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.
Community
General Tabletop Discussion
*Dungeons & Dragons
Too Much Spellcasting in Your D&D? Just Add a Little Lankhmar!
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="NotAYakk" data-source="post: 8301485" data-attributes="member: 72555"><p>As noted, Power Word spells where still fast in the old game. So how about we mess with that, instead of 4 rounds.</p><p></p><p>So</p><p>(a) Start with gritty rests. It takes a week of vacation to get the benefits of a long rest. During this week you can engage in downtime activities, and you gain the benefits of a short rest each night. If you do anything as intense as fighting, each time you take damage, and for each non non-cantrip spell on a day, that day does not count, and you lose 1 additional day towards your long rest (capping out at 7 days).</p><p></p><p>For slow spells that take more than 1 action? 10x casting time.</p><p></p><p>For spells that are 1 bonus action or action, start with the number of actions (0 for bonus action spells), then add 1 action for every <strong>component</strong> (VSM) the spell requires.</p><p></p><p>That is how long the spell takes to cast. You can only spend 1 action per round on casting a spell (no action surge speedup).</p><p></p><p>Removing components with metamagic does not speed the spell up, but quicken spell removes 1 action.</p><p></p><p>Each turn prior to the one where you cast the spell, you make a <strong>spellcasting attribute check</strong> (you have proficiency) or against a DC of 10+twice spell slot level.</p><p></p><p>Fail by 5 or more, or natural 1: Spell fizzles and fails.</p><p>Fail by less than 5: You don't progress on the spell; the spell requires another action.</p><p>Succeed by less than 5: You continue.</p><p>Succeed by 5 or more, or natural 20: When the spell is cast, it has +1 to hit, +1 DC and is cast as if it was using a slot 1 level higher. If it is a cantrip, it is cast as if you where 1 tier higher in level (progress beyond T4 is usually obvious).</p><p></p><p>While casting a spell, if you take damage you have to make a concentration saving throw; on failure, you the spell is lost as well as any effects you are concentrating on.</p><p></p><p>If the spell is lost due to stopping casting, concentration check failure, or failing a spellcasting check by 5 or more, you lose any slots and material components for the spell.</p><p></p><p>---</p><p></p><p>So <strong>magic missile</strong> has 2 components, so it takes <strong>3 actions</strong> (and hence 3 rounds) to cast. If cast using a 1st level slot, the DC is 12. A level 1 wizard with 13 int has a +5 bonus. Each round they roll 1d20+5.</p><p></p><p>So at +5 bonus against DC 12 we get:</p><p>On a 1, the spell fizzles.</p><p>On a 2-6, they fail, and the spell requires another round.</p><p>On a 7-11, they succeed.</p><p>On a 12+, they succeed, and get a bonus.</p><p></p><p>After 2 rounds...</p><p></p><p>6.25% 0 progress has been made; delayed 2 rounds.</p><p>9.75% spell has failed.</p><p>6.25% spell casts normally next round.</p><p>22.5% spell casts with a +1 bump next round.</p><p>20.25% spell casts with a +2 bump next round.</p><p>12.5% spell is delayed 1 round</p><p>22.5% spell is delayed 1 round, but also has a +1 bump</p><p></p><p>---</p><p></p><p>This makes combat magic less practical, but it at least makes up for a it a bit. It also provides a minigame (roll to see if you boost your spell, or it fizzles, each round), so the spellcaster isn't doing nothing at all on their turn.</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 8301485, member: 72555"] As noted, Power Word spells where still fast in the old game. So how about we mess with that, instead of 4 rounds. So (a) Start with gritty rests. It takes a week of vacation to get the benefits of a long rest. During this week you can engage in downtime activities, and you gain the benefits of a short rest each night. If you do anything as intense as fighting, each time you take damage, and for each non non-cantrip spell on a day, that day does not count, and you lose 1 additional day towards your long rest (capping out at 7 days). For slow spells that take more than 1 action? 10x casting time. For spells that are 1 bonus action or action, start with the number of actions (0 for bonus action spells), then add 1 action for every [b]component[/b] (VSM) the spell requires. That is how long the spell takes to cast. You can only spend 1 action per round on casting a spell (no action surge speedup). Removing components with metamagic does not speed the spell up, but quicken spell removes 1 action. Each turn prior to the one where you cast the spell, you make a [b]spellcasting attribute check[/b] (you have proficiency) or against a DC of 10+twice spell slot level. Fail by 5 or more, or natural 1: Spell fizzles and fails. Fail by less than 5: You don't progress on the spell; the spell requires another action. Succeed by less than 5: You continue. Succeed by 5 or more, or natural 20: When the spell is cast, it has +1 to hit, +1 DC and is cast as if it was using a slot 1 level higher. If it is a cantrip, it is cast as if you where 1 tier higher in level (progress beyond T4 is usually obvious). While casting a spell, if you take damage you have to make a concentration saving throw; on failure, you the spell is lost as well as any effects you are concentrating on. If the spell is lost due to stopping casting, concentration check failure, or failing a spellcasting check by 5 or more, you lose any slots and material components for the spell. --- So [b]magic missile[/b] has 2 components, so it takes [b]3 actions[/b] (and hence 3 rounds) to cast. If cast using a 1st level slot, the DC is 12. A level 1 wizard with 13 int has a +5 bonus. Each round they roll 1d20+5. So at +5 bonus against DC 12 we get: On a 1, the spell fizzles. On a 2-6, they fail, and the spell requires another round. On a 7-11, they succeed. On a 12+, they succeed, and get a bonus. After 2 rounds... 6.25% 0 progress has been made; delayed 2 rounds. 9.75% spell has failed. 6.25% spell casts normally next round. 22.5% spell casts with a +1 bump next round. 20.25% spell casts with a +2 bump next round. 12.5% spell is delayed 1 round 22.5% spell is delayed 1 round, but also has a +1 bump --- This makes combat magic less practical, but it at least makes up for a it a bit. It also provides a minigame (roll to see if you boost your spell, or it fizzles, each round), so the spellcaster isn't doing nothing at all on their turn. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Too Much Spellcasting in Your D&D? Just Add a Little Lankhmar!
Top