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Help: Getting rid of spell slots
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<blockquote data-quote="cooperjer" data-source="post: 6971918" data-attributes="member: 6862150"><p>It's been awhile since I've looked at or played Mage: The Ascension, but it may be an idea to consider. The characters have a number of d10s available for them to roll. At game start this was between two and three. Near the end of the story of the character it might have 7 or 10, depending on the character build and bonuses. The characters also had levels in "schools" of magic that gave an indication of their capability. To use their magic to do one of the things described by the magic school the player would roll the d10s. A d10 was considered a success if it rolled a 7 or more. In order to achieve success with the magic a player would need to roll at least one success. In some cases more than one success was needed for particularly complex spells the involved a longer duration, more creatures, more area, etc. In cases when a success was not met, the GM may come up with something as a drawback to the character, depending on the circumstances of the magic.</p><p></p><p>How can this be brought into D&D? The "schools" are already defined or not needed. The players would need a pool of d10s (or a die number you prefer). You set the DC at 7 for the d10 roll. The DM decides on how many successes are needed to cast the magic. </p><p></p><p>If it's a ranged spell attack then possibly only one success is needed. If the target is particularly hard to hit (high AC) then maybe two successes are needed. if the ranged ray is going to hit several creatures, then more successes are needed. Maybe something like 2^(n - 1) creatures can be hit where n is the number of success needed. If the spell is an area of effect spell then only one success is needed to cast it. If the caster wants the AOE to be more powerful, larger, sculpted, sustained, etc. then increase the required number of successes.</p><p></p><p>Eliminate saves and eliminate the roll to hit. The player rolls the number of successes and the damage. The DM identifies the number of successes needed to cast the magic as described by the player.</p><p></p><p>What prevents high level spells (7, 8, 9) from being cast at higher level? Set the number of successes needed to be higher, or set the DC on the d10 roll to be higher, or both. Also, after casting a spell of that level, remove a d10 from the characters pool to use. They can recover that after a long rest.</p><p></p><p>The above is just a concept and what I recall from the time when Mage came out. Feel free to use and adjust what you see as appropriate.</p></blockquote><p></p>
[QUOTE="cooperjer, post: 6971918, member: 6862150"] It's been awhile since I've looked at or played Mage: The Ascension, but it may be an idea to consider. The characters have a number of d10s available for them to roll. At game start this was between two and three. Near the end of the story of the character it might have 7 or 10, depending on the character build and bonuses. The characters also had levels in "schools" of magic that gave an indication of their capability. To use their magic to do one of the things described by the magic school the player would roll the d10s. A d10 was considered a success if it rolled a 7 or more. In order to achieve success with the magic a player would need to roll at least one success. In some cases more than one success was needed for particularly complex spells the involved a longer duration, more creatures, more area, etc. In cases when a success was not met, the GM may come up with something as a drawback to the character, depending on the circumstances of the magic. How can this be brought into D&D? The "schools" are already defined or not needed. The players would need a pool of d10s (or a die number you prefer). You set the DC at 7 for the d10 roll. The DM decides on how many successes are needed to cast the magic. If it's a ranged spell attack then possibly only one success is needed. If the target is particularly hard to hit (high AC) then maybe two successes are needed. if the ranged ray is going to hit several creatures, then more successes are needed. Maybe something like 2^(n - 1) creatures can be hit where n is the number of success needed. If the spell is an area of effect spell then only one success is needed to cast it. If the caster wants the AOE to be more powerful, larger, sculpted, sustained, etc. then increase the required number of successes. Eliminate saves and eliminate the roll to hit. The player rolls the number of successes and the damage. The DM identifies the number of successes needed to cast the magic as described by the player. What prevents high level spells (7, 8, 9) from being cast at higher level? Set the number of successes needed to be higher, or set the DC on the d10 roll to be higher, or both. Also, after casting a spell of that level, remove a d10 from the characters pool to use. They can recover that after a long rest. The above is just a concept and what I recall from the time when Mage came out. Feel free to use and adjust what you see as appropriate. [/QUOTE]
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