Wow...thanks for taking the time to playtest this stuff, and also for taking the time to type up such detailed notes and suggestions. This is really cool.
deanruel said:
Spell Foci: Casting without a "Spell Focus" should give the caster a -4 to their caster check, but should still be possible. In addition a single feat should be available to allow casters to be able to cast without a focus. Sundering was too simple a blanket solution to mage attacks, and if the system was used for every spellcaster in a DM's game it would be good to have a simple option available for those characters who didn't want to use implements. Finally a small bonus should exist for specific foci. Such as +1 to opposed caster level checks with staff's, +1 hp healed when curing if using a holy symbol, or an only 10% increasing chance of spell failure for divination spells for Crystal Balls. This last part was just something that made the players excited and that always means "good idea" in my book.
Yeah, we are also starting to notice how squishy those spell foci could be in combat. This was the intended effect, to discourage spellcasters from getting tangled up in melee...but I don't think I meant for it to be so game-killing.
On the other hand, I think it would be too unbalancing to remove the requirement altogether and impose a penalty. Instead of allowing casting to be done without a focus but at a penalty, I propose we allow a caster to use a
broken focus at a -4 penalty to the caster check...but if the caster has no focus (damaged, broken, or otherwise), she can't cast spells. I want to prevent spellcasters from becoming "monks for spells," meaning that even if they are captured and stripped of all of their gear and locked in a prison cell, they aren't particularly inconvenienced. (That's what psionics are for.
)
I like your idea of "special" foci granting a bonus to the caster level check. This would probably be best handled with the magic item rules: a +1 holy symbol would allow a cleric to cast spells with a +1 bonus to her caster level, for example. The pricing for such an enhancement should be handled with caution...bonus squared x 2,000 might not be high enough. Awesome idea!
The "crystal ball for divinations" idea is wonderful, and it sounds like the player had a particular idiom that she wanted to use for her character. Instead of a hard rule that details specific bonuses and advantages, it might be easier to chalk this up to GM Judgement and let the +2/-2 rule apply. For example, the GM could decide that if a character owns a crystal ball, that might be an advantageous circumstance for certain Divination spells, and therefore he gives the caster a +2 bonus to her caster level check and/or waives the possibility for misinterpretation. Another awesome idea!
deanruel said:
Incantations: While we were still debating the exact breakdown of the rule all of the players expressed a strong preference for an "Incantation" rule I proposed and tried. I'll give it to you in the form we used although as I said we weren't quite done with it. Every full caster recieves an "Incantation 1/day" ability at first level. Wizards and Sorcerors recieve it at 1st, 5th, 10th, 15th, and 20th. Clerics and Druids recieve it at 1st, 10th, and 20th. When a caster uses an "Incantation" they can cast any spell on their classes spell list with a few restrictions. First they cast at a -4 to their caster level (minimum 1st) so it will be 2 levels below their maximum spell level. Additionally the spell takes a minute per spell level to cast unless the spell would normally take some number of minutes to cast, in which case it takes an hour per spell level. The reason for this ability is that we realized there was a huge portion of the spell lists that would never see use under this system, never ever ever. In a system where you get 2 spells of every level you will NEVER see someone cast water breathing. This way if you know you're going into an aquatic fight you can still cast Water Breathing. You've just got to know ahead of time.
You are right, there are certain spells that will never get used under this system...but spellcasting abilities with per-day allowances are sort of what we are trying to get away from in this system. I propose that instead of making it a class feature, we make it a new use of the Spellcraft skill. Sort of like Use Magic Device, but for spells instead of magic items.
Let's say you really, REALLY need a
stone to flesh spell, but nobody has learned it yet. The GM could allow the spellcasters to attempt a special ritual that would have the same effect of the needed spell, but with some serious restrictions to prevent abuse: the character will need to be of a caster level sufficient to cast the spell in the first place (caster level 12, since the spell is 6th level), the character would need her focus, and the character would need all material requirements for the spell (a pinch of earth and a drop of blood.) The ritual takes 10 minutes per level of the spell (a whole hour, in this case), and the Spellcraft DC could be 20 + spell level (the same DC for deciphering a scroll of the spell) or 20 + caster level (the UMD DC for casting a spell from a scroll).
Making it a skill check allows the GM to control it somewhat (with the +2 favorable/-2 unfavorable rule), and it lets us use the existing skill system instead of creating something new. Three casters could attempt the ritual together, and get the Aid Another bonus for example.
What do you think? I mean, there is always the craft magic item option...if a character needs a particular spell, she could just spend some time and XP crafting a scroll, potion, or wand of the spell. Thanks to the softened requirements for spellcasting, a character doesn't need to know a particular spell in order to make a magic item out of it (but all requirements for the spell have to be met.)
deanruel said:
First Level Spells: Giving 1st level characters 2 first level spells was met with great thanks. It seems small but having to do the same thing every single round was not fun for first level mages.
I don't have a problem with this. I think it used to be 2 1st level spells at 1st level, but I changed it for some reason (and forgot to change it on bards, paladins, and rangers), or something. My players would heartily agree with you, so in the words of the great Capt. Jean-Luc Picard, "make it so."
deanruel said:
Counterspells: This is is just a writing suggestion. My players asked if Divine Casters could Dispel Arcane casters and I said yes because it doesn't say they can't. However just to make it a non-issue in readers minds I might reccomend adding that to the counterspell section.
I hadn't decided if I wanted to allow this or not, because I haven't had a chance to test it. I don't see it becoming a balance problem, so I say let's allow it.
deanruel said:
Curing: I like the curing max idea. It's a good one. So did my players.
Yeah, it goes a long way to helping out the severe restriction on healing magic. I think that this rule, along with the softened requirements for crafting magic items, pretty much fixes the Healing Bug for me. Other GMs might need to tweak it for their personal gaming style, but it plays good for us.
deanruel said:
So there you have it. Everyone over here is a big fan of the spell system and we're all glad to do anything we can to help you out with it. Keep up the good work
Thanks again for your help. This is shaping up to be a good product. I have another playtest tonight with my online group; we are going to try our best to break the Healing system at 1st, 8th, and 16th level. And we are going to see how badly this whole system falls apart when we go Epic Level with it (I'm guessing that it will be ABSOLUTELY INSANE.)
BTW, if you would like me to credit your players for helping with the playtest, just drop me their names (or nicknames, or character names.)