Showing posts with label magic. Show all posts
Showing posts with label magic. Show all posts

Wednesday, September 5, 2012

Update and Question

Haven't posted in a while, but that doesn't mean I'm not working on the Dorms and Dragons rules. School is a bit hectic, and I recently got a job, so balance is the word. What progress I HAVE made on the rules has come through some playtesting and tweaking. I found that one of the archetypes (swashbuckler) mixed with the blade class and a high DEX score could produce a 1st level character with 19AC. Needless to say, I ended that shit real quick. All of the archetypes have changed a little and I've done a bit of tweaking to casting checks (CC = 20-INT+ Spell level) as well as adding some more talents and racial modifiers.

My question of the day, though, is in regards to Adventuring actions and Advantage/Disadvantage.

Adventuring actions are based on a 2 in 6 chance modified by ability scores and outside modifiers. They read as this:


ADVENTURING ACTIONS
Adventuring actions are standard actions that all classes can make outside of combat. These include: moving quietly, searching, and listening. Adventuring actions are based on a 2 in 6 chance of success, modified by ability score or traits. These numbers can never exceed 5 in 6.
·         Move quietly (DEX) - -1 per point of encumbrance, increases surprise chance by +1

·         Search (WIS) - 1 turn per attempt (modified by role play)

·         Listen (WIS) - takes 2 rounds per attempt (-1 if trying to listen through stone or metal)

This rule, although adequate, is kind of a step away from the d20 format that the rest of the document follows. So, I was thinking of revising this section to say that any thing that is a non-combat action in need of a chance of success or failure (that can't be considered a skill) such as searching, moving quietly, listening, jumping across a chasm, lifting a portcullis, etc., and should be listed as 20 - applicable ability score + difficulty of task (a la skill DC modifier chart). I was thinking of keeping move quietly, search, and listen as constants, and making everything else up to GM fiat. This can also be modified by advantage and disadvantage.

AND, speaking of advantage/disadvantage: I would like to incorporate it into the game more, but I am reluctant to replace all static modifiers to advantage/disadvantage. Especially in cases of spells, diseases, some conditions, and some class drawbacks.

So what do you guys think?

Friday, July 27, 2012

Rules: Magic Mechanics

MAGIC
Dorms and Dragons uses a fatigue-based spell casting system with pre-memorized spells and a casting check. A magician can only have memorized a number of spells equal to their INT mod + a number based on level. Remembering the correct incantations and hand gestures when casting a spell requires a casting check with a margin of failure equal to 20 – INT. So, for example, a magician with an INT of 16 would have a 4 in 20 chance of failing at casting a spell. When casting, a player will roll 1d20 and, if the roll meet or exceeds the casting check the spell goes off. Spells that fail do not cause exhaustion, only spells that are successful.  Each spell causes fatigue for the caster, draining spell level x 2 HP. If a magician’s HP is drained to 0, the magician is exhausted and faints for 1d4 rounds, awakening with 1d3 HP recovered. If the drain from a spell causes the magician to drop below 0 HP, they will likewise faint and take 1d4 sanity damage. A good way to mark the ebb and flow of a magician’s HP is to use counters.

When learning a new spell, apply the same casting check formula but add the spell level to the target number.   Learning spells outside a magicians list increases the learning check by +1 per spell level and cost 1d3 additional HP drain to cast. A caster must always have their spell book to memorize spells at the beginning of the day. The magician can switch spells later, though, by spending 1 round x spell level each to rememorize new spells.


SCROLLS
Scrolls and most enchanted items don’t drain HP. PCs capable of using magic items and who are literate can use 1st level scrolls. Magicians can use any scroll, regardless of color

RESEARCH & ASSISTANTS
When learning spells or formulae, a magician or alchemist can do research in a library worth 1000 go to add 1d4 to their comprehension check. For every 1000 go pieces in value, increase the die size by 1 Research assistants can be hired for 50 go each to add a cumulative +1 to the roll, at a maximum of 5.


Tomorrow, Wisdom and Sanity!