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Weakening the magic system
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<blockquote data-quote="Drawmack" data-source="post: 348436" data-attributes="member: 4981"><p><span style="color: white"></span></p><p><span style="color: white">Wow guys great input. Thanks for the input and the praise.</span></p><p><span style="color: white"></span></p><p><span style="color: white">cheif,</span></p><p><span style="color: white"> since I say con ability and not con skill it would be the constitution ability and not the concentration skill, however I will reword it to say constitution score, thank you for noting the ambiguity.</span></p><p><span style="color: white"></span></p><p><span style="color: white"> also spell slots do not have a level. How it works is a spell caster has access to the same number of spells per day as they would according to the core rules. However they cannot cast all of those spells, they can only attempt to cast a number equal to their number of spell slots. Clearing up this misconception makes a tad bit of the discussion mute I am affraid. Also I realize this has a possible hole of characters always wanting to use powerful magic for their slots, but it's harder to cast that. I don't know if this is truly balanced internally but it will come out in the playtesting as these rules are pre-playtest. It was done to keep bookkeeping to a minimum.</span></p><p><span style="color: white"></span></p><p><span style="color: white"> funny you should mention grim -n- gritty cause I did too. It's what these rules were designed for use with. Matter of fact it is where I got the odds = 1 rule from. The reason for using this instead of reducing dice is because if someone casts fireball it will very rarely be a very powerful spell but sometimes it'll take out a small army. I didn't want to reduce max damage I just wanted to make unber damage a much less frequent event.</span></p><p><span style="color: white"></span></p><p><span style="color: white"> On the topic of counterspelling I had not even considered that but I do like the idea. However I'm thinking something more along the lines of the volley spell from 1e. Maybe a spell that allows the caster to send the spell back at the caster (an arcane version only though as it doesn't make much sence for divine spells). If someone has a copy of the volley spell it would be appreciated if they could post it. The reason for making it a spell would be so that it suffers all the negatives mentioned inatly. Also I could make it a series spell like summon monster where it will only repell a spell of equal or lower level. This means that the higher level you choose the harder it is to cast by the casting check and also you don't know what spell is being cast against you so you'll always want to choose the highest level one available to you. Also it is limited in the number of times a day it can be used.</span></p><p><span style="color: white"></span></p><p><span style="color: white">Thoughts, suggestions.</span></p><p><span style="color: white"></span></p></blockquote><p></p>
[QUOTE="Drawmack, post: 348436, member: 4981"] [color=white] Wow guys great input. Thanks for the input and the praise. cheif, since I say con ability and not con skill it would be the constitution ability and not the concentration skill, however I will reword it to say constitution score, thank you for noting the ambiguity. also spell slots do not have a level. How it works is a spell caster has access to the same number of spells per day as they would according to the core rules. However they cannot cast all of those spells, they can only attempt to cast a number equal to their number of spell slots. Clearing up this misconception makes a tad bit of the discussion mute I am affraid. Also I realize this has a possible hole of characters always wanting to use powerful magic for their slots, but it's harder to cast that. I don't know if this is truly balanced internally but it will come out in the playtesting as these rules are pre-playtest. It was done to keep bookkeeping to a minimum. funny you should mention grim -n- gritty cause I did too. It's what these rules were designed for use with. Matter of fact it is where I got the odds = 1 rule from. The reason for using this instead of reducing dice is because if someone casts fireball it will very rarely be a very powerful spell but sometimes it'll take out a small army. I didn't want to reduce max damage I just wanted to make unber damage a much less frequent event. On the topic of counterspelling I had not even considered that but I do like the idea. However I'm thinking something more along the lines of the volley spell from 1e. Maybe a spell that allows the caster to send the spell back at the caster (an arcane version only though as it doesn't make much sence for divine spells). If someone has a copy of the volley spell it would be appreciated if they could post it. The reason for making it a spell would be so that it suffers all the negatives mentioned inatly. Also I could make it a series spell like summon monster where it will only repell a spell of equal or lower level. This means that the higher level you choose the harder it is to cast by the casting check and also you don't know what spell is being cast against you so you'll always want to choose the highest level one available to you. Also it is limited in the number of times a day it can be used. Thoughts, suggestions. [/color] [/QUOTE]
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