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What kind of magic do you like?
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<blockquote data-quote="WSmith" data-source="post: 183510" data-attributes="member: 106"><p>I have to agree that, while I personally don' t like core magic, it does work and is simple. For the sake of simplicity, if I could figure out a way to eliminate the slot/prepared/X per day/ known stuff, but keep the spells as is, I would love to use that. So essentially, take the sorceror, a spontaneous caster, and remove the limit per day and # of known spells. If you want to cast a spell, you cast it by rolling for chance to succeed, (which could mean a varitey of different things, but to me means that the caster has gathered enough mystical energy in the area to channel.) The DC to cast is based on something (haven't relly thought of what) but maybe a spellcraft check having something to do with the caster level, as well as spell level and if the caster has cast the spell before, to bring the imagined spell to reality by focusing the force energy around him. It might (and probably should) take longer to cast, (maybe one round per spell level as a general rule). </p><p></p><p>Balance would have to be considered. Maybe some temp or subdual damage. Although I have expressed the thought of some kind of temp damage, after futher consideration, I think I would avoid this, unless some kind of over-channeling was occurring. The fighter does not take damage for using his own combat ability. The rogue doesn't take damage for using his skills, (unless he fails, which could be messy <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" />) so why should the spell caster take damage for using his special ability, as long as he is doing it sensably? Also, it would IMO make casters less attractive is they took damage for every spell they cast, not just the over-channeled ones. </p><p></p><p>All that aside, I like the WOT channeling. Eosin, I would love to see the WOT rules adapted to a non-WOT setting. I like that there are only two casting classes. I like that there are no magic item creation feats. </p><p></p><p>While on magic item creation feats, in my standard D&D game, I would do away with all except for maybe scrolls, and even possibly potions. All other magic items would be considered (mostly) minor artifacts, crafted in an age of magic many moons ago. One would be very lucky to stumble upon such great works, as the art of creating such items has long been forgotten. </p><p></p><p>Armor and chance for spell failure: I like what 3e did, if it gets in the way of somatics, than roll, otherwise don't worry about it. Of course with my ideas used above it would be nothing for a caster to imbue himself with mage armor. </p><p></p><p>Although, I do really see the use for book wizards, (like Harry Potter) , I personally for my own game don't like that flavor of magic being a science.</p></blockquote><p></p>
[QUOTE="WSmith, post: 183510, member: 106"] I have to agree that, while I personally don' t like core magic, it does work and is simple. For the sake of simplicity, if I could figure out a way to eliminate the slot/prepared/X per day/ known stuff, but keep the spells as is, I would love to use that. So essentially, take the sorceror, a spontaneous caster, and remove the limit per day and # of known spells. If you want to cast a spell, you cast it by rolling for chance to succeed, (which could mean a varitey of different things, but to me means that the caster has gathered enough mystical energy in the area to channel.) The DC to cast is based on something (haven't relly thought of what) but maybe a spellcraft check having something to do with the caster level, as well as spell level and if the caster has cast the spell before, to bring the imagined spell to reality by focusing the force energy around him. It might (and probably should) take longer to cast, (maybe one round per spell level as a general rule). Balance would have to be considered. Maybe some temp or subdual damage. Although I have expressed the thought of some kind of temp damage, after futher consideration, I think I would avoid this, unless some kind of over-channeling was occurring. The fighter does not take damage for using his own combat ability. The rogue doesn't take damage for using his skills, (unless he fails, which could be messy :D) so why should the spell caster take damage for using his special ability, as long as he is doing it sensably? Also, it would IMO make casters less attractive is they took damage for every spell they cast, not just the over-channeled ones. All that aside, I like the WOT channeling. Eosin, I would love to see the WOT rules adapted to a non-WOT setting. I like that there are only two casting classes. I like that there are no magic item creation feats. While on magic item creation feats, in my standard D&D game, I would do away with all except for maybe scrolls, and even possibly potions. All other magic items would be considered (mostly) minor artifacts, crafted in an age of magic many moons ago. One would be very lucky to stumble upon such great works, as the art of creating such items has long been forgotten. Armor and chance for spell failure: I like what 3e did, if it gets in the way of somatics, than roll, otherwise don't worry about it. Of course with my ideas used above it would be nothing for a caster to imbue himself with mage armor. Although, I do really see the use for book wizards, (like Harry Potter) , I personally for my own game don't like that flavor of magic being a science. [/QUOTE]
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