Weakening the magic system

FAQ

Questions Already raised and their answers as applicable to the modified weakened magic system. These qeustions were raised on this board and another message board where I have the system posted.

Does a spell caster loose the spells they have memorized/prepared?

As per the core rules a person does not loose a prepared spell but cannot gain extra prepared spells by saving them from the day before.These rules still apply under this system.

Making odds = 1 only reduces the average spell damage by about 30%, is this adequate under Grim –n- Gritty Rules?

I feel that it probably is adequate but for those who do not I’ve added the optional rule of making 1s = 0 to a minimum of 1 point of damage per spell. Which reduces it by about 33%, which should be adequate for even the most maniacal GM. The math is 0+2+1+4+1+6 = 14/6 = 2.33.

Wouldn’t it be better to endanger the caster in someway, possibly constitution or charisma damage, whenever they cast?

I have added an option critical cast rule. Using this rule on a natural 20 the caster does not suffer the odds = 1s reduction to spell damage/healing. However, on a natural 1 the caster takes a point of temporary ability damage which could make future casting checks that much more difficult.

Why are you using con to limit the number of spells per day when GnG already places a great deal of emphasis on con?

I’m not anymore, I decided that this was too much emphasis on con and that spell casters should have to choose between spells and hit points so this has been changed to be the same ability that the caster uses for their casting check.

Are you going to limit magic item creation?

No but I’ve limited magic item use which was the real concern.

Are you going to lower base save?

No, while I have brought the magic system down a peg or three I’m not going for low magic. I’m looking for a moderate magic setting. The idea is that magic is still fairly prevalent but a magic user’s ability to cast a spell is unpredictable as is exactly how much damage/healing that spell will do. I’m calling it moderate magic.

Are you going to increase the base DCs for spells?

I thought that I totally redid this, I’m probably misunderstanding the question could you please clarify?
 

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Rebirth Check DC: 25 – ½ con + ½ character level; round final result up

That seems needlessly complicated. It's 2 steps, calc a DC by a weird formula then make a Fort Save.

A Fort Save already includes a CON bonus in it, so you're rewarding CON twice. Your Fort Save should increase as your levels go up so you're rewarding a higher level twice.

I'd just pick a DC (higher or lower depending on the rate of death you want), and let it be a Fort Save or a Con roll, whichever way you want to go. Personally, I'd let it be a Fort save so that Feats can come into play.
 


hmm thats a good point, I'll have to think about the DC though. Although I might set DC by class to make it more level across the board. I mean why should a fighter stand a better chance at resurection then a rogue of the same level with the same stats? Any suggestions on how I can set a standard DC and make it work. The idea is that the chances should be almost nil at 1st level and very easy at 20th level.
 

erm...

Nice rules, I've instituted something "similar" for my next campaign, except I've kept magic powerful, just harder (more dangerous) to do.

I was wondering, however, if anyone knows where the mentioned grim-n-gritty rules have vanished to? none of the links above seem to work :)

cheers
 



If you click on the link in my rules post and then click on downloads they are right there for you do download in pdf format.

Earthshadow,
I am assuming that you are familiar with Grim-n-Gritty. Do you see any glaring balance issues with that battle system?
 



Unbalanced

Are you saying that the magic system is unbalanced? I would definently not play a
mage class in you campaign, this is a very BIG dissadvantage. Allthough it would be fun to roleplay.
 


Yes the magic users take a pretty big hit, but the fighter types and such are taking a hit from Grim -n- Gritty. I am starting a campaign that is going to use grim -n- gritty. Under those rules the magic system is unbalanced. These rules are an attempt to bring the magic system down a couple of pegs. My hope is that only players who really want to play a mage will attempt it. I'm pretty sure that I'm not going to have any novice players taking wizard or sorcerer classes. Also as you mentioned I think that role-playing a mage in this type of setting would be a lot of fun.
 

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