Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Magical Tropes and Rules you Enjoy
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Herremann the Wise" data-source="post: 5470933" data-attributes="member: 11300"><p>3.x D&D did a version of this with the Alienist prestige class (a class I played that was an awful lot of fun to roleplay). As you advanced further along the 10 class progression, the more your character's being was polluted by the Far Realms and the more penalties your character would suffer. Handled at a character development level rather than an in-game casting level is a softer option but one that can work for a more orderly transition into madness.</p><p> </p><p>In the end, the dangers of magic must be real to the player. I think if you can include as many things as possible that emphasize this that don't result in terminating the character the better. However, if the player does something incredibly dramatic knowing precisely the risks and fails, the GM has to be ready to pull the trigger. The ultimate character penalty must always be there for this system to really work.</p><p> </p><p>I think that if you play such a character and pay the buy-in of doing so, then you know where the roleplaying ride could end. In extreme cases, I think such a character requires the buy-in of other players in the group as well. The trick is making this fun for everyone without derailing the game. A character that is unplayable obviously fails; you need to be able to do this in such a way that the character is flawed but still playable.</p><p></p><p>I agree. Playing the character well should never result in such a penalty.</p><p> </p><p>There needs to be a few options here. Failure at casting in combat needs to be looked at within a particular context so you don't have numerous turns where you do absolutely nothing.</p><p></p><p>I think it might be possible to do this with the following being my personal preference:</p><p></p><p>- The core concept of casting a spell or performing a ritual is a caster check, which is basically your caster modifier +d20. This result is then used to determine every factor relating to the spell or ritual.</p><p></p><p>- From the caster's point of view there are two DCs they are looking at - a Double DC so to speak: eg. DC 10/23. The first number is to successfully cast the spell, while the second is to specially cast it and gain a heightened effect.</p><p></p><p>- This gives you three things that can happen when the caster casts the spell: a) Heightened effect; b) Normal effect; c) Failure to cast.</p><p></p><p>- A spellcaster has a selection of spells they can cast in combat. Most importantly, they are not artificially constrained in casting these as per an <em>x </em>times per day mechanic. <strong>As long as they can perform a casting check, they can cast spells!</strong> You still need to have a system whereby spells/rituals are restricted (such as casting time, catastrophic effects of failure, penalties to casting or the casting of a particular type of spell, fatigue or exhaustion, constitution check to avoid one of these effects and so on.)</p><p></p><p>- Amongst a collection of "1st level spells", some are difficult or even very difficult to cast. Others however are far easier to cast. Part of the art of spellcasting for the player is attempting to maximize their effectiveness. If you know that you need to get a spell off, then you are best to play it conservatively and cast an easier spell. And certainly, once your casting gets to a particular level of accompishment, some spells cannot fail. Alternatively if you know that only a hard to cast spell will be effective, your character might be willing or hungry to make the attempt, or alternatively they will conservatively back away and look for a different solution if such is how they roleplay the caster. It is always the player's choice what their character casts with full knowledge of whether a particular action is more likely to fail or not.</p><p></p><p>- Where it would be interesting to link in the "cost to your soul" of casting is with a heightened effect. You get the spell off with augmented effectiveness but in so doing, you go further along the path of no return. Thus you don't fail to cast and cop a further kick in the nads. You get a special casting but it will eventually cost your soul.</p><p></p><p>I think this system gets the player more involved, placing them more in the role of their magic caster which is exactly what I want as a player. I really should formally write this up (I've been working on a selection of magical notes for several years now).</p><p></p><p>I think as long as you know the risks and play accordingly to the situation presented by the GM, then this means the choice you make as a player is a very meaningful one. All too often (particularly in 3.x) the wizard can "nova" purely because they can. If you can build a reason for them to manage their spells more effectively (because their spells potentially no longer run out), as well as provide them with something meaningful and magical to do when they <em>are </em>fatigued or exhausted (with the obvious being magical equipment back up), then hopefully you can have the best of both worlds, avoiding the<em> x</em>-minute workday in the process.</p><p></p><p>In comparison with Vancian casting where a caster can normally blow the spells at the height of their limit first, you instead change how a caster thinks by getting them to work more to the conservative average of their ability when casting with moments of risk/reward by pushing themselves. A caster can of course go for a riskier selection of casting if the player wants to or wants to roleplay them that way. The choice is there, options abound. </p><p></p><p>Thanks again for the thought-provoking comments. <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><p> </p><p>Best Regards</p><p>Herremann the Wise</p></blockquote><p></p>
[QUOTE="Herremann the Wise, post: 5470933, member: 11300"] 3.x D&D did a version of this with the Alienist prestige class (a class I played that was an awful lot of fun to roleplay). As you advanced further along the 10 class progression, the more your character's being was polluted by the Far Realms and the more penalties your character would suffer. Handled at a character development level rather than an in-game casting level is a softer option but one that can work for a more orderly transition into madness. In the end, the dangers of magic must be real to the player. I think if you can include as many things as possible that emphasize this that don't result in terminating the character the better. However, if the player does something incredibly dramatic knowing precisely the risks and fails, the GM has to be ready to pull the trigger. The ultimate character penalty must always be there for this system to really work. I think that if you play such a character and pay the buy-in of doing so, then you know where the roleplaying ride could end. In extreme cases, I think such a character requires the buy-in of other players in the group as well. The trick is making this fun for everyone without derailing the game. A character that is unplayable obviously fails; you need to be able to do this in such a way that the character is flawed but still playable. I agree. Playing the character well should never result in such a penalty. There needs to be a few options here. Failure at casting in combat needs to be looked at within a particular context so you don't have numerous turns where you do absolutely nothing. I think it might be possible to do this with the following being my personal preference: - The core concept of casting a spell or performing a ritual is a caster check, which is basically your caster modifier +d20. This result is then used to determine every factor relating to the spell or ritual. - From the caster's point of view there are two DCs they are looking at - a Double DC so to speak: eg. DC 10/23. The first number is to successfully cast the spell, while the second is to specially cast it and gain a heightened effect. - This gives you three things that can happen when the caster casts the spell: a) Heightened effect; b) Normal effect; c) Failure to cast. - A spellcaster has a selection of spells they can cast in combat. Most importantly, they are not artificially constrained in casting these as per an [I]x [/I]times per day mechanic. [B]As long as they can perform a casting check, they can cast spells![/B] You still need to have a system whereby spells/rituals are restricted (such as casting time, catastrophic effects of failure, penalties to casting or the casting of a particular type of spell, fatigue or exhaustion, constitution check to avoid one of these effects and so on.) - Amongst a collection of "1st level spells", some are difficult or even very difficult to cast. Others however are far easier to cast. Part of the art of spellcasting for the player is attempting to maximize their effectiveness. If you know that you need to get a spell off, then you are best to play it conservatively and cast an easier spell. And certainly, once your casting gets to a particular level of accompishment, some spells cannot fail. Alternatively if you know that only a hard to cast spell will be effective, your character might be willing or hungry to make the attempt, or alternatively they will conservatively back away and look for a different solution if such is how they roleplay the caster. It is always the player's choice what their character casts with full knowledge of whether a particular action is more likely to fail or not. - Where it would be interesting to link in the "cost to your soul" of casting is with a heightened effect. You get the spell off with augmented effectiveness but in so doing, you go further along the path of no return. Thus you don't fail to cast and cop a further kick in the nads. You get a special casting but it will eventually cost your soul. I think this system gets the player more involved, placing them more in the role of their magic caster which is exactly what I want as a player. I really should formally write this up (I've been working on a selection of magical notes for several years now). I think as long as you know the risks and play accordingly to the situation presented by the GM, then this means the choice you make as a player is a very meaningful one. All too often (particularly in 3.x) the wizard can "nova" purely because they can. If you can build a reason for them to manage their spells more effectively (because their spells potentially no longer run out), as well as provide them with something meaningful and magical to do when they [I]are [/I]fatigued or exhausted (with the obvious being magical equipment back up), then hopefully you can have the best of both worlds, avoiding the[I] x[/I]-minute workday in the process. In comparison with Vancian casting where a caster can normally blow the spells at the height of their limit first, you instead change how a caster thinks by getting them to work more to the conservative average of their ability when casting with moments of risk/reward by pushing themselves. A caster can of course go for a riskier selection of casting if the player wants to or wants to roleplay them that way. The choice is there, options abound. Thanks again for the thought-provoking comments. :) Best Regards Herremann the Wise [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Magical Tropes and Rules you Enjoy
Top