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General Tabletop Discussion
*Dungeons & Dragons
[Primeval Thule] House rules for spellcasting
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<blockquote data-quote="Tony Vargas" data-source="post: 6748057" data-attributes="member: 996"><p>Not derailing at all, since spell resources have a major impact on total available healing.</p><p></p><p>Not bad. Potions might be obligatory, since they seem the only way to get an ally up in combat, aside from that, it seems workable, though not for 6-8 combats/day...</p><p></p><p>So a given character will like as not make it through any given combat unscathed, but for the occasional Challenging Battle. </p><p></p><p>Between not having casters (so few daily resources and encounters/day isn't as critical for class balance), re-jiggering natural healing, and emphasizing easy-to-trivial encounters, that sounds doable. </p><p></p><p>I'd quibble that healing potions (at least 'common' ones, needed to keep combats workable) don't feel too S&S or low-magic to me. Maybe if they were less magical (a drug that temporarily restored hps) or more sinister (addictive or had side effects)?</p><p></p><p>When spells are the only way to do really cool things, that's understandable. It'd take time to re-train players by giving non-casters more opportunities to shine (more 'agency'), too. </p><p></p><p>GCS has Banneret (PDK), Swashbuckler, and Mastermind sub-classes, add that to the UA spell-less ranger, and we've almost doubled the number of non-caster sub-classes, all the way up to nine! (Out of maybe up to 50 now).</p><p></p><p>A spell-less primary caster (Bard) would be quite a re-design...</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6748057, member: 996"] Not derailing at all, since spell resources have a major impact on total available healing. Not bad. Potions might be obligatory, since they seem the only way to get an ally up in combat, aside from that, it seems workable, though not for 6-8 combats/day... So a given character will like as not make it through any given combat unscathed, but for the occasional Challenging Battle. Between not having casters (so few daily resources and encounters/day isn't as critical for class balance), re-jiggering natural healing, and emphasizing easy-to-trivial encounters, that sounds doable. I'd quibble that healing potions (at least 'common' ones, needed to keep combats workable) don't feel too S&S or low-magic to me. Maybe if they were less magical (a drug that temporarily restored hps) or more sinister (addictive or had side effects)? When spells are the only way to do really cool things, that's understandable. It'd take time to re-train players by giving non-casters more opportunities to shine (more 'agency'), too. GCS has Banneret (PDK), Swashbuckler, and Mastermind sub-classes, add that to the UA spell-less ranger, and we've almost doubled the number of non-caster sub-classes, all the way up to nine! (Out of maybe up to 50 now). A spell-less primary caster (Bard) would be quite a re-design... [/QUOTE]
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[Primeval Thule] House rules for spellcasting
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