buzz said:
I'm in general agreement with rangerjohn, in that, if you're going to introduce anything that makes D&D magic "riskier", there has to be some sort of compensation. D&D magic is already very rigid and inflexible, and low-level casters already so limited in ability, that taking away the one thing they can rely on (assuming they don't get whacked while casting) is going to make spellcasting suck rocks.
Notice, here, that RangerJohn is replying to Grayhawk, who jumped in on something I said, and linked to his own thread in House Rules... What I originally said was this:
Steverooo said:
17) It'll Never Happen: Spells all have a spell failure chance... You start with 50%, and go down from there (just like a Fighter's chance to hit). Spell damage is greatly reduced (in line with weapons damage), but can also be used at will, as long as you have components. Eventually, you get to 100%, but new spells start at 50%. Thus, it is better to use a "Sure-fire" low-level spell than the handy-dandy new Zappathingum you just got.
Note that (while I said this will never happen in 4e, or even 5e), while a first level Mage might have
Magic Missile at 50%, he would be able to use it as often as he wanted (as long as he was able to see, move, speak, and had his material components - there's your added benefit), and would never lose it because he failed his casting. Wizrads would also need their spell books to study (unless that was removed as a restriction).
This would require a complete overhaul of the magic system, however. It would no longer be Vancian, and
Fireball, Lightning Bolt, etc., would be greatly reduced in damage. (IIRC, the maximum damage on a melee weapon is 4D8, on a critical hit, and spells would have to be likewise limited).
So, a beginning Wizard, as an example, has a 50% chance to cast
Read Magic, and three other spells, plus (say) a 55% chance to cast Cantrips, plus a 50% chance to cast three other spells of choice... At 2nd level, he has a 60% chance on the Cantrips, gains two more spells @ 50%, and has a 55% chance on the four from first level, and any scrolls he found, or spells he learned at first.
By third level, his Cantrips are @ 65%, his 1rst level spells at 60%, any spells he learned during 2nd level @ 55%, and he gets two more spells @ 50%. At fourth level, he gets two 2nd level spells @ 50%, and his Cantrips are 70% likely to go off unhindered,
Read Magic, Magic Missile, etc., go off 65% of the time, etc.
By 10th level, his Cantrips and first level spells go off 100% of the time, and his new, fifth level spells are @ 50%. The spells he gained at 4th level (his first second level ones) are now @ 80%, his first third level spells (gained at sixth level) are @ 70%, and his first fourth level spells (gained at 8th level) at 60%. (I'm doing that from memory, so I may be a bit off.)
By 18th level, his first 9th level spells will be starting @ 50%, while he'll have a 100% chance of successfully using any spell of 4th level or lower.
Now considering that "Spell Failure" doesn't mean that you lose your spell (just that it doesn't go off that round), and since no spell now does more than 2D6 Base Damage (with a possible critical for more), this is more than enough of a tarde-off. Any Spellslinger can now use his spells as often as he wants, as long as he can see his target, speak in a strong voice, make movements freely, and has his material components (and daily access to his spell books, if a Wizard). It makes the PC both more and less powerful, and magic less of an "I shot my wad!" affair.
I'd love to see it done, but I don't believe that we'll ever see it in D&D. Not even 5e! I do think the trade-offs balance out, though.
Of course, any Spell Failure from armor, shield, etc., would add to the usual amount. Magic-using types would tend not to wear armor, unless they received a special dispensation to allow it.