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Low Magic: Alternatives to "every other" spellcasting levels?
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<blockquote data-quote="adwyn" data-source="post: 1441227" data-attributes="member: 14083"><p>Some of the methods I've expermented with;</p><p></p><p> 1) Casting Roll Inspired by Ars Magica, a Spellcraft or Concentration check - this fell flat with the players and had little actual effect on play.</p><p></p><p> 2) Casting Cost Look at D20 Call of Cthulu. Each spell costs San and/or ability damage. While we went with lighter costs than CoC this worked well. Each school of spells was assigned a different stat that it would drain. This must be carefully balanced with encounters and works best in a mystery or intigue style of game.</p><p></p><p> 3) Cumulative Risk Theorizing magic uses energy taken from some dark "beyond", casters have a risk every time "they touched the that other place", i.e. cast a spell. The chance of something bad happening was equal to the Risk rating on a d1000. Each casting added the spells level squared, and with each day of no spell casting subtracting a few points. This allowed a lot of low level spells to be used and mattered little to low level casters, but high level spells or long bouts of casting were reserved for situations where they were needed. </p><p></p><p> 4) Related to the casting risk above, another DM simply used a 5% chance of an encounter anytime a spell was cast, using the spell level = dungeon level to determine the appropriate wandering monster chart from the DMG and applying the fiendish template to anything that showed up. After two TPK's he began exempting all healing magic.</p><p></p><p>Keep in mind all of things will have a dramatic effect on casters and the game world should be changed acordingly. When players do use spells you need to reward them or be prepared for a lot of legitimate griping.</p></blockquote><p></p>
[QUOTE="adwyn, post: 1441227, member: 14083"] Some of the methods I've expermented with; 1) Casting Roll Inspired by Ars Magica, a Spellcraft or Concentration check - this fell flat with the players and had little actual effect on play. 2) Casting Cost Look at D20 Call of Cthulu. Each spell costs San and/or ability damage. While we went with lighter costs than CoC this worked well. Each school of spells was assigned a different stat that it would drain. This must be carefully balanced with encounters and works best in a mystery or intigue style of game. 3) Cumulative Risk Theorizing magic uses energy taken from some dark "beyond", casters have a risk every time "they touched the that other place", i.e. cast a spell. The chance of something bad happening was equal to the Risk rating on a d1000. Each casting added the spells level squared, and with each day of no spell casting subtracting a few points. This allowed a lot of low level spells to be used and mattered little to low level casters, but high level spells or long bouts of casting were reserved for situations where they were needed. 4) Related to the casting risk above, another DM simply used a 5% chance of an encounter anytime a spell was cast, using the spell level = dungeon level to determine the appropriate wandering monster chart from the DMG and applying the fiendish template to anything that showed up. After two TPK's he began exempting all healing magic. Keep in mind all of things will have a dramatic effect on casters and the game world should be changed acordingly. When players do use spells you need to reward them or be prepared for a lot of legitimate griping. [/QUOTE]
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