Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*Dungeons & Dragons
Help: Getting rid of spell slots
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Jer" data-source="post: 6970876" data-attributes="member: 19857"><p>IME - Spellcasting systems that use a skill check/target number setup like you're proposing also typically include some kind of resource that depletes with casting (often the caster's health) to provide a reason why the caster isn't just always casting spells all of the time. I've also seen systems where missing the target number causes a hideous backlash that does horrible things the more you fumble the roll by, though I'm not a fan of punishing players for bad rolls personally. The only ones I can think of that don't have something like that tend to be superhero games where the spellcaster is in a world where everyone else has reliable powers they can access all of the time and mechanically spellcasters are exchanging reliability for versatility - I played with using something like that in D&D back in my youthful days, but I never could get the balance to work right.</p><p></p><p>I would also suggest if you want to keep a D&D like flavor on the system that you have some kind of way of preventing a 1st level character from casting 9th level spells - unless you like the idea of having access to Meteor Swarm and Power Word Kill, in which case knock yourself out. It's actually probably more of a problem with the healing spells - the spell slot restrictions keep healing spells to a certain level. Remove that restriction and you should expect everyone to be at full health pretty much all of the time unless you've given the spellcaster some kind of limited resource like mana or tied spellcasting to their health (which opens up weird questions about the caster using healing spells to heal themselves and whether there's a net gain or net loss there - a rabbit hole down which I also ventured in my misspent youth).</p><p></p><p>Finally: if you haven't looked at it you should check out the Ars Magica magic system. Pretty much the a number one go-to skillcheck spellcasting system in my book. Of course that game presumes that everyone will be a wizard so it isn't balanced at all for D&D play, but it's worth checking out for ideas.</p></blockquote><p></p>
[QUOTE="Jer, post: 6970876, member: 19857"] IME - Spellcasting systems that use a skill check/target number setup like you're proposing also typically include some kind of resource that depletes with casting (often the caster's health) to provide a reason why the caster isn't just always casting spells all of the time. I've also seen systems where missing the target number causes a hideous backlash that does horrible things the more you fumble the roll by, though I'm not a fan of punishing players for bad rolls personally. The only ones I can think of that don't have something like that tend to be superhero games where the spellcaster is in a world where everyone else has reliable powers they can access all of the time and mechanically spellcasters are exchanging reliability for versatility - I played with using something like that in D&D back in my youthful days, but I never could get the balance to work right. I would also suggest if you want to keep a D&D like flavor on the system that you have some kind of way of preventing a 1st level character from casting 9th level spells - unless you like the idea of having access to Meteor Swarm and Power Word Kill, in which case knock yourself out. It's actually probably more of a problem with the healing spells - the spell slot restrictions keep healing spells to a certain level. Remove that restriction and you should expect everyone to be at full health pretty much all of the time unless you've given the spellcaster some kind of limited resource like mana or tied spellcasting to their health (which opens up weird questions about the caster using healing spells to heal themselves and whether there's a net gain or net loss there - a rabbit hole down which I also ventured in my misspent youth). Finally: if you haven't looked at it you should check out the Ars Magica magic system. Pretty much the a number one go-to skillcheck spellcasting system in my book. Of course that game presumes that everyone will be a wizard so it isn't balanced at all for D&D play, but it's worth checking out for ideas. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Help: Getting rid of spell slots
Top