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Post by shaungamer on Aug 3, 2010 19:01:35 GMT -5
Erf_beto raised an interesting topic in another thread about magic spells. The new DP rules will expand the current spell list and follow guidelines set out by myself. However this probably will not match some of the expectations that people have.
As the new Rules will have a separate Spellbook document, perhaps we can have more than one. As well as the DP Spellbook we could have a version that calls upon D&D for its inspiration!
Unfortunately my experience with D&D is minimal, so I would have to ask for someone elses input in this endeavor. What do people think?
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erf_beto
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Post by erf_beto on Aug 4, 2010 8:33:23 GMT -5
Thanks for the new thread Shaun! I believe DP is closer in feel to old school, classic D&D, with all its random dungeon creation charts and wandering monster tables, so I think that's where the expectation comes from. But, if people are interested in helping out, we would have to know if the new rules will change anything relating to how spellcasting works. We were already told in that other thread about the new magic fumbles (you loose the spell if you get more 1s and 2s than successes). Anything else we should have in mind to keep the balance intact? I'm specially concerned about the scaling of spell effects over levels... in other words, for a given level, how much damage should a spell do, how large an area should it affect, etc. I have my own table with guidelines for that, but I'm sure it's not exactly right with DP's math. Also, to reeeeeeaaly get the D&D feel right, I feel spellcasting should be "vancian" (spell levels, fire-and-forget, spells prepared per day, etc). Of course, we don't have to follow everything exactly (DP already have rules for some of that), but a nod into that particular direction would add more flavour. If done right, we could have characters from both systems working side by side (though I expect a lot of painful playtesting for that... ). For a quick perspective (and classic d&d spells) I've been looking into Microlite74: www.retroroleplaying.com/content/microlite74I already have a couple of spells sketched somewhere, I'll see if I can find them. See you later, kids.
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Post by dan on Aug 4, 2010 18:29:51 GMT -5
Sounds interesting. I am curious to see more...I am a little leery though of getting too much like D&D magic, it would kind of depend on the version...I probably have versions mixed together in my head, but I remember not liking some aspects, particularly the whole "I cast a spell, and now I have forgotten it until I read it again" thing, I know there was an explanation for it, it just never struck me as how I imagined sorcery to be, but everyone has their own ideas on that.
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erf_beto
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Post by erf_beto on Aug 5, 2010 12:28:42 GMT -5
Yeah, the "vancian" system can be silly like that. And it either makes wizards too powerful (at higher levels) or too weak (lower levels).
But it's great when you play with cards, like Heroquest did: use a spell, discard. Also, it solves a couple of those problematic spells we discussed in the other thread.
Maybe we could compromise a middle ground: some spells are gone when cast (call it 'wizardry'), some are at-will (i.e. 'sorcery', but you may loose them with a critical failure).
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Post by dan on Aug 5, 2010 20:59:52 GMT -5
It's always worth experimenting with, as long as it can be made to scale well across levels.
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erf_beto
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Post by erf_beto on Aug 24, 2010 9:11:42 GMT -5
Well, here's my first draft. Notice that this is a Work in Progress, and basically nothing is balanced. I added a couple of rules change but they need not remain in the final document. They just add the "hardcore" D&D feel, though they may over complicate things.
.:: PLUNGIN INTO DUNGEONS & DRAGONS ::. - SPELLBOOK v0.5 -
* Once cast, the spell is gone for the remainder of the quest. The caster must rest in town to prepare spells again; * The wizard must have MAG equal to at least twice the level of the spell; * The wizard can prepare 1 spell per MAG; In order to prepare a higher level spell, the wizard must also prepare lower level spell: he can't prepare only higher level spells. Follow the table below.
number of spells per MAG (spell lvl 1 / lvl 2 / lvl 3 / lvl 4 / lvl 5) 1 :: 1 2 :: 2 3 :: 3 4 :: 3 / 1 5 :: 3 / 2 6 :: 3 / 2 / 1 7 :: 3 / 2 / 2 8 :: 3 / 2 / 2 / 1 9 :: 3 / 2 / 2 / 2 10 :: 3 / 2 / 2 / 2 / 1
Example. A Wizard with MAG 6 can prepare up to 6 spells. 1) Magic Missile (lvl.01) 2) Magic Missile (lvl.01) 3) Sleep (lvl.01) 4) Web (lvl.02) 5) Invisibility (lvl.02) 6) Fireball (lvl.03)
-------------------- Lvl.01 Wizard Spells --------------------
Magic Missile Conjures one bolt of mystic energy for every two points of MAG (max of 5). You can divide your missiles among enemies as long as they are alll within 3 squares of each other. The missiles strike unerringly, dealing 1 point of damage each.
Sleep This spell creates a 3x3 area of dizzyness up to 6 squares away from the caster, but it affects only targets with WIT lower than the caster's MAG stat, forcing them to fall asleep, loosing their next turn. The targets may make a diff: 1 WIT test each round to wake up.
Arcane Shield You may roll an extra dice on DEF for every 3 points of the caster's MAG. This bonus last until your next turn. Alternatively, you can use against an incoming attack.
-------------------- Lvl.02 Wizard Spells --------------------
Levitation The caster or one of his allies rise in the air. This prevents falling on pit traps, but also takes the target away from normal melee combat: it can only target and be targeted by ranged attacks or spells, move 1 square per turn, and takes a -3 penalty to attacks while suspended in the air.
Spider's Web Creates a sticky web (range: 6 squares), which holds characters immobile. The web occupies a 2x2 area, and can be destroyed by fire (dealing damage to all creatures caught in it). To break free, a creature must make a dif2 RES check each round. At MAG 5, and again at MAG 10, the caster may add an extra 2x2 web tile, and the difficulty to break free increases by 1.
Invisibility the caster or one of his allies cannot be targeted by monsters, ignoring their laws, and can move through their spaces. Attacking ends this spell.
-------------------- Lvl.03 Wizard Spells --------------------
Fireball the caster shoots a small ball of fire up to 6 squares away. When it reaches its destination (or the first obstacle along its path) it explodes in a 3x3 area, dealing 3 points of fire damage. Creatures in the area can make a Dif 3 DEX check to take half damage. Damage increases by 1 for every two points of MAG above 6.
Lighting Bolt eletric ray extends from caster's finger up to 10 squares away in a single line. Creatures in line of effect take 3 damage, but can make a Dif 3 DEX check to take half damage.
Haste the caster or one of his allies gains +2 to DEF and DEX and a third action until there are no more monsters in sight.
Charm Monster takes command of a monster that fails a dif 3 WIT check. The caster directs its action on his own turn, using his available actions. The target does nothing on his turn but makes another check to end this effect.
Animate Dead (evil only) summons an undead minion.
-------------------- Lvl.04 Wizard Spells --------------------
Ice Storm A swirling storm of ice and snow fills the entire tile. Enemies can't defend against it, taking 4 points of damage. The tile becomes slippery: moving requires a dif2 DEX check, otherwise you fall prone and loose the rest of your turn. Also, pushback distance is increased by 1.
Flesh to Stone A silver ray turns an enemy into a statue. Check MAG against the target's RES. If the caster wins, the target becomes a statue; if the enemy wins, the transformation is not complete but his speed is reduced to zero.
Firewall 1 square of fire per MAG. When passing through each square, characters check RES dif4: success, take 1 damage; failure, take 2. Each round, the caster removes 1 fire square.
Polymorph Other touched enemy transforms into a toad, loosing his actions. The afflicted character makes a dif 4 WIT check each round to dispell.
Projected Image creates illusory double of the caster, giving him an extra action and +1 to DEF for every 2 points of MAG as enemies are drawn to the double.
-------------------- Lvl.05 Wizard Spells --------------------
Conjure Elemental summons a powerfull elemental creature
Cloudkill Poisonous vapors fills the room and kills all monsters that fail a dif5 RES check. Even if they succeed, they take 5 damage. Undead and creatures that don't breath are immune.
Teleport takes the party anywhere... ?
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Post by shaungamer on Aug 24, 2010 17:26:54 GMT -5
Looks good. I can see the system working well, although playtesting will be required. When you have all the kinks worked out, I would be happy to host it as an official variant.
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