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Sorcerer experiment - your thoughts?
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<blockquote data-quote="Andvari" data-source="post: 8967206" data-attributes="member: 7036523"><p>I was thinking of adding miscasts to get rid of tracking spell slots (or rather spell points, which is my current method), but with nasty stuff only happening on a natural 1 and perhaps just minor annoyances on a regular failure.</p><p></p><p>Since I also use both a spell casting check for the spell to even work, and possibly a save for the target, I made spells have a reduced effect even if the target makes its save.</p><p></p><p>Example:</p><p></p><p></p><p>I use a combat system similar to BECMI, where you can get hit before your spell goes off. Though this just makes it harder to succeed the spell casting check instead of making you automatically fail as per BECMI.</p><p></p><p>One issue with potentially having no price to casting except on a 1 can result in the player just repeatedly rolling until success outside of combat, which is rather boring. In my mind, if there is unlimited spell casting, there should be a reasonable sense of drama to each roll whether in or out of combat. I'm also not a fan of permanent corruptions a la Dungeon Crawl Classics.</p><p></p><p>Losing the ability to cast that particular spell for the day solves it, but then you are back to tracking, which the goal was to avoid. Though only in the case of a failure - so perhaps still better than spell slots / spell points?</p></blockquote><p></p>
[QUOTE="Andvari, post: 8967206, member: 7036523"] I was thinking of adding miscasts to get rid of tracking spell slots (or rather spell points, which is my current method), but with nasty stuff only happening on a natural 1 and perhaps just minor annoyances on a regular failure. Since I also use both a spell casting check for the spell to even work, and possibly a save for the target, I made spells have a reduced effect even if the target makes its save. Example: I use a combat system similar to BECMI, where you can get hit before your spell goes off. Though this just makes it harder to succeed the spell casting check instead of making you automatically fail as per BECMI. One issue with potentially having no price to casting except on a 1 can result in the player just repeatedly rolling until success outside of combat, which is rather boring. In my mind, if there is unlimited spell casting, there should be a reasonable sense of drama to each roll whether in or out of combat. I'm also not a fan of permanent corruptions a la Dungeon Crawl Classics. Losing the ability to cast that particular spell for the day solves it, but then you are back to tracking, which the goal was to avoid. Though only in the case of a failure - so perhaps still better than spell slots / spell points? [/QUOTE]
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