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Modifying Spell burn.
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<blockquote data-quote="Old One" data-source="post: 1788085" data-attributes="member: 83"><p><strong>My Thoughts...</strong></p><p></p><p>I had a chance to run a GT Demo at the MD-VA-DC Game Day yesterday...</p><p></p><p>Only had 1 spell-casting player (Magical Adept: Divine, spell-casting stat +3, no additional spell-casting feats). If you wanted to use the GT system in a higher magic campaign, my observations are as follows:</p><ul> <li data-xf-list-type="ul"> Allow for quicker spell-burn recovery. Right now, burned STR (if you are an adept) or burned CON (non-adept) is recovered at 1/day (2/day with complete rest). With a STR of 10-13 (average for many casters) and some bad spell burn die rolls, a caster can collapse pretty quickly. You could scale spell burn recovery to 1/hour, 1/10 minutes or even 1/minute depending on how high magic you are shooting for.</li> <li data-xf-list-type="ul"> STR-boosting magic items, scrolls and potions are your friend. Getting ready to go into battle? Quaff a potion of Bull's Strength. You could also allow strange and expensive extracts from magic creatures or plants to be imbibed to either soak a bit of spell burn or help you recover lost STR points quicker. Of course, in keeping with the GT flavor, long-term or excessive use could lead to addiction, madness or other unpleasant side-effects. If you institute things like this, I would make them both very rare and very expensive...so using them is always a trade-off.</li> <li data-xf-list-type="ul"> Time is your friend. With effective caster level increases by 1 for each time increment past the required casting time you take to cast the spell. This is invaluable, particularly if you don't have any talents to increase caster level.</li> <li data-xf-list-type="ul"> Action points are your friend. They are invaluable for boosting your spell success chance in a tight spot.</li> <li data-xf-list-type="ul"> The uncertainty of the system makes for great game tension! Players were literally on the edge of their seats waiting to see if key spells took effect.</li> </ul><p></p><p>In our scenario, the caster succeeded in casting about 60% of the spells attempted. He was only Caster Level 1 and most were attempted as standard actions. He had access to 2 0-level spells, 2-1st level spells, 1-2nd level spell and 1-6th level spell. I did have him roll spell burn for the 0-level spells, but he only took burn on a roll of 1 (essentially spell burn die of 1-3).</p><p></p><p>He saved the 6th level spell (wind walk) for the climactic battle, took 3 extra time increments, used an action point and succeeded with the exact number needed. The 6 spell burn dice knocked him from STR 14 to STR 2 - but the party got where they needed to go!</p><p></p><p>~ Old One</p><p></p><p>PS - It will be interesting to get Wulf's take on this when he gets back from his vacation.</p></blockquote><p></p>
[QUOTE="Old One, post: 1788085, member: 83"] [b]My Thoughts...[/b] I had a chance to run a GT Demo at the MD-VA-DC Game Day yesterday... Only had 1 spell-casting player (Magical Adept: Divine, spell-casting stat +3, no additional spell-casting feats). If you wanted to use the GT system in a higher magic campaign, my observations are as follows: [list] [*] Allow for quicker spell-burn recovery. Right now, burned STR (if you are an adept) or burned CON (non-adept) is recovered at 1/day (2/day with complete rest). With a STR of 10-13 (average for many casters) and some bad spell burn die rolls, a caster can collapse pretty quickly. You could scale spell burn recovery to 1/hour, 1/10 minutes or even 1/minute depending on how high magic you are shooting for. [*] STR-boosting magic items, scrolls and potions are your friend. Getting ready to go into battle? Quaff a potion of Bull's Strength. You could also allow strange and expensive extracts from magic creatures or plants to be imbibed to either soak a bit of spell burn or help you recover lost STR points quicker. Of course, in keeping with the GT flavor, long-term or excessive use could lead to addiction, madness or other unpleasant side-effects. If you institute things like this, I would make them both very rare and very expensive...so using them is always a trade-off. [*] Time is your friend. With effective caster level increases by 1 for each time increment past the required casting time you take to cast the spell. This is invaluable, particularly if you don't have any talents to increase caster level. [*] Action points are your friend. They are invaluable for boosting your spell success chance in a tight spot. [*] The uncertainty of the system makes for great game tension! Players were literally on the edge of their seats waiting to see if key spells took effect. [/list] In our scenario, the caster succeeded in casting about 60% of the spells attempted. He was only Caster Level 1 and most were attempted as standard actions. He had access to 2 0-level spells, 2-1st level spells, 1-2nd level spell and 1-6th level spell. I did have him roll spell burn for the 0-level spells, but he only took burn on a roll of 1 (essentially spell burn die of 1-3). He saved the 6th level spell (wind walk) for the climactic battle, took 3 extra time increments, used an action point and succeeded with the exact number needed. The 6 spell burn dice knocked him from STR 14 to STR 2 - but the party got where they needed to go! ~ Old One PS - It will be interesting to get Wulf's take on this when he gets back from his vacation. [/QUOTE]
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