[Grim Tales] Medium-magic?

Serps

First Post
Trying to put together a Warhammer-style RPG (have ebay'd sufficient quantities of The Enemy Within campaign). I'm a bit worried about the GT magic system. I don't want to have wizards roaming around with large amounts of spellburn resistance, but I was hoping to have them not laid up for as long after a single 3rd-level spell.

Has anyone experimented with a feat such as this?


Meditation
Prereq: Magical Adept
Once per day, the character may attempt to meditate. Meditating characters require the same undisturbed surroundings as characters preparing spells, and meditation time can be disrupted in the same manner. At the end of one hour's meditation, the character may heal one point of ability damage caused by spell burn.
Special: This feat may be taken multiple times. Each extra time allows one extra use of meditation per day.




Hopefully, it allows a slightly more-aggressive use of magic without seriously unbalancing the Grim Tales magic system (which, to be fair, is about the same power level as the original Warhammer system, at least until the Wizard got to 12 or more Magic Points)
 

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What I do for Grim Tales Warhammer (which I am running :)) is to change Spell Burn to the following...

--Spell-Burn Drain Damage for Adapts is 'non-Lethal' damage when casting spells equal to or less then their primary spellcasting attribute minus 10 (if above it still applies as CON damage; see Grim Tales). ALSO they may add their primary spellcaster attribute to the 'Casting Spell Check' (Why? I want Adapts to be better then generally presented in G.T.). But Spell burn dice is the Spell's level +1d8 (so a 0-level spell, roll 1d8, 1st level spells roll 2d8, etc).
--All healing type spells that resort Hit Points of damage instead only heal 1/2 (round down) the base hit point. The rest (1/2 round up) is converted into non-lethal damage.
--Non-lethal damage is NOT healed by any known Spell and can only be recovered with rest.

Works good for me :D
 

What your fix does is allow spellcasters to cast more spells, not just in a single day, but in a single session of "adventuring." You want to avoid that if you really want to preserve the rarity of magic.

So... Quick fix?

Ability points lost to spell burn return after 8 hours of rest, regardless of how many you lost.

Simple, huh? No new feats, no rules to remember.

This means that spellcasters must still remain prudent about what spells they cast, because it creates the significant "inconvenience" of having to ask the party to halt their adventure so that the burnt-out spellcaster can rest.

Of course, even using just the existing rules, with a simple Heal check (DC15) for long-term care, you can regain 2 ability points with 8 hours of rest and 4 ability points with a full day's rest.

If you're using the Spell Preparation feat to allow you to re-roll unlucky spell burn dice, you really shouldn't need much more than that.


Wulf
 


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