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General Tabletop Discussion
*Dungeons & Dragons
[Primeval Thule] House rules for spellcasting
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<blockquote data-quote="DeathMutant" data-source="post: 6775151" data-attributes="member: 59406"><p>My main objection to using cantrips in a PT setting is that they are too "casual." I want magic to be a challenge to learn, an effort and potential risk to use and impossible to master (for mortals, at least).</p><p></p><p>I want a PC to be required to find and convince an in-game mentor to teach them how to cast spells of a specific class. All spellcasting classes are prestige classes with minimum ability scores and skill proficiency requirements. This works in my game because I have new ways for PCs to gain skill proficiencies including use of downtime days.</p><p></p><p>Spells are not automatically learned from class lists as the caster levels-up. Each spell must be acquired individually and they are granted as rewards, adventure objectives or (risky) researched/discovered. This also gives me, as DM, some control in which spells PCs can use.</p><p></p><p>I want a PC spellcaster to feel like they can reasonably safely cast 1 or 2 spells low-level spells per encounter but, if they really need to, they can push the envelope and cast higher-level spells , more spells or add "effects" to spells (metamagic). There is a risk of "backlash" but only when they push the envelope for their class level. The basic mechanics for casting a spell -- in all spellcasting classes -- would be the same and resemble a combination of Warlock and Sorcerer.</p><p></p><p>I am even considering incorporating something like "Vis" (a physical manifestation of magic) from "Ars Magica" to allow spellcasters to boost, alter or power their spells plus Vis makes a nice reward, quest objective and plot device.</p><p></p><p>Some people may balk at the limited number spells of per encounter but, I believe, it will be ok because there are no "pure" spellcaster PCs (all spellcasting classes are prestige classes) so they can always fall back upon their "old skills" when it is too dangerous or are otherwise unable to cast.</p></blockquote><p></p>
[QUOTE="DeathMutant, post: 6775151, member: 59406"] My main objection to using cantrips in a PT setting is that they are too "casual." I want magic to be a challenge to learn, an effort and potential risk to use and impossible to master (for mortals, at least). I want a PC to be required to find and convince an in-game mentor to teach them how to cast spells of a specific class. All spellcasting classes are prestige classes with minimum ability scores and skill proficiency requirements. This works in my game because I have new ways for PCs to gain skill proficiencies including use of downtime days. Spells are not automatically learned from class lists as the caster levels-up. Each spell must be acquired individually and they are granted as rewards, adventure objectives or (risky) researched/discovered. This also gives me, as DM, some control in which spells PCs can use. I want a PC spellcaster to feel like they can reasonably safely cast 1 or 2 spells low-level spells per encounter but, if they really need to, they can push the envelope and cast higher-level spells , more spells or add "effects" to spells (metamagic). There is a risk of "backlash" but only when they push the envelope for their class level. The basic mechanics for casting a spell -- in all spellcasting classes -- would be the same and resemble a combination of Warlock and Sorcerer. I am even considering incorporating something like "Vis" (a physical manifestation of magic) from "Ars Magica" to allow spellcasters to boost, alter or power their spells plus Vis makes a nice reward, quest objective and plot device. Some people may balk at the limited number spells of per encounter but, I believe, it will be ok because there are no "pure" spellcaster PCs (all spellcasting classes are prestige classes) so they can always fall back upon their "old skills" when it is too dangerous or are otherwise unable to cast. [/QUOTE]
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[Primeval Thule] House rules for spellcasting
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