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<blockquote data-quote="Tilla the Hun (work)" data-source="post: 1612245" data-attributes="member: 14214"><p>That's strangely close to a wild mage in 2e... In fact, your table 'duplicates' some of the effects of a wild surge when casting a spell...</p><p></p><p>Somebody around here could tell you the name of the book for 2e that had wild mages and the surge table therein will give you something like 50 - 100 results similar/identical to what you listed there...</p><p></p><p></p><p>Spellcraft DC to cast? Ouch. DC 5 + Spell Level? or 10, if you want grim, or 15 + spell level if you want spells to fail more often.</p><p></p><p>I'd recommend against the 'how close they come' gradient for use w/ your table... Keep the KISS concept in mind there. Why not simply base the effect off their spellcasting attribute modifier?</p><p></p><p>Priest/Cleric w/ a +3 to Wisdom looks up the +3 effect, and applies whenever he succeeds at his spellcraft check - it's always the same effect.</p><p></p><p>Or, if you want a -little- variation just for neat coolness factor - try this one for size:</p><p></p><p>Spellcasting modifer + 1d3 (or 1d6) - 1d3 (or 1d6) to determine line on chart/table to use for effect on spell.</p><p></p><p>Thus, they'll hit a -small- range of variations that they, as a player, can quickly learn (obviating the need to look them everytime, or calculate a new result everytime). Keep the range down to 5 to 10 variations, and the players can keep them straight every time, without spending time thinking about it <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Also, they'll want to start with that 18, but 2 clerics (one wis 15, one wis 18) will swiftly find out that only the 18 can cast with the effect of X2 CLW on a lucky roll, and only the 15 will have the penalty of X1/2 available on an unlucky roll. (just an example of the effect doing same would have)</p><p></p><p>If your into tables/charts, create two - one for success, one for failure <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Again, the smaller range means less fumbling/calculating/thinking about it after you've gotten used to the idea as a spellcaster, as well as providing considerable variation in the spell.</p><p></p><p>FYI - Really look up that old wild mage book/table - it'll help you a _lot_ in generating those kinds of tables.</p></blockquote><p></p>
[QUOTE="Tilla the Hun (work), post: 1612245, member: 14214"] That's strangely close to a wild mage in 2e... In fact, your table 'duplicates' some of the effects of a wild surge when casting a spell... Somebody around here could tell you the name of the book for 2e that had wild mages and the surge table therein will give you something like 50 - 100 results similar/identical to what you listed there... Spellcraft DC to cast? Ouch. DC 5 + Spell Level? or 10, if you want grim, or 15 + spell level if you want spells to fail more often. I'd recommend against the 'how close they come' gradient for use w/ your table... Keep the KISS concept in mind there. Why not simply base the effect off their spellcasting attribute modifier? Priest/Cleric w/ a +3 to Wisdom looks up the +3 effect, and applies whenever he succeeds at his spellcraft check - it's always the same effect. Or, if you want a -little- variation just for neat coolness factor - try this one for size: Spellcasting modifer + 1d3 (or 1d6) - 1d3 (or 1d6) to determine line on chart/table to use for effect on spell. Thus, they'll hit a -small- range of variations that they, as a player, can quickly learn (obviating the need to look them everytime, or calculate a new result everytime). Keep the range down to 5 to 10 variations, and the players can keep them straight every time, without spending time thinking about it :) Also, they'll want to start with that 18, but 2 clerics (one wis 15, one wis 18) will swiftly find out that only the 18 can cast with the effect of X2 CLW on a lucky roll, and only the 15 will have the penalty of X1/2 available on an unlucky roll. (just an example of the effect doing same would have) If your into tables/charts, create two - one for success, one for failure :) Again, the smaller range means less fumbling/calculating/thinking about it after you've gotten used to the idea as a spellcaster, as well as providing considerable variation in the spell. FYI - Really look up that old wild mage book/table - it'll help you a _lot_ in generating those kinds of tables. [/QUOTE]
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