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Low-magic settings and Core mechanics
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<blockquote data-quote="Anime Kidd" data-source="post: 1412463" data-attributes="member: 881"><p>You got some good points there; never really did think about hit points and flying monsters. I can't believe I forgot about UA, though I don't have it yet, but I hear many things about it. Whats this about incantations? Is it some lower powered form of Epic spells or something?</p><p></p><p>Anyways, I'm not sure some of the issues with low-magic vs mechanics would be much big a deal with my system. I have all the original spells and what not, but to get the higher spells, like Wish, you would need to meet some heavy requirements before hand. But, it is nice to see what issues I might have to deal with later on.</p><p></p><p>Maybe I should clarify my system in brief to give a good idea of what I'm working with. Basically it's "Call of Cthulhu meets Spell Chains with D&D spells..."</p><p></p><p><strong>1.</strong> - Any caster can cast any spell that they know regardless of what spell it is (arcane or divine) so long as you meet the requirements for it; though there are level limits in place so you won't see a 5th-level caster using Wish.</p><p><strong>2.</strong> - Almost all the spells are placed in a Spell Chain*. There is no set progression for spells besides requirements before learning them.</p><p></p><p><span style="font-size: 9px">* A spell chain is a series of spells with a similar effect, like Summon Monster I-IX or Charm Person-Dominate Person, etc.</span></p><p></p><p><strong>3.</strong> - When you cast a spell, you take temporary ability damage, a special kind of subdual damage known as Spell Damage, that can only be healed naturally or by a Heal skill check. The amount of damage you take depends on your Fortitude save. If you succeed you are dealt the minimum and if you fail you can take upto 3d4+1 damage.</p><p><strong>4.</strong> - If you cast too many spells, you have the possibility of dying outright or become unconcsious for a few hours.</p><p><strong>5.</strong> - Learning new spells (besides the two free spells with each caster level gained) takes a long time, about 1d3 weeks to decipher it and another 1d3 to learn, on average. So some spells have a few months before being learning, like Wish, taking a few months to both decipher AND learn.</p><p></p><p>That's about the basics of it. There is a bit more, like dealing with metamagic feats, using multiple casters to lessen spell damage, and pushing your limits.</p><p></p><p>Now that I typed it up, it has more of a "magic is dangerous/forbidden" feel and not low-magic feel. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f615.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":confused:" title="Confused :confused:" data-smilie="5"data-shortname=":confused:" /> Any other ideas/advice?</p></blockquote><p></p>
[QUOTE="Anime Kidd, post: 1412463, member: 881"] You got some good points there; never really did think about hit points and flying monsters. I can't believe I forgot about UA, though I don't have it yet, but I hear many things about it. Whats this about incantations? Is it some lower powered form of Epic spells or something? Anyways, I'm not sure some of the issues with low-magic vs mechanics would be much big a deal with my system. I have all the original spells and what not, but to get the higher spells, like Wish, you would need to meet some heavy requirements before hand. But, it is nice to see what issues I might have to deal with later on. Maybe I should clarify my system in brief to give a good idea of what I'm working with. Basically it's "Call of Cthulhu meets Spell Chains with D&D spells..." [b]1.[/b] - Any caster can cast any spell that they know regardless of what spell it is (arcane or divine) so long as you meet the requirements for it; though there are level limits in place so you won't see a 5th-level caster using Wish. [b]2.[/b] - Almost all the spells are placed in a Spell Chain*. There is no set progression for spells besides requirements before learning them. [size=1]* A spell chain is a series of spells with a similar effect, like Summon Monster I-IX or Charm Person-Dominate Person, etc.[/size] [b]3.[/b] - When you cast a spell, you take temporary ability damage, a special kind of subdual damage known as Spell Damage, that can only be healed naturally or by a Heal skill check. The amount of damage you take depends on your Fortitude save. If you succeed you are dealt the minimum and if you fail you can take upto 3d4+1 damage. [b]4.[/b] - If you cast too many spells, you have the possibility of dying outright or become unconcsious for a few hours. [b]5.[/b] - Learning new spells (besides the two free spells with each caster level gained) takes a long time, about 1d3 weeks to decipher it and another 1d3 to learn, on average. So some spells have a few months before being learning, like Wish, taking a few months to both decipher AND learn. That's about the basics of it. There is a bit more, like dealing with metamagic feats, using multiple casters to lessen spell damage, and pushing your limits. Now that I typed it up, it has more of a "magic is dangerous/forbidden" feel and not low-magic feel. :confused: Any other ideas/advice? [/QUOTE]
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