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General Tabletop Discussion
*TTRPGs General
What inspired the D&D magic rules and do you like it?
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<blockquote data-quote="Carnifex" data-source="post: 2040906" data-attributes="member: 227"><p>I'm toying with using several different systems to represent a style of magic more akin to thaumaturgy in China Mievilles Bas-Lag stories, and to represent the 'potentially unlimited no. of spells but tiring' effect of magic common to many novels.</p><p></p><p>A simple system to start from: Whenever a spellcaster casts a spell, they make a Fortitude save (DC = 5 + spell level, perhaps?). On a failure they become fatigued. If they are already fatigued, they become exhausted. If they are already exhausted, they fall unconscious.</p><p></p><p>For that nasty-result-of-spell-energy-not-going-off-right China Mieville-style thing (as seen in The Scar, when a character comes across the bodies of two thaumaturge guards who were killed in the middle of spellcasting - the spell energy had been summoned and needed to go somewhere, even if the caster loses control of it, and the guards innards had basically ruptured from all the uncontrolled force running through them), have a failed Concentration check for a spell due to defensive casting or an attack of opportunity result in not only a failed spell but an additional 1d6 points of damage per spell level inflicted on the caster.</p><p></p><p>Possibly even allow a caster the opportunity to make a Concentration check rather than a Fortitude check whenever they cast a spell, but if they fail, rather than becoming fatigued they suffer damage. Not sure how to justify this last bit other than to provide more options though <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p></blockquote><p></p>
[QUOTE="Carnifex, post: 2040906, member: 227"] I'm toying with using several different systems to represent a style of magic more akin to thaumaturgy in China Mievilles Bas-Lag stories, and to represent the 'potentially unlimited no. of spells but tiring' effect of magic common to many novels. A simple system to start from: Whenever a spellcaster casts a spell, they make a Fortitude save (DC = 5 + spell level, perhaps?). On a failure they become fatigued. If they are already fatigued, they become exhausted. If they are already exhausted, they fall unconscious. For that nasty-result-of-spell-energy-not-going-off-right China Mieville-style thing (as seen in The Scar, when a character comes across the bodies of two thaumaturge guards who were killed in the middle of spellcasting - the spell energy had been summoned and needed to go somewhere, even if the caster loses control of it, and the guards innards had basically ruptured from all the uncontrolled force running through them), have a failed Concentration check for a spell due to defensive casting or an attack of opportunity result in not only a failed spell but an additional 1d6 points of damage per spell level inflicted on the caster. Possibly even allow a caster the opportunity to make a Concentration check rather than a Fortitude check whenever they cast a spell, but if they fail, rather than becoming fatigued they suffer damage. Not sure how to justify this last bit other than to provide more options though :p [/QUOTE]
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What inspired the D&D magic rules and do you like it?
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