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Shadowdark casting in standard 5E
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<blockquote data-quote="Pedantic" data-source="post: 9178567" data-attributes="member: 6690965"><p>To clarify, what is the design goal? </p><p></p><p>I see a couple different design levers you could pull:</p><ul> <li data-xf-list-type="ul">% chance to retain spell by PC level (assuming an expected ability score array)</li> <li data-xf-list-type="ul">Number of spells available to the PC (known or memorized)</li> <li data-xf-list-type="ul">Potential scaling of that % chance over repeated casts</li> <li data-xf-list-type="ul"># of guaranteed casts per spell (the most obvious numbers being 0 or 1)</li> </ul><p>Tweaking those could serve a few different goals, depending what you're trying to achieve. You can pretty easily graph out a curve of likely casts by spell/PC level, and then shift it around by messing with those numbers. You're really deciding at that point how bad you want your worst case scenario to be, how good you want the best case to be, and whether you want the most likely outcomes to result in more, less or the same casts as the current model. You would want to focus on both the daily cases, and the individual action/encounter cases. How likely is it that a caster loses a whole encounter's worth of actions?</p><p></p><p>If you want to push further, I can think of a few other possible changes, and the obvious effect on play: </p><ul> <li data-xf-list-type="ul">Replacing the spell's accuracy roll with the results of the check, which would make failure more punitive, but speed up play. You may want to adjust saving throws to defenses if you do this, so you can maintain a consistent 1 roll/spell ratio.</li> <li data-xf-list-type="ul">Using a mishap table on a failed roll. If you combine this with spell loss, the fail state is more punitive. If it's an alternative cost to spell loss, you're shifting the spells/day curve to the right. If it's a critical failure result, you should determine how many critical failures are likely to occur based on your spells/day curve and adjust their severity accordingly.</li> </ul><p>Deciding what the design goal is will change how you value each of those changes. Do you want to decrease bookkeeping, but not significantly impact character power? Do you want to decrease character power? Do you want spells/day to be fairly consistent, or particularly volatile?</p></blockquote><p></p>
[QUOTE="Pedantic, post: 9178567, member: 6690965"] To clarify, what is the design goal? I see a couple different design levers you could pull: [LIST] [*]% chance to retain spell by PC level (assuming an expected ability score array) [*]Number of spells available to the PC (known or memorized) [*]Potential scaling of that % chance over repeated casts [*]# of guaranteed casts per spell (the most obvious numbers being 0 or 1) [/LIST] Tweaking those could serve a few different goals, depending what you're trying to achieve. You can pretty easily graph out a curve of likely casts by spell/PC level, and then shift it around by messing with those numbers. You're really deciding at that point how bad you want your worst case scenario to be, how good you want the best case to be, and whether you want the most likely outcomes to result in more, less or the same casts as the current model. You would want to focus on both the daily cases, and the individual action/encounter cases. How likely is it that a caster loses a whole encounter's worth of actions? If you want to push further, I can think of a few other possible changes, and the obvious effect on play: [LIST] [*]Replacing the spell's accuracy roll with the results of the check, which would make failure more punitive, but speed up play. You may want to adjust saving throws to defenses if you do this, so you can maintain a consistent 1 roll/spell ratio. [*]Using a mishap table on a failed roll. If you combine this with spell loss, the fail state is more punitive. If it's an alternative cost to spell loss, you're shifting the spells/day curve to the right. If it's a critical failure result, you should determine how many critical failures are likely to occur based on your spells/day curve and adjust their severity accordingly. [/LIST] Deciding what the design goal is will change how you value each of those changes. Do you want to decrease bookkeeping, but not significantly impact character power? Do you want to decrease character power? Do you want spells/day to be fairly consistent, or particularly volatile? [/QUOTE]
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