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[Grim Tales] Spell Burn, something other than Str?
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<blockquote data-quote="HeapThaumaturgist" data-source="post: 2480093" data-attributes="member: 12332"><p>Not at all. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> One loves to be loved, after all.</p><p></p><p>For the game I ran I used this system --</p><p></p><p>Spell Burn: Up the die by one type (d6 -> d8) make it nonlethal. Apply everything as-usual (including burn resistance). After each spellcasting ATTEMPT, the character must make a Will or Fort save, DC = 10 + NL taken, with an accruing -1 penalty per spell cast in the last hour.</p><p></p><p>Failing one of the saves incurs a level of fatigue. Failing the save by >5 incurs 2 levels of fatigue. Fatigue runs from Winded -> Fatigued -> Exhausted -> Uncon. The Winded condition is as Fatigued, but goes away after 1 hr. </p><p></p><p>Mark that this was for a more magic-intensive game. I even went wild and handed out Flaming Hands for the playtest arcane caster. Which he used quite a bit, and made about 2/3 of his saves. It was rather fun watching the guy jockey about the playing field trying to get that 2d4 area effect off WITHOUT getting himself fragged by melee in the process and without taking any fatigue.</p><p></p><p>While this system worked quite well, I think over a long term I might become unhappy with the number of dice rolled to work out a spell ... a fighter attacks ... roll to hit, roll for damage, damage applied, attack resolved. A wizard casts a spell ... roll Spellcraft, roll Burn, roll Burn Save, roll damage, roll save ... etc. It wasn't TOO bad in my playtest, though, and the guy playing the caster said he had a hoot. </p><p></p><p>--fje</p></blockquote><p></p>
[QUOTE="HeapThaumaturgist, post: 2480093, member: 12332"] Not at all. :) One loves to be loved, after all. For the game I ran I used this system -- Spell Burn: Up the die by one type (d6 -> d8) make it nonlethal. Apply everything as-usual (including burn resistance). After each spellcasting ATTEMPT, the character must make a Will or Fort save, DC = 10 + NL taken, with an accruing -1 penalty per spell cast in the last hour. Failing one of the saves incurs a level of fatigue. Failing the save by >5 incurs 2 levels of fatigue. Fatigue runs from Winded -> Fatigued -> Exhausted -> Uncon. The Winded condition is as Fatigued, but goes away after 1 hr. Mark that this was for a more magic-intensive game. I even went wild and handed out Flaming Hands for the playtest arcane caster. Which he used quite a bit, and made about 2/3 of his saves. It was rather fun watching the guy jockey about the playing field trying to get that 2d4 area effect off WITHOUT getting himself fragged by melee in the process and without taking any fatigue. While this system worked quite well, I think over a long term I might become unhappy with the number of dice rolled to work out a spell ... a fighter attacks ... roll to hit, roll for damage, damage applied, attack resolved. A wizard casts a spell ... roll Spellcraft, roll Burn, roll Burn Save, roll damage, roll save ... etc. It wasn't TOO bad in my playtest, though, and the guy playing the caster said he had a hoot. --fje [/QUOTE]
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[Grim Tales] Spell Burn, something other than Str?
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