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<blockquote data-quote="Turanil" data-source="post: 1626009" data-attributes="member: 9646"><p>Personnaly I like the error printed in the book (each magical adept talent increases the burn-resistance by +1). I also intend on making spellcasting level = spell level + number of magical adept talents. In fact it would seem making the guy as powerful as a normal D&D wizard, but it won't be always the case. A 7th level Smart hero with 4 magical adept talents could cast a fireball at 7th level (with that houserule), but a magic-missile at 5th level (weaker). </p><p></p><p>Also (with the book's error), a 7th level Smart hero with 4 magical adept talents and Int 16, who would cast the same number of spell levels as a basic wizard, would statistically lose only 4 points of Strength during the day. Thus he could cast more spells if need be. After having played for years with a spell-points system that entitled more lower-level spells per day (cast as a sorcerer) it wouldn't unbalance the game IMO. Also note that he must succeed a spellcasting roll, which makes his magic less reliable. Of course, without the errata for the magical adept talent, you don't play "low magic", but I also think you neither play munchkin magic. Using the magical-adept talent as printed I thought about the following ideas:</p><p></p><p>- <strong>Preserver / Defiler.</strong> Using Grim Tales for Dark Sun (or similar idea), the defiler uses the magical adept talent as written in the book, while the preserver uses the errata's magical adept talent. </p><p></p><p>- <strong>Moorcock's world of Law & Chaos.</strong> In area where Chaos is stronger, magic is stronger, while in areas where Law is stronger, magic becomes increasingly difficult to cast. So, strong Chaos = magical adept talent as written in the book; less Chaos and more Law, magic is at -1, -2, -3 penalty etc. as relevant, where penalty equal number of magical adept talents "temporarily removed" while in the zone (so casting level decreases, and spell burn increases). </p><p></p><p>- <strong>Ley Lines and similar stuff.</strong> This is a world where magic is stronger near "ley lines" (or other sorts of high magic zones, such as near a gate for example), and weaker everywhere else. So, near ley lines / in high magic zone = magical adept talent as written in the book; everywhere else = errata's magical adept talent.</p><p></p><p>Having magic that work always the same everywhere, is also a staple of D&D, and that also could be changed when playing Grim Tales. Magic would become all the more mysterious and unreliable, thus all the more magical IMO. A world like that could be at the same time low magic and high magic, depending on the circumstances.</p></blockquote><p></p>
[QUOTE="Turanil, post: 1626009, member: 9646"] Personnaly I like the error printed in the book (each magical adept talent increases the burn-resistance by +1). I also intend on making spellcasting level = spell level + number of magical adept talents. In fact it would seem making the guy as powerful as a normal D&D wizard, but it won't be always the case. A 7th level Smart hero with 4 magical adept talents could cast a fireball at 7th level (with that houserule), but a magic-missile at 5th level (weaker). Also (with the book's error), a 7th level Smart hero with 4 magical adept talents and Int 16, who would cast the same number of spell levels as a basic wizard, would statistically lose only 4 points of Strength during the day. Thus he could cast more spells if need be. After having played for years with a spell-points system that entitled more lower-level spells per day (cast as a sorcerer) it wouldn't unbalance the game IMO. Also note that he must succeed a spellcasting roll, which makes his magic less reliable. Of course, without the errata for the magical adept talent, you don't play "low magic", but I also think you neither play munchkin magic. Using the magical-adept talent as printed I thought about the following ideas: - [B]Preserver / Defiler.[/B] Using Grim Tales for Dark Sun (or similar idea), the defiler uses the magical adept talent as written in the book, while the preserver uses the errata's magical adept talent. - [B]Moorcock's world of Law & Chaos.[/B] In area where Chaos is stronger, magic is stronger, while in areas where Law is stronger, magic becomes increasingly difficult to cast. So, strong Chaos = magical adept talent as written in the book; less Chaos and more Law, magic is at -1, -2, -3 penalty etc. as relevant, where penalty equal number of magical adept talents "temporarily removed" while in the zone (so casting level decreases, and spell burn increases). - [B]Ley Lines and similar stuff.[/B] This is a world where magic is stronger near "ley lines" (or other sorts of high magic zones, such as near a gate for example), and weaker everywhere else. So, near ley lines / in high magic zone = magical adept talent as written in the book; everywhere else = errata's magical adept talent. Having magic that work always the same everywhere, is also a staple of D&D, and that also could be changed when playing Grim Tales. Magic would become all the more mysterious and unreliable, thus all the more magical IMO. A world like that could be at the same time low magic and high magic, depending on the circumstances. [/QUOTE]
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