Thanks for the answers!
Rodrigo Istalindir said:
Don't have my book in front of me, but this came up once and we just off-the-cuff ruled it a 1d4. One of the things I love most about the GT magic system is that its so easy to make changes in effect without really changing the mechanic. Want common low-power magic so that the mage always has something to do? Just allow cantrips without burn.
My favorite thing about GT is that it is really a toolkit. With *suggested* rules rather than fast ones. I will definitely be altering some bits here and there to fit my campaign and the flexibility makes that easy in a way D&D, for example, does not -- at least for psychological reasons.
Anyway, yes, I was thinking either 1d3, 1d4... or not at all -- and just not hand out a lot of 0 Level spells! They still require a spellcheck, though.
"No really, guys! I can make light appear in my hand... dang! Wait, let me try again!"
Rodrigo Istalindir said:
Yup. And he'll take burn for it, too. Magic is supposed to be rare in GT. If you created a character that spent every feat they could on improving as a spell caster, they are still inferior at every level to a stock D&D caster. Note, don't overlook the rules for increased casting time in exchange for increase effectiveness.
The increased casting time only adds +1 to the check per time period which, in combat anyway, is generally only going to be a +1. My thinking was to add spell caster level AND attribute mod to the roll. So a PC with Caster Level 1 and Int 16 would get a +4 vs. DC 11. Still going to fail 30% of the time... Or maybe require a feat to get that? (and maybe only with spells equal to your caster level?)
Rodrigo Istalindir said:
It's assumed that a GT caster will only have a handful of spells, rendering the preparation/memorization process moot. Even if you have large spell lists, I think failure chance and spell burn limit casters enough that advance preparation is too harsh.
Yeah, that's what I figured and it makes good sense to me. But it brings us to...
Rodrigo Istalindir said:
Wulf would have to answer 'why' if you're looking for a design rationale. But increasing the spell level decreases the wild adepts success rate and increases burn, thus putting them at a disadvantage compared to 'practiced' casters.
Right. But I don't understand why the Wild Talent should be at a disadvantage? I don't see any special advantages he has over the others. Unless it is because he doesn't have to learn spells but has them "revealed" to him by the GM?
And does GM mean "Grim Master"?
