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[Grim Tales] Spellcasting Questions
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<blockquote data-quote="Yuan-Ti" data-source="post: 2069773" data-attributes="member: 4483"><p>Thanks for the answers!</p><p></p><p></p><p></p><p>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. </p><p></p><p>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. </p><p></p><p>"No really, guys! I can make light appear in my hand... dang! Wait, let me try again!"</p><p></p><p></p><p></p><p>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?)</p><p></p><p></p><p></p><p>Yeah, that's what I figured and it makes good sense to me. But it brings us to...</p><p></p><p></p><p></p><p>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? </p><p></p><p>And does GM mean "Grim Master"? <img src="http://www.enworld.org/forum/images/smilies/laugh.png" class="smilie" loading="lazy" alt=":lol:" title="Laughing :lol:" data-shortname=":lol:" /></p></blockquote><p></p>
[QUOTE="Yuan-Ti, post: 2069773, member: 4483"] Thanks for the answers! 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!" 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?) Yeah, that's what I figured and it makes good sense to me. But it brings us to... 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"? :lol: [/QUOTE]
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