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Revised Counterspelling
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<blockquote data-quote="Kerrick" data-source="post: 5057027" data-attributes="member: 4722"><p>Aha.</p><p></p><p></p><p></p><p></p><p></p><p>Umm... oops? *sigh* Yeah. It's supposed to be an opposed CL check.</p><p></p><p></p><p>No such thing as an "opposed school" - that went out with 2E, unless you houseruled it back in.</p><p></p><p></p><p>That was someone else's idea. I don't recall if it came from our discussion or something I saw somewhere else.</p><p></p><p></p><p>Hmm. Looking over my table, it's missing a few things (like "same school", which would be +2) and it needs some adjustments. But let's say, for the sake of argument, I have it (because I will shortly). I was going to do +3/+6/+9 for dispel/greater dispel/disjunction, then I think I dropped it in favor of the level difference mechanic (and disjunction always works). Dispel and greater dispel are especially suited for this, and should grant bonuses; I'd probably go with +2/+4.</p><p></p><p>Bob is casting <em>fireball</em>. Frank wants to counterspell him. If he chooses fireball, he gets a +4 bonus (that makes sense; I'm not sure why I did it the way I did). If he chooses any other Evocation spell of the same level (like lightning bolt), he gets a +2 bonus. If he chooses an Evocation spell of a higher level, he gets the +2 bonus AND a further +2 for each level higher (conversely, a lower-level spell like magic missile suffers a -2/level difference).</p><p></p><p>I wrote out a simulated counterspell situation with Bob and Frank. Frank had a really good chance of success when using the same spell or same spell/same school, but his chances dropped dramatically for anything else (even optimized), so I'm going to go over everything again.</p><p></p><p></p><p>Didn't really see the need for huge mods, since basic mechanics use +/-2 for most things. Don't forget, though, that if you use larger mods, it results in larger penalties for the "wrong" spells - this essentially forces players to choose the best spell for the job, instead of smaller modifiers, which give them a chance with any old spell they have (because sometimes, that's all you've got).</p><p></p><p></p><p>Like I said, I just went with the +/-2 mechanic. If you're willing to burn a higher-level spell (remember, your highest level spells are always the most useful), you deserve a greater bonus. Course, this also means that lower-level spells are more useless for such a thing... I dunno. See the example below.</p><p></p><p></p><p>It's 1d20+CL vs. DC 11 + CL (d20srd.org is very handy for times like this <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> ).</p><p> </p><p></p><p>Random comment about Countermage: I would set the Spellcraft prereq to 8 ranks (assumes a L5 caster). Also, I'm assuming "You have 1/3 of your total spell slots of each level (minimum 1 per spell level you can cast)" means "total spell slots of each <em>spell</em> level" not "total spell slots of each <em>caster</em> level" By which I mean that a L5 wizard (4/3/2/1) has +2 total, not +3. It's a not a huge difference, even at L20 (+9 vs. +12), but it does bear clearing up.</p></blockquote><p></p>
[QUOTE="Kerrick, post: 5057027, member: 4722"] Aha. Umm... oops? *sigh* Yeah. It's supposed to be an opposed CL check. No such thing as an "opposed school" - that went out with 2E, unless you houseruled it back in. That was someone else's idea. I don't recall if it came from our discussion or something I saw somewhere else. Hmm. Looking over my table, it's missing a few things (like "same school", which would be +2) and it needs some adjustments. But let's say, for the sake of argument, I have it (because I will shortly). I was going to do +3/+6/+9 for dispel/greater dispel/disjunction, then I think I dropped it in favor of the level difference mechanic (and disjunction always works). Dispel and greater dispel are especially suited for this, and should grant bonuses; I'd probably go with +2/+4. Bob is casting [i]fireball[/i]. Frank wants to counterspell him. If he chooses fireball, he gets a +4 bonus (that makes sense; I'm not sure why I did it the way I did). If he chooses any other Evocation spell of the same level (like lightning bolt), he gets a +2 bonus. If he chooses an Evocation spell of a higher level, he gets the +2 bonus AND a further +2 for each level higher (conversely, a lower-level spell like magic missile suffers a -2/level difference). I wrote out a simulated counterspell situation with Bob and Frank. Frank had a really good chance of success when using the same spell or same spell/same school, but his chances dropped dramatically for anything else (even optimized), so I'm going to go over everything again. Didn't really see the need for huge mods, since basic mechanics use +/-2 for most things. Don't forget, though, that if you use larger mods, it results in larger penalties for the "wrong" spells - this essentially forces players to choose the best spell for the job, instead of smaller modifiers, which give them a chance with any old spell they have (because sometimes, that's all you've got). Like I said, I just went with the +/-2 mechanic. If you're willing to burn a higher-level spell (remember, your highest level spells are always the most useful), you deserve a greater bonus. Course, this also means that lower-level spells are more useless for such a thing... I dunno. See the example below. It's 1d20+CL vs. DC 11 + CL (d20srd.org is very handy for times like this :) ). Random comment about Countermage: I would set the Spellcraft prereq to 8 ranks (assumes a L5 caster). Also, I'm assuming "You have 1/3 of your total spell slots of each level (minimum 1 per spell level you can cast)" means "total spell slots of each [i]spell[/i] level" not "total spell slots of each [i]caster[/i] level" By which I mean that a L5 wizard (4/3/2/1) has +2 total, not +3. It's a not a huge difference, even at L20 (+9 vs. +12), but it does bear clearing up. [/QUOTE]
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