New OOTS products from CafePress
New OOTS t-shirts, ornaments, mugs, bags, and more
Results 1 to 6 of 6
  1. - Top - End - #1
    Halfling in the Playground
     
    SwashbucklerGuy

    Join Date
    Sep 2012
    Gender
    Male

    Post Houserules Collection: are these a 3 or an 18? Magic

    I will be posting one change, or group of changes, at a time to hopefully allow for a little more discussion/ tweaks/ general thoughts, if you would be so kind

    A note before starting: I am aware that this edition is.. unstable, especially at higher levels. My rules don't necessarily aim to completely eliminate that issue, too large a task. What I'm going for is general playability, a certain feel I have about things, and of course, fun for all players including those running muggles. With that said, do let me know if I've horribly broken anything. Also, feel free to ask for any clarification.

    Some tweaks for the magic system. Dangerous thing to play with indeed.. Anything I may not have considered? I don't believe making things slightly more difficult for full casters is necessarily the worst thing...
    Spoiler
    Show
    First up, my little beef with a certain rule. What do you think?
    Spoiler
    Show
    When casting a spell or spell-like ability, a character must use their flat-footed armor class, they may not cast defensively, and they do not threaten adjacent squares until the casting time has ended. No casting defensively rule.


    Next, another thing I thought would make some sense for those directly manipulating the laws of space/time.
    Spoiler
    Show
    When casting spells with somatic components, the caster must have at least one hand free; however, the off hand is limited to holding a weapon with which the caster is proficient, or the specified spell focus, or a wand or a rod (not being used while casting the spell). Either of the caster's hands may handle any material components for the spell being cast.


    I believe people may start counterspelling more often. Would this be alright, especially in light of my Sorcerer tweaks?
    Spoiler
    Show
    Counterspelling only requires that the caster expend a spell slot of a level equal to or greater than the spell to be countered, including metamagic increases of both spell slots; not a specific spell. The counterspell must however also have an equal or greater spell save DC. A Spellcraft check must still be made as normal.


    Lastly, a clarification of a common-sense thing. Am I at all correct in that this is never explicitly written anywhere but maybe should be?
    Spoiler
    Show
    Voluntary summoning and/or shapeshifting spells and effects require the caster to have specific knowledge of the desired form. Roll appropriate Knowledge checks as if to identify the desired form when using it for the first time; or have previously encountered it.



    Links to other rule sections:
    Last edited by lucky9; 2019-04-02 at 12:25 AM. Reason: Added links and changes as per discussion
    ‘Meaningless! Meaningless!’ says the Teacher. ‘Utterly meaningless! Everything is meaningless.’ What has been will be again, what has been done will be done again; there is nothing new under the sun.

  2. - Top - End - #2
    Ogre in the Playground
     
    nonsi's Avatar

    Join Date
    Apr 2010

    Default Re: Houserules Collection: are these a 3 or an 18? Magic

    Quote Originally Posted by lucky9 View Post
    Spells with somatic components require that the caster have both hands free, other than the spell focus or material components; they may not wield a weapon, hold a buckler, etc. in either hand.
    This kinda kills the image of a wizard and his trusty staff.
    It can also be very annoying to have to sheath you dagger or throw away your staff in order to cast any spell with the somatic component.
    Could lead to antagonism for both reasons. I strongly advise to think long and hard about this one.



    Quote Originally Posted by lucky9 View Post
    Counterspelling only requires that the caster expend a spell slot of a level equal to or greater than the spell to be countered, including metamagic increases of both spell slots; not a specific spell. The counterspell must however also have an equal or greater spell save DC. A Spellcraft check must still be made as normal.
    I'm not sure if finding more ways to make spellcasters significantly better than noncasters is a good design goal.
    IIRC, officially, it takes an investment of about 4 feats (or PrC; not sure) to gain that capability.



    Quote Originally Posted by lucky9 View Post
    Voluntary summoning and/or shapeshifting spells and effects require the caster to have specific knowledge of the desired form. Roll appropriate Knowledge checks as if to identify the desired form when using it for the first time; or have previously encountered it.
    I'm all for it. Will significantly tone down the potential of shapeshifting-versatility abuse.

  3. - Top - End - #3
    Troll in the Playground
     
    Ashtagon's Avatar

    Join Date
    Jan 2009
    Gender
    Female

    Default Re: Houserules Collection: are these a 3 or an 18? Magic

    I think a suitable workaround for the "hands free" wizard is that they should be able to invest a single object (typically a dagger or staff) as a personal focus. For purposes of spellcasting somatic components, that object no longer counts as occupying a hand, and as an added bonus, it could be used to deliver a spell that requires a touch attack. Naturally, a character can only have one of these at a time.

    What the investment cost for making one of these, and whether clerics can have one, I leave as an open exercise.

  4. - Top - End - #4
    Ogre in the Playground
     
    OldWizardGuy

    Join Date
    Apr 2017
    Location
    Vancouver <-> Dublin
    Gender
    Male

    Default Re: Houserules Collection: are these a 3 or an 18? Magic

    Quote Originally Posted by lucky9 View Post
    When casting a spell or spell-like ability, a character must use their flat-footed armor class, they may not cast defensively, and they do not threaten adjacent squares until the casting time has ended. No casting defensively rule.
    At low levels this is a bit unfair (wizards aren't yet overshadowing fighters at that point), and at high levels it encourages wizards to be even more over-optimised with protective buffs. Not really critical of it, just can't think of a better solution. I definitely salute the originality and flavour though!

    Spells with somatic components require that the caster have both hands free, other than the spell focus or material components; they may not wield a weapon, hold a buckler, etc. in either hand.
    Another clever and flavourful solution, though it clashes with the traditional staff-wielding Gandalf archetype.

    Counterspelling only requires that the caster expend a spell slot of a level equal to or greater than the spell to be countered, including metamagic increases of both spell slots; not a specific spell. The counterspell must however also have an equal or greater spell save DC. A Spellcraft check must still be made as normal.
    Very nice - anything that encourages wizards to support/protect their teammates rather than winning encounters themselves is always good. The =/> DC clause seems a bit awkward though.

    Voluntary summoning and/or shapeshifting spells and effects require the caster to have specific knowledge of the desired form. Roll appropriate Knowledge checks as if to identify the desired form when using it for the first time; or have previously encountered it.
    I love it - simple common sense and requires a build investment. Kudos!

  5. - Top - End - #5
    Halfling in the Playground
     
    SwashbucklerGuy

    Join Date
    Sep 2012
    Gender
    Male

    Default Re: Houserules Collection: are these a 3 or an 18? Magic

    Quote Originally Posted by nonsi View Post
    I'm not sure if finding more ways to make spellcasters significantly better than noncasters is a good design goal.
    IIRC, officially, it takes an investment of about 4 feats (or PrC; not sure) to gain that capability.
    Sorry, what have I quite likely overlooked? How does the ability to simply negate a spell, especially at the cost of an opponent's spell, make spellcasters even better?

    ***
    Alright, you've all convinced me on the hands free Rewording it
    ‘Meaningless! Meaningless!’ says the Teacher. ‘Utterly meaningless! Everything is meaningless.’ What has been will be again, what has been done will be done again; there is nothing new under the sun.

  6. - Top - End - #6
    Titan in the Playground
     
    PairO'Dice Lost's Avatar

    Join Date
    Dec 2008
    Location
    Malsheem, Nessus
    Gender
    Male

    Default Re: Houserules Collection: are these a 3 or an 18? Magic

    Quote Originally Posted by lucky9 View Post
    Sorry, what have I quite likely overlooked? How does the ability to simply negate a spell, especially at the cost of an opponent's spell, make spellcasters even better?
    Because it gives them an option they didn't have before, and makes characters who rely on other characters for spell support more vulnerable. Currently, investing in counterspelling takes a lot of resources so it's rarely used, and noncasters can rely on their allied casters to generally be able to help them out with spells without too much interference.

    If more people can counterspell easily, yes, that's annoying for the casters, but it also means that PC noncasters are more at the mercy of enemy casters. Parties generally tend to run into either single powerful caster villains (who would have a higher save DC than the party casters, and so could easily counterspell PC casters but not be easily counterspelled themselves) or bunches of mook casters (who would be easily counterspelled by PC casters, but would be able to counterspell PC casters' lower-level spells and would have a lot more slots and actions to burn to do so). If a rogue needs some help getting out of a black tentacles but the Lich King keeps countering the party wizard when he tries to dispel it, or the fighter is in single-digit hit points and the half-dozen demon cultists keep counterspelling the party cleric's cure X wounds, the party noncasters are kinda screwed.

    From a play perspective, too, I wouldn't recommend making counterspelling easier. It definitely sounds appealing to allow the stereotypical fire mage vs. ice mage duel or wizard vs. wizard beam spam, but having run for 3e parties with dedicated counterspellers and 5e parties with multiple casters who know counterspell, easy counterspelling tends to just make things frustrating for everyone involved more than it adds thematic depth.
    Better to DM in Baator than play in Celestia
    You can just call me Dice; that's how I roll.


    Spoiler: Sig of Holding
    Show

    Quote Originally Posted by abadguy View Post
    Darn you PoDL for making me care about a bunch of NPC Commoners!
    Quote Originally Posted by Chambers View Post
    I'm pretty sure turning Waterdeep into a sheet of glass wasn't the best win condition for that fight. We lived though!
    Quote Originally Posted by MaxiDuRaritry View Post
    Quote Originally Posted by PairO'DiceLost View Post
    <Snip>
    Where are my Like, Love, and Want to Have Your Manchildren (Totally Homo) buttons for this post?
    Won a cookie for this, won everything for this

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •