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<blockquote data-quote="greywulf" data-source="post: 1710624" data-attributes="member: 4285"><p>Good post!</p><p></p><p>I've made just two changes to the core mechanics and that's simplified the whole process a lot for me as GM.</p><p></p><p>Firstly, the save DC for spells is now 10 + caster level + attribute bonus - spell level. That means 1 st level INT 15 wizard casting a 1st level spell has a DC of 12; the same spell cast by a 20th level INT 18 wizard is DC 23; low level spells are suddenly useful again to high level critters against high level foes, so they get used a LOT more in the game, and these are the familiar 1st-3rd level spells we all know and love. The rationale is that these are the spells the magic user knows intimately; they should be much easier to cast and use than the 6th level spell he mastered only last week (which would be DC 18).</p><p></p><p>Secondly, to quote my House Rules (<a href="http://wiki.greywulf.net/cgi-bin/wiki.pl/War/HouseRules" target="_blank">http://wiki.greywulf.net/cgi-bin/wiki.pl/War/HouseRules</a>):</p><p></p><p>A character's spells are unique. All spells must have a unique signature (appearance, smell, sound, or other effect) that must be consistent for that character. Unique spell names are also encouraged. Tharn, a nature-loving Sorcerer, doesn't cast Magic Missile, for example, he casts Tharn's Thorns, which fires a volley of large thorns at a target. Idaya'ama the Dark Elven sorcerer doesn't cast Magic Missile, she throws Ice Shards - bolts of spontaneously created ice, which pierce then melt on impact. The game effects are identical, but each signature may have minor side effects which should be encouraged and handled in-game.</p><p></p><p>That means players have a vested interest in each of their spells - they are personal and unique to them, and they know the casting details intimately. It's their responsibility to refer to the spell details - though I keep track of the durations, etc - so I can expire spells just that bit early or late for Suitable Dramatic Effect (insert evil grin her</p></blockquote><p></p>
[QUOTE="greywulf, post: 1710624, member: 4285"] Good post! I've made just two changes to the core mechanics and that's simplified the whole process a lot for me as GM. Firstly, the save DC for spells is now 10 + caster level + attribute bonus - spell level. That means 1 st level INT 15 wizard casting a 1st level spell has a DC of 12; the same spell cast by a 20th level INT 18 wizard is DC 23; low level spells are suddenly useful again to high level critters against high level foes, so they get used a LOT more in the game, and these are the familiar 1st-3rd level spells we all know and love. The rationale is that these are the spells the magic user knows intimately; they should be much easier to cast and use than the 6th level spell he mastered only last week (which would be DC 18). Secondly, to quote my House Rules ([url]http://wiki.greywulf.net/cgi-bin/wiki.pl/War/HouseRules[/url]): A character's spells are unique. All spells must have a unique signature (appearance, smell, sound, or other effect) that must be consistent for that character. Unique spell names are also encouraged. Tharn, a nature-loving Sorcerer, doesn't cast Magic Missile, for example, he casts Tharn's Thorns, which fires a volley of large thorns at a target. Idaya'ama the Dark Elven sorcerer doesn't cast Magic Missile, she throws Ice Shards - bolts of spontaneously created ice, which pierce then melt on impact. The game effects are identical, but each signature may have minor side effects which should be encouraged and handled in-game. That means players have a vested interest in each of their spells - they are personal and unique to them, and they know the casting details intimately. It's their responsibility to refer to the spell details - though I keep track of the durations, etc - so I can expire spells just that bit early or late for Suitable Dramatic Effect (insert evil grin her [/QUOTE]
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