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Modifying the AU casting system
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<blockquote data-quote="Terraism" data-source="post: 1489450" data-attributes="member: 278"><p>(Not sure if this should be here or in House Rules, but...)</p><p> </p><p> So, I've been running an AU game for about two months now, fulfilling my desire to do so from about five minutes after I purchased the book last summer. There's not much I don't love about the system - but there is a little.</p><p> </p><p> The magic system - most people that play AU, I think, like it more than the standard D&D casting system, and I agree... for the most part. My only issue is the automatic knowledge of all spells of a given type that AU characters have. I've always loved the feel of throwing a spellcaster at my players who's tossing spells that they've never seen before at them, and while I can do that in AU with exotic spells, I don't always want unique spells to require a feat. So I was thinking of limiting the spells known of the AU casters - by default, anyway. I realize that AU casters are a bit better balanced against noncasters than in core D&D, so I don't want to weaken them too much. That in mind, how's this sound?</p><p> </p><p> Casters start - at first level - knowing a small number of spells, modified by those the class would have access to (complex vs only simple). At every level increase, they learn a few extra spells, of the highest level they can cast. Similar to core D&D Wizards. The can learn new spells through several methods, however (listed below, in order of increasing difficulty.)</p><p> </p><p> </p><p></p><ul> <li data-xf-list-type="ul">Direct tuition from another caster of the same type. (I like the idea that, though everyone can cast the same spells, they all do it differently, and therefore can't directly train one another; any thoughts on this?) Learn the spell with a successful Spellcraft check, DC 10 + spell level.</li> <li data-xf-list-type="ul">Studying a scroll or some other written description of the spell. Learn the spell with a successful Spellcraft check, DC 15 + spell level.</li> <li data-xf-list-type="ul">Witness a spell being cast. Requires a Spellcraft check to identify the spell, as normal. (This allows them to realize they don't know it.) They may then make an <em>additional</em> Spellcraft check, DC 15 + (2 * spell level) to learn the spell.</li> </ul><p>I'm also thinking of allowing a readied action to study a spell being cast to add +4 to the Spellcraft check to learn the spell, though I'd like to use it in practice a bit. Also a possibilty would be a +2 bonus to the spellcraft check for each time they witness the spell being cast.</p><p> </p><p> These changes in mind, what do you think? I don't think it'll weaken the spellcasters overmuch, as spells aren't <em>that</em> hard to learn (no monetary costs, like in the core rules, either.) My only real question is how many spells to give at start, and how many at each additional level. I'm leaning towards the standard wizard method - 3 + casting stat mod at 1st level and an extra 2 per level, but... any comments?</p></blockquote><p></p>
[QUOTE="Terraism, post: 1489450, member: 278"] (Not sure if this should be here or in House Rules, but...) So, I've been running an AU game for about two months now, fulfilling my desire to do so from about five minutes after I purchased the book last summer. There's not much I don't love about the system - but there is a little. The magic system - most people that play AU, I think, like it more than the standard D&D casting system, and I agree... for the most part. My only issue is the automatic knowledge of all spells of a given type that AU characters have. I've always loved the feel of throwing a spellcaster at my players who's tossing spells that they've never seen before at them, and while I can do that in AU with exotic spells, I don't always want unique spells to require a feat. So I was thinking of limiting the spells known of the AU casters - by default, anyway. I realize that AU casters are a bit better balanced against noncasters than in core D&D, so I don't want to weaken them too much. That in mind, how's this sound? Casters start - at first level - knowing a small number of spells, modified by those the class would have access to (complex vs only simple). At every level increase, they learn a few extra spells, of the highest level they can cast. Similar to core D&D Wizards. The can learn new spells through several methods, however (listed below, in order of increasing difficulty.) [list] [*]Direct tuition from another caster of the same type. (I like the idea that, though everyone can cast the same spells, they all do it differently, and therefore can't directly train one another; any thoughts on this?) Learn the spell with a successful Spellcraft check, DC 10 + spell level. [*]Studying a scroll or some other written description of the spell. Learn the spell with a successful Spellcraft check, DC 15 + spell level. [*]Witness a spell being cast. Requires a Spellcraft check to identify the spell, as normal. (This allows them to realize they don't know it.) They may then make an [i]additional[/i] Spellcraft check, DC 15 + (2 * spell level) to learn the spell. [/list]I'm also thinking of allowing a readied action to study a spell being cast to add +4 to the Spellcraft check to learn the spell, though I'd like to use it in practice a bit. Also a possibilty would be a +2 bonus to the spellcraft check for each time they witness the spell being cast. These changes in mind, what do you think? I don't think it'll weaken the spellcasters overmuch, as spells aren't [i]that[/i] hard to learn (no monetary costs, like in the core rules, either.) My only real question is how many spells to give at start, and how many at each additional level. I'm leaning towards the standard wizard method - 3 + casting stat mod at 1st level and an extra 2 per level, but... any comments? [/QUOTE]
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