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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Spells On Demand v1.1 (At-will spells in 3.5 Edition)
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<blockquote data-quote="Derro" data-source="post: 4104825" data-attributes="member: 51010"><p>Hornet's nest? Bah. One easy rule to remember with the 3.5 skill system. Nothing, and I mean nothing is balanced with anything else. Just remember that, take a 10 and you'll be fine. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p></p><p></p><p></p><p>Is failure on a 1 only or is there a range? Equal to spell level, maybe. With the DC = 10 + sl lower level casters will have more power for sure. I think it flattens out as the caster level gets higher. </p><p></p><p>I've used a system like this. Wizards and sorcerers were the only ones really affected. As I recall wizards used spellcraft and sorcerers used caster level + CHA bonus. Sorcerers were able to rid themselves of half their spell penalty once per day. Wizards had a memory limit. They were only able to keep a certain amount of spells at hand but could readily change them with access to their spellbooks.</p><p></p><p>The only real problem was that sometimes the casters would not have the big spell they needed. Spell penalty was overwhelming. In the RAW they'd have that slot filled and available if they had chosen their spells properly. Or they'd have to rest 8 hours, so it's a bit of give and take on that one. </p><p></p><p>Magic did become a bit more trivial. When a caster has free-flowing magic, I find they tend to get a bit twitchy. Sometimes it would pay off and sometimes casters would wear themselves out without realizing it.</p><p></p><p>Talislanta 4th ed had this system. The spells in it were much more loosely defined and were built ad hoc. Elements of Magic, mentioned above, was also similar to this but was a very detailed system on it's own and required a magic system transplant instead of just a minor surgery.</p><p></p><p>There's a Harry Potter magic thread at Giant In the Playground. Try their message board as well.</p></blockquote><p></p>
[QUOTE="Derro, post: 4104825, member: 51010"] Hornet's nest? Bah. One easy rule to remember with the 3.5 skill system. Nothing, and I mean nothing is balanced with anything else. Just remember that, take a 10 and you'll be fine. ;) Is failure on a 1 only or is there a range? Equal to spell level, maybe. With the DC = 10 + sl lower level casters will have more power for sure. I think it flattens out as the caster level gets higher. I've used a system like this. Wizards and sorcerers were the only ones really affected. As I recall wizards used spellcraft and sorcerers used caster level + CHA bonus. Sorcerers were able to rid themselves of half their spell penalty once per day. Wizards had a memory limit. They were only able to keep a certain amount of spells at hand but could readily change them with access to their spellbooks. The only real problem was that sometimes the casters would not have the big spell they needed. Spell penalty was overwhelming. In the RAW they'd have that slot filled and available if they had chosen their spells properly. Or they'd have to rest 8 hours, so it's a bit of give and take on that one. Magic did become a bit more trivial. When a caster has free-flowing magic, I find they tend to get a bit twitchy. Sometimes it would pay off and sometimes casters would wear themselves out without realizing it. Talislanta 4th ed had this system. The spells in it were much more loosely defined and were built ad hoc. Elements of Magic, mentioned above, was also similar to this but was a very detailed system on it's own and required a magic system transplant instead of just a minor surgery. There's a Harry Potter magic thread at Giant In the Playground. Try their message board as well. [/QUOTE]
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