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Is Combat Tedious on Purpose?
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<blockquote data-quote="Lanefan" data-source="post: 9619440" data-attributes="member: 29398"><p>I follow the same logic.</p><p></p><p>1-in-20 is far too frequent, and a confirm roll takes three seconds provided it's a fixed value (for us, it's 1 on a d6).</p><p></p><p>Some less-harmful ideas for caster fumbles:</p><p></p><p>--- something gets bungled in casting, the spell does nothing but the slot is still expended</p><p>--- the spell completely misses its intended targets along with everything else and goes off at some random harmless point nearby e.g. your fireball goes off 80 feet up in the air or your hold person just paralyzed a nearby boulder</p><p>--- the spell goes off in a much weaker form than expected e.g. your spectacular-looking fireball only does 1 point damage or your hold person only paralyzes the target's arm</p><p>--- you drop or spill your components pouch (or holy symbol, or spell focus) and have to spend the next round scooping it up</p><p></p><p>My preference, though, is wild magic surges; these can be anything from highly beneficial(1) to highly deadly(2) to amusing or silly(3) to straight reversal of the spell's intent (common if applicable) to messing with the range-area-duration (4) to just plain random(5)</p><p></p><p>Examples and relative frequency:</p><p>(1 - very rare) Summon a divine immortal who will aid you to the best of its ability for X-amount of time</p><p>(2 - very rare) Summon a demon or devil lord who shows up in ill humour and wants to kill everything it sees</p><p>(3 - common) Someone in the room* breaks into a Monty Python silly-walk and can do nothing else for the next minute</p><p>(4 - uncommon) The spell's duration is doubled or its range is halved or its area is changed, etc.</p><p>(5 - common) Memory glitch, cast a different spell rolled randomly from your prepared list (or from your spellbook, whichever)</p><p></p><p>I've seen all of these listed examples occur. Our wild-magic page is here in case you're interested in a deeper dive:</p><p></p><p>[URL unfurl="true"]http://www.friendsofgravity.com/games/commons_room/dm_stuff/dm_wild-magic.html[/URL]</p><p></p><p>* - this is a key thing: surges should affect friend and-or foe alike.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 9619440, member: 29398"] I follow the same logic. 1-in-20 is far too frequent, and a confirm roll takes three seconds provided it's a fixed value (for us, it's 1 on a d6). Some less-harmful ideas for caster fumbles: --- something gets bungled in casting, the spell does nothing but the slot is still expended --- the spell completely misses its intended targets along with everything else and goes off at some random harmless point nearby e.g. your fireball goes off 80 feet up in the air or your hold person just paralyzed a nearby boulder --- the spell goes off in a much weaker form than expected e.g. your spectacular-looking fireball only does 1 point damage or your hold person only paralyzes the target's arm --- you drop or spill your components pouch (or holy symbol, or spell focus) and have to spend the next round scooping it up My preference, though, is wild magic surges; these can be anything from highly beneficial(1) to highly deadly(2) to amusing or silly(3) to straight reversal of the spell's intent (common if applicable) to messing with the range-area-duration (4) to just plain random(5) Examples and relative frequency: (1 - very rare) Summon a divine immortal who will aid you to the best of its ability for X-amount of time (2 - very rare) Summon a demon or devil lord who shows up in ill humour and wants to kill everything it sees (3 - common) Someone in the room* breaks into a Monty Python silly-walk and can do nothing else for the next minute (4 - uncommon) The spell's duration is doubled or its range is halved or its area is changed, etc. (5 - common) Memory glitch, cast a different spell rolled randomly from your prepared list (or from your spellbook, whichever) I've seen all of these listed examples occur. Our wild-magic page is here in case you're interested in a deeper dive: [URL unfurl="true"]http://www.friendsofgravity.com/games/commons_room/dm_stuff/dm_wild-magic.html[/URL] * - this is a key thing: surges should affect friend and-or foe alike. [/QUOTE]
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