Patch 1.2
From our fearless (He is, believe me..) DM:
Paladins - Dispel Evil changed to a once per day ability
Warriors - Working as intended
Thieves - Some ability losses due to the implementation of Hero Points
Mages - See Below
I've been toying with something new and I decided to give it a try, you guys get to be my guinea pigs.
Without the restriction of spell components, spell interruption and a few other things mages quickly become very powerful. It gives the impression that burning through every spell possible is fine cause in less that 24 hrs I get them all back. There are a few ways to change this.
One, I could start with spell interruption. For example, you want to cast a fireball, roll a d10 and add the casting time of the spell. If you get hit by any attack during the 3 numbers that you are casting on the spell is lost. So say you roll a 5, the spell goes off at 8 with the casting time of 3. During 5,6, or 7 if you take a hit the spell is lost.
Two, I could actually make you use components. This would mean you have to keep track of every single spell component and how much you have of each. Most components are consumed during the casting of the spell so you have to know how many of every one you have. Even with a bag of holding to hold them all it takes time to call them to the top and get them. This is more cumbersome than anything else but it would slow down casting and eventually you will go to cast something and be out of the reagents for it.
Three, memorization. There are many ways to do this, the way that I have found I like most is as follows. Every spell level takes 2 turns (20min) to memorize. You want to memorize magic missile, spend 20min. You want to memorize fireball, spend an hour. What this does is effectively lower the number of spells you have over the course of a short period of time. There are only x number of hours in the day that you can memorize things. So it means that if you burn through 20 spells in one day, It's gonna take a few days to just get all those back.
I'm very much against option 2, I think it would just bog things down and be annoying. Option 1 while relatively simple isn't as effective as others and also adds a lot more math into combat which can slow things down tremendously. Starting next Sunday we are going to start playing with option 3. That means if you cast 2 3rd, 1 4th, 2 5th and a 7th level spell, it will take you 9 hrs to memorize all of those back. Memorization can only be accomplished in a quiet environment. Normally camp time overnight is 10 hrs, a max of 4 of those can be spend memorizing.
Paladins - Dispel Evil changed to a once per day ability
Warriors - Working as intended
Thieves - Some ability losses due to the implementation of Hero Points
Mages - See Below
I've been toying with something new and I decided to give it a try, you guys get to be my guinea pigs.
Without the restriction of spell components, spell interruption and a few other things mages quickly become very powerful. It gives the impression that burning through every spell possible is fine cause in less that 24 hrs I get them all back. There are a few ways to change this.
One, I could start with spell interruption. For example, you want to cast a fireball, roll a d10 and add the casting time of the spell. If you get hit by any attack during the 3 numbers that you are casting on the spell is lost. So say you roll a 5, the spell goes off at 8 with the casting time of 3. During 5,6, or 7 if you take a hit the spell is lost.
Two, I could actually make you use components. This would mean you have to keep track of every single spell component and how much you have of each. Most components are consumed during the casting of the spell so you have to know how many of every one you have. Even with a bag of holding to hold them all it takes time to call them to the top and get them. This is more cumbersome than anything else but it would slow down casting and eventually you will go to cast something and be out of the reagents for it.
Three, memorization. There are many ways to do this, the way that I have found I like most is as follows. Every spell level takes 2 turns (20min) to memorize. You want to memorize magic missile, spend 20min. You want to memorize fireball, spend an hour. What this does is effectively lower the number of spells you have over the course of a short period of time. There are only x number of hours in the day that you can memorize things. So it means that if you burn through 20 spells in one day, It's gonna take a few days to just get all those back.
I'm very much against option 2, I think it would just bog things down and be annoying. Option 1 while relatively simple isn't as effective as others and also adds a lot more math into combat which can slow things down tremendously. Starting next Sunday we are going to start playing with option 3. That means if you cast 2 3rd, 1 4th, 2 5th and a 7th level spell, it will take you 9 hrs to memorize all of those back. Memorization can only be accomplished in a quiet environment. Normally camp time overnight is 10 hrs, a max of 4 of those can be spend memorizing.
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