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*Dungeons & Dragons
[Primeval Thule] House rules for spellcasting
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<blockquote data-quote="Greg Benage" data-source="post: 6730301" data-attributes="member: 93631"><p>At least for my first game, I'm going to ban spellcasting classes. I'm going to allow the Magic Initiate and Ritual Caster feats, and I'm going to allow the magic-oriented narratives to use class-appropriate magic items, including scrolls. Even then, I'm going to restrict available spells to those that support the sword-and-sorcery vibe. Some of the evocation spells that don't belong can probably be reskinned (change "magic missile" to "agonizing pain" or whatever). I'll probably also make one-action spells begin on the caster's initiative and take effect at the end of the round. Since the PCs generally won't have it, I want spells to be powerful and scary -- but I want the characters to be able to interrupt casters in combat.</p><p></p><p>I think I'd do much the same if I were allowing PC spellcasters. Remove or reskin most of the evocation and much of the conjuration school, plus slow casting. I'd look at madness or corruption mechanics, but my concern would be that either a) no one would play a spellcaster anyway, if the effects were nasty enough; or b) the non-casting "heroes" of Primeval Thule would just kill their spellcasting comrade the first time he did anything spooky. All in all, for me it plays better in the setting if spellcasters are the bad guys.</p></blockquote><p></p>
[QUOTE="Greg Benage, post: 6730301, member: 93631"] At least for my first game, I'm going to ban spellcasting classes. I'm going to allow the Magic Initiate and Ritual Caster feats, and I'm going to allow the magic-oriented narratives to use class-appropriate magic items, including scrolls. Even then, I'm going to restrict available spells to those that support the sword-and-sorcery vibe. Some of the evocation spells that don't belong can probably be reskinned (change "magic missile" to "agonizing pain" or whatever). I'll probably also make one-action spells begin on the caster's initiative and take effect at the end of the round. Since the PCs generally won't have it, I want spells to be powerful and scary -- but I want the characters to be able to interrupt casters in combat. I think I'd do much the same if I were allowing PC spellcasters. Remove or reskin most of the evocation and much of the conjuration school, plus slow casting. I'd look at madness or corruption mechanics, but my concern would be that either a) no one would play a spellcaster anyway, if the effects were nasty enough; or b) the non-casting "heroes" of Primeval Thule would just kill their spellcasting comrade the first time he did anything spooky. All in all, for me it plays better in the setting if spellcasters are the bad guys. [/QUOTE]
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[Primeval Thule] House rules for spellcasting
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