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[Primeval Thule] House rules for spellcasting
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<blockquote data-quote="Hussar" data-source="post: 6746019" data-attributes="member: 22779"><p>Well, to be fair, they do, in the rules, outright lay some screwing to the fighter types- no plate mail, no (or at least very rare) steel weapons, meaning that you are using bronze ones (steel weapons are treated as magic weapons), magic items are cut in about half or less, which has a greater impact on the non-casters. And, yes, the madness checks apply to everyone.</p><p></p><p>Lasting injury actually wouldn't fit with S&S tropes. S&S heroes only suffer lasting injury at very rare occasions, when it's convenient to the plot. Otherwise, Conan is shaking it off and carrying it on.</p><p></p><p></p><p></p><p>You can very much tell PT was written with 3e in mind. Even though they talk about how rare magic is, and how it's <em>supposed</em> to be a very low magic setting, the mechanics are very much falling short in this area. It's one of the weaker parts of PT IMO.</p><p></p><p></p><p></p><p>We'll see next week. But, I'm thinking that the casters are going to be dropping fireballs and whatnot at a pretty high rate. And, even if they don't, they still neutralized TWO dragons without us taking a single point of damage. Again, something that you shouldn't be able to do in a low magic game.</p><p></p><p>Put it another way. An 8th level full caster has 12 spell slots per day as a base. Not counting at-wills or ritual casting. If an adventuring day (about 6-8 encountersX3-4 rounds/encounter) is 30 rounds long (give or take), that means your single full caster is blasting away with a spell every other round. Never minding that some casters regain some spells on a short rest. Multiply that by two or three casters in the group, and basically, every single round of every single encounter will see spells being cast. Every single non-combat scenario will see some rituals being cast (or at-wills like Guidance) in a typical group. </p><p></p><p>Look at the lower level Princes of the Apocalypse campaign. When our group scouts, the druid shape changes into a giant spider (hey, free blindsight and a major boost to stealth) and the ranger goes invisible (again, thanks to the druid). I DO NOT WANT. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> I do not want my PT campaign to look like this. I do not want every solution to come out of some caster's spell book. This is not a low magic game.</p><p></p><p>So, yeah, I'm thinking just flat out banning PC full casters is the way I'll be going. Since paladins are already banned in the setting, that leaves most classes with fairly "mundane" magic.</p></blockquote><p></p>
[QUOTE="Hussar, post: 6746019, member: 22779"] Well, to be fair, they do, in the rules, outright lay some screwing to the fighter types- no plate mail, no (or at least very rare) steel weapons, meaning that you are using bronze ones (steel weapons are treated as magic weapons), magic items are cut in about half or less, which has a greater impact on the non-casters. And, yes, the madness checks apply to everyone. Lasting injury actually wouldn't fit with S&S tropes. S&S heroes only suffer lasting injury at very rare occasions, when it's convenient to the plot. Otherwise, Conan is shaking it off and carrying it on. You can very much tell PT was written with 3e in mind. Even though they talk about how rare magic is, and how it's [i]supposed[/i] to be a very low magic setting, the mechanics are very much falling short in this area. It's one of the weaker parts of PT IMO. We'll see next week. But, I'm thinking that the casters are going to be dropping fireballs and whatnot at a pretty high rate. And, even if they don't, they still neutralized TWO dragons without us taking a single point of damage. Again, something that you shouldn't be able to do in a low magic game. Put it another way. An 8th level full caster has 12 spell slots per day as a base. Not counting at-wills or ritual casting. If an adventuring day (about 6-8 encountersX3-4 rounds/encounter) is 30 rounds long (give or take), that means your single full caster is blasting away with a spell every other round. Never minding that some casters regain some spells on a short rest. Multiply that by two or three casters in the group, and basically, every single round of every single encounter will see spells being cast. Every single non-combat scenario will see some rituals being cast (or at-wills like Guidance) in a typical group. Look at the lower level Princes of the Apocalypse campaign. When our group scouts, the druid shape changes into a giant spider (hey, free blindsight and a major boost to stealth) and the ranger goes invisible (again, thanks to the druid). I DO NOT WANT. :D I do not want my PT campaign to look like this. I do not want every solution to come out of some caster's spell book. This is not a low magic game. So, yeah, I'm thinking just flat out banning PC full casters is the way I'll be going. Since paladins are already banned in the setting, that leaves most classes with fairly "mundane" magic. [/QUOTE]
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