Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Throwing down the Tyranny of the Spellcaster.
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Crazy Jerome" data-source="post: 5862832" data-attributes="member: 54877"><p>Have some of all the restrictions, and most casters can benefit from several, if not all.</p><p> </p><p>There is some weak, fairly reliable magic, that a caster can use more or less whenever they feel like it. It might miss (or be saved against), but it works about as well as sword or bow. </p><p> </p><p>Then there is more powerful magic that has more limits--time, (real expense), danger, etc. Ideally, you'd have the option to do some trade-offs here. I'd say that a casting time of one round per level is too strong a scale--maybe one round per 3 levels will work. But if you also had some expense and danger options to blend with that one round per level, it could work. Cast faster, at cost and risk, or cast slower at less cost or risk. Those kinds of systems, if built moderately well, let each caster pick their preferred mix.</p><p> </p><p>Then you might have a few classes that don't get such options, but in return get something else. Their casting is all one way or the other, but they are compensated. </p><p> </p><p>Such a system provides plenty of obvious balance options for non casters. After all, a non caster can find some magical equipment that runs those same time, expense, and cost gauntlets. Meanwhile, the sword and bow still work. </p><p> </p><p>BTW, another "time" option that is less intrusive in some ways than the 1 round per level is to make all spells require a move action to "ready" and then a standard action to cast. It takes a full round to cast a spell, some planning, but you don't get the immediate interrupts issues if the caster has to move. Basically, they can "ready" at some point, hold it for awhile, and then "cast" once in position. Presumably, concentration is possible to break in the meantime, but not nearly as likely as interrupting the actual casting. </p><p> </p><p>For an even nastier variant, use move action to "cast" and then standard action to "target". Now, the spell is fully formed in the meantime, and interruptions can get dicy. That fireball spell is in your hand until you throw it! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> On the plus side, personal protection spells (or any spell that doesn't require targeting) is as easy to cast as always. This appropriately makes defense easier than offense, while giving weapon users an edge. A wizard chased by a warrior can throw up defenses, but can't get much going offensively without some distance, help, or risk--or perhaps using an item.</p><p> </p><p>With this system, you can make particularly powerful spells take an extra "move" or three to cast, but still release in one standard action. It only takes a round or two to get the full thing off, but the caster can't do anything else during that time.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5862832, member: 54877"] Have some of all the restrictions, and most casters can benefit from several, if not all. There is some weak, fairly reliable magic, that a caster can use more or less whenever they feel like it. It might miss (or be saved against), but it works about as well as sword or bow. Then there is more powerful magic that has more limits--time, (real expense), danger, etc. Ideally, you'd have the option to do some trade-offs here. I'd say that a casting time of one round per level is too strong a scale--maybe one round per 3 levels will work. But if you also had some expense and danger options to blend with that one round per level, it could work. Cast faster, at cost and risk, or cast slower at less cost or risk. Those kinds of systems, if built moderately well, let each caster pick their preferred mix. Then you might have a few classes that don't get such options, but in return get something else. Their casting is all one way or the other, but they are compensated. Such a system provides plenty of obvious balance options for non casters. After all, a non caster can find some magical equipment that runs those same time, expense, and cost gauntlets. Meanwhile, the sword and bow still work. BTW, another "time" option that is less intrusive in some ways than the 1 round per level is to make all spells require a move action to "ready" and then a standard action to cast. It takes a full round to cast a spell, some planning, but you don't get the immediate interrupts issues if the caster has to move. Basically, they can "ready" at some point, hold it for awhile, and then "cast" once in position. Presumably, concentration is possible to break in the meantime, but not nearly as likely as interrupting the actual casting. For an even nastier variant, use move action to "cast" and then standard action to "target". Now, the spell is fully formed in the meantime, and interruptions can get dicy. That fireball spell is in your hand until you throw it! :D On the plus side, personal protection spells (or any spell that doesn't require targeting) is as easy to cast as always. This appropriately makes defense easier than offense, while giving weapon users an edge. A wizard chased by a warrior can throw up defenses, but can't get much going offensively without some distance, help, or risk--or perhaps using an item. With this system, you can make particularly powerful spells take an extra "move" or three to cast, but still release in one standard action. It only takes a round or two to get the full thing off, but the caster can't do anything else during that time. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Throwing down the Tyranny of the Spellcaster.
Top