from these boards, in opposition to 'low magic', meaning that really powerful magic spells are possible, they are just way more scarce than the standard DnD rules imply. I'd be interested in running a scarce magic game where a PC could play a wizard, using the GT system of spell burn, but with easier spellcasting rolls, to allow a little more magic.

I think having fewer spellcasters fixes the overabundance of magic in regular DnD. The fixes in GT take care of the magic dependency of other classes in DnD. No more spellcasting paladins and rangers, though they can still smite, turn undead, track and fight.

For scarce magic wizards, the spell burn would still make them think twice before wading into combat throwing fireballs left and right... I liked Yuan-ti's suggestion of using the ability modifier to casting rolls. It's either that or lowering the casting DC to 5 + spell level. I also thought of using incantations from the Unearthed Arcana book, and adding a Background such as wizard's apprentice, giving access to the Spellcraft, knowledge (arcana), concentration, research, decipher script and Use unknown device skills. Perhaps, items such as books could add bonuses to casting checks for certain spells (e.g. for example spells of the same school. )

Dunno, still thinking... Anyone care to comment?
Eloy
 

log in or register to remove this ad

Eloy said:
1) The Master Eldritch Flow talent (p.79) indicates that, with this talent, the magical adept may lower or increase the burn die. Why would you want to increase it?

Reduced odds of rolling a 1 when using an 8-sider than a 6-sider.
 

Reduced odds of rolling a 1 when using an 8-sider than a 6-sider.

Sure, but increased odds of rolling a 7 or an 8 ;)

Seriously, though, with INT 18, there is still a 50% chance of getting burn with a d6. That increases to 63% with a D8, and maximum burn per die can be as much as 4!

Or am I missing something? :confused:

Is there any other benefit to increasing burn? Maybe bonuses to casting checks or is this an erratum from an earlier draft of the magic system?
 


1. What Eric said. d4=25% chance of unavoidable burn, d6=17%, d8=12%. An adept with burn resistance > burn die is often better off raising it. However, an adept with BR7 is no better off with a d8 than a d4, so do your math,

2. Don't think you can split the dice. But since you can now apply burn to two stats, you can save the CON hits for last, since you don't want to drop your HPs or Fort
saves.

3. Depends on your group. If they are cool with fudging the powers of the BBEGs then go for it. You can also play it straight. If you have the BBEG lower the burn die to a die 4, he can cast a fair number of spells before he drops, since burn likely will just be 1 per spell. He can have spells the characters don't, and saves in general are lower, so his spells will be more deadly. And if he knows the party is coming, he can also take advantage of increased casting times.
3a. This is a pages long discussion in itself. But, since characters can only get the spells the DM makes available, it is pretty easy to drop in the high level spell whenever you want. The characters can awlays choose to increase the casting time to increase their chances.
 

I recommend giving the BBEG spellcaster AP's that he can use for caster checks only. It won't guarantee he'll be able to cast every spell but without the AP's, it makes enemy casters very frustrating to run.
 

1) I've since posted errata on Improved Caster Level, but for your "scarce magic" game just play it as written: Each time you take Improved Caster Level, you also get +1 spell burn resistance.

2) Allow the spellcasting ability modifier to improve caster level checks.

3) Download and use the free ley lines and power nexus rules from the Bad Axe Games website. Make sure your BBEG has a power nexus and plenty of Knowledge (arcana).

4) Increase the frequency and/or ease of learning new spells.

Any or all of the above in combination. Notice that you can add 3 and 4 even after the campaign begins-- perhaps the PCs will learn both more spells and the secret of ley lines from the BBEG.

Wulf
 

Don't forget too that the BBEG is likely only going to be in 1 encounter/day. Either the party kills him, or he escapes at the last second to fight another day. In either case, temporary burn damage really doesn't mean a lot to him.

A BBEG with burn resistance of 4, a d4 burn die, and a 12 in whatever stat is taking the burn damage can cast an average of 16 spells before he becomes seriously debilitated. That should suffice for most situations, I would think. A PC that expects to get through several encounters a day for days in a row can't suck it up like that.

The harsher penalty is spell failure. Time=money, or rather, in d20, time=power. The action lost to a failed spell is often far more costly than the burn.
 
Last edited:

Don't forget too that the BBEG is likely only going to be in 1 encounter/day. Either the party kills him, or he escapes at the last second to fight another day. In either case, temporary burn damage really doesn't mean a lot to him.

Well it's not so much the burn that concerns me it's the caster level checks. A few bad rolls sans AP's can make an encounter with a BBEG caster extremely anti-climactic.
 

GlassJaw said:
Well it's not so much the burn that concerns me it's the caster level checks. A few bad rolls sans AP's can make an encounter with a BBEG caster extremely anti-climactic.

Spell selection.

A BBEG caster shouldn't be casting instantaneous, 1 action spells.

Pick spells that last a while, take your time casting them.

There's a reason BBEG's have an "Inner Sanctum."
 

Remove ads

Top