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Weakening the magic system
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<blockquote data-quote="Drawmack" data-source="post: 363227" data-attributes="member: 4981"><p><strong>FAQ</strong></p><p></p><p><span style="color: White">Questions</span><span style="color: LimeGreen"> Already raised and their </span><span style="color: LimeGreen">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.</span></p><p><span style="color: LimeGreen"></span><span style="color: White"></span></p><p><span style="color: White">Does a spell caster loose the spells they have memorized/prepared?</span><span style="color: LimeGreen"></span></p><p><span style="color: LimeGreen">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.</span></p><p><span style="color: LimeGreen"></span><span style="color: White"></span></p><p><span style="color: White">Making odds = 1 only reduces the average spell damage by about 30%, is this adequate under Grim –n- Gritty Rules?</span><span style="color: LimeGreen"></span></p><p><span style="color: LimeGreen">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.</span></p><p><span style="color: LimeGreen"></span><span style="color: White"></span></p><p><span style="color: White">Wouldn’t it be better to endanger the caster in someway, possibly constitution or charisma damage, whenever they cast?</span><span style="color: LimeGreen"></span></p><p><span style="color: LimeGreen">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.</span></p><p><span style="color: LimeGreen"></span><span style="color: White"></span></p><p><span style="color: White">Why are you using con to limit the number of spells per day when GnG already places a great deal of emphasis on con?</span><span style="color: LimeGreen"></span></p><p><span style="color: LimeGreen">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.</span></p><p><span style="color: LimeGreen"></span><span style="color: White"></span></p><p><span style="color: White">Are you going to limit magic item creation?</span><span style="color: LimeGreen"></span></p><p><span style="color: LimeGreen">No but I’ve limited magic item use which was the real concern.</span></p><p><span style="color: LimeGreen"></span><span style="color: white"></span></p><p><span style="color: white">Are you going to lower base save?</span><span style="color: LimeGreen"></span></p><p><span style="color: LimeGreen">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.</span></p><p><span style="color: LimeGreen"></span><span style="color: white"></span></p><p><span style="color: white">Are you going to increase the base DCs for spells?</span><span style="color: LimeGreen"></span></p><p><span style="color: LimeGreen">I thought that I totally redid this, I’m probably misunderstanding the question could you please clarify?</span></p><p><span style="color: LimeGreen"></span></p></blockquote><p></p>
[QUOTE="Drawmack, post: 363227, member: 4981"] [b]FAQ[/b] [color=White]Questions[/color][color=LimeGreen] Already raised and their [/color][color=LimeGreen]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. [/color][color=White] Does a spell caster loose the spells they have memorized/prepared?[/color][color=LimeGreen] 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. [/color][color=White] Making odds = 1 only reduces the average spell damage by about 30%, is this adequate under Grim –n- Gritty Rules?[/color][color=LimeGreen] 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. [/color][color=White] Wouldn’t it be better to endanger the caster in someway, possibly constitution or charisma damage, whenever they cast?[/color][color=LimeGreen] 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. [/color][color=White] Why are you using con to limit the number of spells per day when GnG already places a great deal of emphasis on con?[/color][color=LimeGreen] 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. [/color][color=White] Are you going to limit magic item creation?[/color][color=LimeGreen] No but I’ve limited magic item use which was the real concern. [/color][color=white] Are you going to lower base save?[/color][color=LimeGreen] 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. [/color][color=white] Are you going to increase the base DCs for spells?[/color][color=LimeGreen] I thought that I totally redid this, I’m probably misunderstanding the question could you please clarify? [/color] [/QUOTE]
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