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Need help with homebrewed Magic Surge mechanics
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<blockquote data-quote="aco175" data-source="post: 9801003" data-attributes="member: 27385"><p>[USER=7054490]@Ranger Aarakocra[/USER] welcome to he site, sounds like a cool idea but a heavy lift. </p><p></p><p>I like the spell-fail chance by level of spell. One issue is that you are adding another roll(s) every time someone uses an action. This tends to slow things down. If the payoff is worth it, then go for it. Not sure what the end point is though. </p><p></p><p>There should also be items, unless magic items also have problems, that allow you to drop the spell-fail percentage. The Wand of Potter takes 20% off so not you can always cast cantrips and level one spells unless you happen to be near the center of the meteor crash, then you are back to normal chance. </p><p></p><p>There also seems that the ley-lines would have grown towns and mage towers to help them cast without failure. Makes sense if this is the best area. Depending on how long ago magic became a problem, there might be all the dungeons along these lines as well. </p><p></p><p>This brings things to why the magic is having a problem. Is it just always been so and it is what it is. Did a meteor crash long ago and affects things the closer you are to pieces of it. Did a god curse things. Is there something the PCs can do?</p></blockquote><p></p>
[QUOTE="aco175, post: 9801003, member: 27385"] [USER=7054490]@Ranger Aarakocra[/USER] welcome to he site, sounds like a cool idea but a heavy lift. I like the spell-fail chance by level of spell. One issue is that you are adding another roll(s) every time someone uses an action. This tends to slow things down. If the payoff is worth it, then go for it. Not sure what the end point is though. There should also be items, unless magic items also have problems, that allow you to drop the spell-fail percentage. The Wand of Potter takes 20% off so not you can always cast cantrips and level one spells unless you happen to be near the center of the meteor crash, then you are back to normal chance. There also seems that the ley-lines would have grown towns and mage towers to help them cast without failure. Makes sense if this is the best area. Depending on how long ago magic became a problem, there might be all the dungeons along these lines as well. This brings things to why the magic is having a problem. Is it just always been so and it is what it is. Did a meteor crash long ago and affects things the closer you are to pieces of it. Did a god curse things. Is there something the PCs can do? [/QUOTE]
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Need help with homebrewed Magic Surge mechanics
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