I must create a system, or be enslaved by another man's. I will not reason and compare: my business is to create.

- William Blake

Monday, March 11, 2024

Minimalist roll-to-cast, take 2

My previous attempt was not minimalist enough, as pointed in the comments. So let's try this again.

The MU gets one spell per level.

Maximum spell level is equal to half your level.

To cast, make a spell saving throw - adding your Int modifier, but subtracting spell level.

Failure means one of the following (PC's choice):

- You lose 1 HP per spell level, AND the spell fails.
- You cannot cast the same spell until tomorrow.

A natural 1 means BOTH happen, or one plus spells mishap (spell goes wild, Earthsea style).

A natural 20 means the spell was particularly powerful.

Yes, I like this version even better!

Clerics get half as many spells (starting on level 2). Is this too much of a nerf? Consider they have more HP to cast spells, more levels (per XP), and a potentially lots of healing powers with this one. Probably deserves further reflection.


8 comments:

  1. I absolutely love this and will be incorporating it into my roll-to-cast system for the game that I run. Thank you for such a fantastic, simple fix to something that's been bugging me for a while!

    ReplyDelete
    Replies
    1. Thank you!

      Let me know how it goes, this is untested by me!

      I added a caveat, "but subtracting spell level" after I had finished the post. Not sure if this is necessary, but could be.

      Delete
  2. Two thoughts:

    1) What is the DC for a spell saving throw? Target 20? And is this the same for the target saving against the spell?

    2) A more general thought (probably warrants it's own blog) but could spells (that do damage and/or have saving throws) be reduced to having an associated dice pool that can be damage or a sort of 'durability' of the spell (say 1d6 per caster level with a cap of X times spell level for example) so that a where a Fireball would have 1d6/caster level save for half, a hold person would have those dice but a cumulative pool that subsequent saves can reduce.

    It's not perfect, and a bit rough and ready at the moment, but the idea is that how martials do single target damage, MU are able to spread the effects around.

    If spells have a minimum dice allotment per target, this can probably have built in 'Mass' spell effect like the Mass cure wounds.

    ReplyDelete
    Replies
    1. 1) I'm using B/X RAW for this example, but Target 20 would work well too.

      2) Definitely an interesting idea to be developed on its own!

      As for "mass cure wounds" (MCW), this system allows you to cast cure light wounds repeatedly until you roll a natural 1, but is not as powerful as MCW.

      Delete
    2. I more thinking of multi target spells could naturally arise with a 'dice allotment' system.

      Perhaps Hold Person is a better example.

      This sort of thing would 'flatten' the spell list because 'Basic spell+' would no longer be needed.

      Delete
  3. This is much better. It needs some rule rephrases, but that's like... an aesthetic issue. It fucks over clerics, but maybe you could bump up their heals and turns? (IMO, it should be turn sinners, not turn undead)

    The only real issue is right here:

    "You lose 1 HP per spell level, AND the spell fails."

    sadly, there are 0-level spells. Do you want 0-level spells to be spammable?

    ReplyDelete
    Replies
    1. Thanks!

      I wrote this for B/X; so, the cleric has more HP, more levels per XP, and decent spell saving throws.

      You could even use 0-level spells (I don't), because of the "rolling a natural 1" bit.

      If you are playing 5e, this would probably require a few changes.

      Delete