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NC Game Day VII - April 23!
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<blockquote data-quote="Old One" data-source="post: 2108586" data-attributes="member: 83"><p>AA -</p><p></p><p>As Henry noted above, reading through this post can give you a feel for how this hybrid system works. I am actually following the lead of HeapThaumaturgist in this thread:</p><p></p><p><a href="http://www.enworld.org/showthread.php?t=122908" target="_blank">Grim Tales Spell Casting Questions</a></p><p></p><p>We hijacked the thread midway through to workout the hybrid GT/BCCS spellcasting system. Since GT is based on 6 20-level basic classes (strong, fast, tough, smart, dedicated and charismatic) and relys on skills, feats and talents to craft unique PCs - fitting the BCCS class-based casting system into it is a bit problematic.</p><p></p><p>Fortunately for me, Heap did most of the heavy lifting. BCCS wizard class features that allow you to improve as a spellcaster (Student of Wizardry, 1st magnitude, 2nd magnitude, 3rd magnitude and 4th magnitude) became a talent tree available to smart, dedicated and charismatic classes. SoW is a basic talent, the remainder are advanced talents and require a prereq chain of previous talents and X ranks of Magic Use for each one. Magic Use is a CHA skill in BCCS and I kept it that way for this hybrid experiment, although I am toying around with allowing a one-time character choice of INT, WIS or CHA-based Magic Use to offer additional flavor (still playing around with that one). In addition, spell "talents" are bonus feats for smart, dedicated and charismatic heroes, allowing them to build their spell repetoire much more rapidly than other heroes. Each spell talent has a minimum required level of magic ability as a prereq - most utility spell talents are on the lower end (dabbler, SoW) while most of the heavy-hitting spell talents require much more magical ability (1st, 2nd or 3rd magnitude).</p><p></p><p>The way Heap structured it was to make magnitude talents available 1 level <u>after</u> a BCCS wizard would get them. SoW is available as a 1st level smart, dedicated or charismatic hero, but the earliest you can pick up 1st magnitude is at 5th (based on talent chain and Magic Use rank prereq), 2nd magnitude can be gained at 11th, etc.). This keeps the magic ability advancement slightly behind the BCCS norm, but considerably ahead of the GT basic magic system.</p><p></p><p>Any character can take the Dabbler feat, which grants CON bonus +1 of spell energy and allows for putting ranks in Magic Use. A character <u>must</u> have spell energy to cast spells and won't be very good unless their Magic Use is a decent level, although the system is flexible enough to allow even a dabbler with only a couple of ranks in Magic Use to create some decent effects with enough time and a few props (somatic, material and fetishes). The real limiter on the Dabbler is the limit number of spell talents available to them - which fall into the utility category - animal talent, awareness, charm, glamer, figment, etc - although the lovely afflict talent is available to dabblers.</p><p></p><p>Hope that helps a bit...</p><p></p><p>~ OO</p></blockquote><p></p>
[QUOTE="Old One, post: 2108586, member: 83"] AA - As Henry noted above, reading through this post can give you a feel for how this hybrid system works. I am actually following the lead of HeapThaumaturgist in this thread: [url=http://www.enworld.org/showthread.php?t=122908]Grim Tales Spell Casting Questions[/url] We hijacked the thread midway through to workout the hybrid GT/BCCS spellcasting system. Since GT is based on 6 20-level basic classes (strong, fast, tough, smart, dedicated and charismatic) and relys on skills, feats and talents to craft unique PCs - fitting the BCCS class-based casting system into it is a bit problematic. Fortunately for me, Heap did most of the heavy lifting. BCCS wizard class features that allow you to improve as a spellcaster (Student of Wizardry, 1st magnitude, 2nd magnitude, 3rd magnitude and 4th magnitude) became a talent tree available to smart, dedicated and charismatic classes. SoW is a basic talent, the remainder are advanced talents and require a prereq chain of previous talents and X ranks of Magic Use for each one. Magic Use is a CHA skill in BCCS and I kept it that way for this hybrid experiment, although I am toying around with allowing a one-time character choice of INT, WIS or CHA-based Magic Use to offer additional flavor (still playing around with that one). In addition, spell "talents" are bonus feats for smart, dedicated and charismatic heroes, allowing them to build their spell repetoire much more rapidly than other heroes. Each spell talent has a minimum required level of magic ability as a prereq - most utility spell talents are on the lower end (dabbler, SoW) while most of the heavy-hitting spell talents require much more magical ability (1st, 2nd or 3rd magnitude). The way Heap structured it was to make magnitude talents available 1 level [U]after[/U] a BCCS wizard would get them. SoW is available as a 1st level smart, dedicated or charismatic hero, but the earliest you can pick up 1st magnitude is at 5th (based on talent chain and Magic Use rank prereq), 2nd magnitude can be gained at 11th, etc.). This keeps the magic ability advancement slightly behind the BCCS norm, but considerably ahead of the GT basic magic system. Any character can take the Dabbler feat, which grants CON bonus +1 of spell energy and allows for putting ranks in Magic Use. A character [U]must[/U] have spell energy to cast spells and won't be very good unless their Magic Use is a decent level, although the system is flexible enough to allow even a dabbler with only a couple of ranks in Magic Use to create some decent effects with enough time and a few props (somatic, material and fetishes). The real limiter on the Dabbler is the limit number of spell talents available to them - which fall into the utility category - animal talent, awareness, charm, glamer, figment, etc - although the lovely afflict talent is available to dabblers. Hope that helps a bit... ~ OO [/QUOTE]
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