Geoff said:
How is this different from spending your action to attack someone with a sword, gun, whatever and failing to hit?
Attack bad guy: 1 die roll, and I hit or miss, unlimited times per day.
Cast spell at bad guy: 1 die roll to cast, possibly 1 die roll to hit with a touch attack, and then victim gets a save to resist, and I can only do this a limited number of times per day.
I don't love abilities in d20 Modern or Grim Tales that require a check to even TRY to use (like Exploit Weakness, Dazzle, or Inspiration). I'd rather just see X/day (where X is your class level or relevant ability modifier, minimum 1), and you can do more than X by spending an Action Point to activate. For buffs, I feel annoyed if I spend a full round trying to buff myself or others and end up failing. For attacks, there's already a save mechanic in there. Why do I have the chance to fail to even force them to make a save?
(Again, this isn't GT in particular. This is d20 Modern stuff in general.)
Valhalla: I know that Wulf has suggested that you make the rule "your caster level, or the minimum level necessary to cast the spell, whichever is higher" in terms of what level the spell is cast it.
GlassJaw: Yep. Totally agree. That's what I was trying to say at the end of my post. It's a difference of what kind of game I want to run. I'm evidently more interested in Buffy than Conan -- spells more likely to work and less likely to kill you by doing so, but still relatively limited. And with extremely minor tweaks, GT's magic worked great for that. I think it can work for just about any level of magic you want with minor tweaks.