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[Primeval Thule] House rules for spellcasting
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<blockquote data-quote="Tony Vargas" data-source="post: 6775547" data-attributes="member: 996"><p>Intrinsic, perhaps, but really, not all that significant. The balance formula, such as it is, for neo-Vancian casters is the same as it is for Vancian. The caster gets to be more effective than the non-caster when he casts spells, once he's out of spells, that's balanced by being less effective until the next rest. In 5e, cantrips mitigate against the 'less effective' side of that equation, requiring the caster to be w/o spells longer before balance is achieved - thus those 6-8 encounter workdays. Removing cantrips simply lets the neo-Vancian caster pay back his overpoweredness over a slightly shorter 'day.' It still has to be long enough to run him out of spells (or see him managing his spells carefully enough that he simply doesn't cast on some rounds), but, because the gap between wizard plinking with a light crossbow and grinding out fighter DPR is wider than the gap between the latter and fire bolt, doesn't have to force as many non-casting rounds.</p><p></p><p>But that's all theoretical. Unless the DM is ready to be the conductor on the D&D express railroad, the party is going to have at least some say in the decision of when to rest, and that'll generally be well before that balancing point is reached.</p><p></p><p>Well, that's one out of three (powerful). But there's very little danger to casting most old-school D&D spells (fireball & lightning bolt being the two notable exceptions, out of hundreds of spells), and nothing remotely mysterious about them, since they're all right there in the PH, and can be purchases as services.</p><p></p><p>As in true-to-genre, or in some theoretical sense? Like, "if there were magic how would things play out?"</p><p></p><p>Humans certainly prove more than capable enough of providing dramatic conflict all on their own. ;P Maybe if they were more like the Norse versions...?</p><p>A half-fiend/half-human or a hidden enclave of draconic humanoids left over from a forgotten empire could certainly fit the S&S genre. Not so much as protagonists, but as a villain or as stage-dressing for a single story.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6775547, member: 996"] Intrinsic, perhaps, but really, not all that significant. The balance formula, such as it is, for neo-Vancian casters is the same as it is for Vancian. The caster gets to be more effective than the non-caster when he casts spells, once he's out of spells, that's balanced by being less effective until the next rest. In 5e, cantrips mitigate against the 'less effective' side of that equation, requiring the caster to be w/o spells longer before balance is achieved - thus those 6-8 encounter workdays. Removing cantrips simply lets the neo-Vancian caster pay back his overpoweredness over a slightly shorter 'day.' It still has to be long enough to run him out of spells (or see him managing his spells carefully enough that he simply doesn't cast on some rounds), but, because the gap between wizard plinking with a light crossbow and grinding out fighter DPR is wider than the gap between the latter and fire bolt, doesn't have to force as many non-casting rounds. But that's all theoretical. Unless the DM is ready to be the conductor on the D&D express railroad, the party is going to have at least some say in the decision of when to rest, and that'll generally be well before that balancing point is reached. Well, that's one out of three (powerful). But there's very little danger to casting most old-school D&D spells (fireball & lightning bolt being the two notable exceptions, out of hundreds of spells), and nothing remotely mysterious about them, since they're all right there in the PH, and can be purchases as services. As in true-to-genre, or in some theoretical sense? Like, "if there were magic how would things play out?" Humans certainly prove more than capable enough of providing dramatic conflict all on their own. ;P Maybe if they were more like the Norse versions...? A half-fiend/half-human or a hidden enclave of draconic humanoids left over from a forgotten empire could certainly fit the S&S genre. Not so much as protagonists, but as a villain or as stage-dressing for a single story. [/QUOTE]
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[Primeval Thule] House rules for spellcasting
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