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Towards 5E - An Advanced Ruleset
Making Spellcasting and the Arcane Work
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<blockquote data-quote="Walknot" data-source="post: 4506564" data-attributes="member: 73405"><p>With Cwheeler's idea of the Wiz as "experimenter" and LotusBlossom's idea of magic spell contruction thru "command words" ---> you can end up with a character that for the player offers loads of pre-game fun. Good fun for a min-maxer (not knocking that by the way!) and good fun for the imaginative RP'er. </p><p></p><p>You might benefit from the end product having a simple and resilient method for resolution. Simple (means just a roll of two) is good, to make the play smooth. Resilient (means resists being broken) is good, to prevent spoiling play.</p><p></p><p>So for instance, the wiz combines "ranged", "rock", and "destruction" to make a spell that causes a cave-in on the enemy. Now the simulationist way is to calculate the mass of the rock effected, and the fracturation energy (made that up) to determine mana required, then calculate the spell casting duration based on the mana flux rate of that level Wiz. Then assign damage to the enemy as "d10 per ton per foot fallen" or some such. </p><p></p><p>To keep it simple though, make a d20 atack roll vs a Reflex save. The Wiz sets the area of effect and casting duration, which simply modifies the spell DC (inversely and directly, respectively).</p><p></p><p>To keep it resilient, the standard damage of the spell is as the normal damage of any spell at that level. This damage effect ramps up or down however, based on factors suggested by the Wiz player, but adjudicated by the DM. For instance if the cavern is already described as "tall and full of stalactites" that amplifies the spell, but if the tunnel is timbered and reinforced the spell effect is reduced.</p></blockquote><p></p>
[QUOTE="Walknot, post: 4506564, member: 73405"] With Cwheeler's idea of the Wiz as "experimenter" and LotusBlossom's idea of magic spell contruction thru "command words" ---> you can end up with a character that for the player offers loads of pre-game fun. Good fun for a min-maxer (not knocking that by the way!) and good fun for the imaginative RP'er. You might benefit from the end product having a simple and resilient method for resolution. Simple (means just a roll of two) is good, to make the play smooth. Resilient (means resists being broken) is good, to prevent spoiling play. So for instance, the wiz combines "ranged", "rock", and "destruction" to make a spell that causes a cave-in on the enemy. Now the simulationist way is to calculate the mass of the rock effected, and the fracturation energy (made that up) to determine mana required, then calculate the spell casting duration based on the mana flux rate of that level Wiz. Then assign damage to the enemy as "d10 per ton per foot fallen" or some such. To keep it simple though, make a d20 atack roll vs a Reflex save. The Wiz sets the area of effect and casting duration, which simply modifies the spell DC (inversely and directly, respectively). To keep it resilient, the standard damage of the spell is as the normal damage of any spell at that level. This damage effect ramps up or down however, based on factors suggested by the Wiz player, but adjudicated by the DM. For instance if the cavern is already described as "tall and full of stalactites" that amplifies the spell, but if the tunnel is timbered and reinforced the spell effect is reduced. [/QUOTE]
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Towards 5E - An Advanced Ruleset
Making Spellcasting and the Arcane Work
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