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Iron Kingdoms with Grim Tales
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<blockquote data-quote="Andre La Roche" data-source="post: 2351640" data-attributes="member: 13677"><p>I'd just like to point out that CL 20 in Grim Tales would be absolutely lethal, and probably very unbalanced. Using the massive damage threshold of GT, most of those level-dependant damage effects are going to have a better chance of wiping out characters than they would in standard D&D. A CL of 10 is still really dangerous in the system (a 10d6 fireball dealing an average of 35 pts of damage--well beyond the threshold for most characters) and is something to be feared by pretty much anyone in the game, the same way that CL 20 is in standard D&D.</p><p></p><p>Also, ignoring the errata on Improved Caster Level means that a straight-up 20th level Smart, Dedicated, or Charismatic hero would have Spell Burn Resistance 8 before factoring in their ability modifier.</p><p></p><p>This means that a character with an 18 in the relevant stat could have SBR 8 by 11th level. Then let's say they pick up Master Eldricth Flow at 13th level and suddenly start casting everything with a d8 spell burn die. This combo of spell burn 8 and a d8 spell burn die suddenly drops your chances of rolling 1s, while simultaneously providing you the benefit that rolling an 8 increases the caster level or DC.</p><p></p><p>Suddenly the parts of this system that did such a great job of turning magic into a rare mysterious thing are negated, and you end up with a character who faces very few limitations on spellcasting. If you want a standard D&D level of magic permeating the campaign, then by all means go ahead with this, it's your game.</p><p></p><p>However it sounds to me like something a bit below D&D, but above the GT baseline would work better for you. In that case I'd almost recomend an "Improved Spell Burn Resistance" feat or talent. I'd personally go with the feat that can only be taken once, granting something along the lines of a flat +2 bonus to SBR. And if you want to still keep the limitations of casting but pad the lethality, perhaps another feat that makes it so that SBR can't ever reduce you below 1 in Con. This would still have the effect of allowing the characters to keep casting indefinitely since spell burn itself couldn't ever kill you, but it would be prohibitively costly in terms of what else it affected indirectly as by that time even a single point of damage would require a Fort Save to prevent death from massive damage.</p><p></p><p>A lot of these ideas I just worked out roughly right now, so don't be too surprised if upon further inspection they don't hold up. Sometimes food for thought doesn't provide much sustenance. <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=":)" /></p></blockquote><p></p>
[QUOTE="Andre La Roche, post: 2351640, member: 13677"] I'd just like to point out that CL 20 in Grim Tales would be absolutely lethal, and probably very unbalanced. Using the massive damage threshold of GT, most of those level-dependant damage effects are going to have a better chance of wiping out characters than they would in standard D&D. A CL of 10 is still really dangerous in the system (a 10d6 fireball dealing an average of 35 pts of damage--well beyond the threshold for most characters) and is something to be feared by pretty much anyone in the game, the same way that CL 20 is in standard D&D. Also, ignoring the errata on Improved Caster Level means that a straight-up 20th level Smart, Dedicated, or Charismatic hero would have Spell Burn Resistance 8 before factoring in their ability modifier. This means that a character with an 18 in the relevant stat could have SBR 8 by 11th level. Then let's say they pick up Master Eldricth Flow at 13th level and suddenly start casting everything with a d8 spell burn die. This combo of spell burn 8 and a d8 spell burn die suddenly drops your chances of rolling 1s, while simultaneously providing you the benefit that rolling an 8 increases the caster level or DC. Suddenly the parts of this system that did such a great job of turning magic into a rare mysterious thing are negated, and you end up with a character who faces very few limitations on spellcasting. If you want a standard D&D level of magic permeating the campaign, then by all means go ahead with this, it's your game. However it sounds to me like something a bit below D&D, but above the GT baseline would work better for you. In that case I'd almost recomend an "Improved Spell Burn Resistance" feat or talent. I'd personally go with the feat that can only be taken once, granting something along the lines of a flat +2 bonus to SBR. And if you want to still keep the limitations of casting but pad the lethality, perhaps another feat that makes it so that SBR can't ever reduce you below 1 in Con. This would still have the effect of allowing the characters to keep casting indefinitely since spell burn itself couldn't ever kill you, but it would be prohibitively costly in terms of what else it affected indirectly as by that time even a single point of damage would require a Fort Save to prevent death from massive damage. A lot of these ideas I just worked out roughly right now, so don't be too surprised if upon further inspection they don't hold up. Sometimes food for thought doesn't provide much sustenance. :) [/QUOTE]
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