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 Post subject: Re: Higher Level Spells for BETA
PostPosted: Fri Jul 22, 2011 3:40 pm 
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Hmm. Are we not putting enough stock in the 'Sacrifices' option? It spends a lot of words on giving up treasure, but indicates there are other options "according to the nature of the deity"...

Harder to playtest without a number of deities to choose from, but it seems a good opportunity to recharge spell ability for Clerics. To me, it sounds much less mechanical, and thus harder to quantify than the growing penalty -- but seems like it could make for fun RP.

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Gnome Boy (a.k.a. "Jon") • DCC play-tester @ DDC 35, Feb 2011. • Beta DL 2111, 7:00 AM PT, 8 June 11.
Playing RPGs since 1977 • Quasi-occasional member of the Legion of 8th-Level Fighters - Holds the power to play gnomes at will!

Here Be DCC Monsters...

General Yoros, Warrior, Str 13, Agl 8 (10), Stm 17, Per 13, Int 11, Lck 8; Law, HP 39, AC 17, R+2, F+4, W+2, band/shld, warhammer, longsword, longbow, pitchfork

Han Dee, (Weaver) Neutral Thief, Str 10, Agi 13, Stm 11, Per 11, Int 15, Lck 14, AC 13 (Leather), HP 25, Luck Die d6, Backstab 3, Sneak Silently 10, Hide In Shadows 9, Pick Pocket 10, Climb Sheer 10, Pick Lock 9, Find Trap 9, Disable Trap 9, Forge Doc 10, Disguise 3, Read Lang 5, Handle Poison 3, Cast Scroll d14+2, birth augur (Born under the loom) +1 to all skill checks (including thief skills), Banepicks (auto pick lock/disable trap, but lose 1d3 random ability loss, if a 3 then 1 pt is perm)


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 Post subject: Re: Higher Level Spells for BETA
PostPosted: Fri Jul 22, 2011 3:41 pm 
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Why not make the cleric a subtype of the wizard? Gods are easily thought of as patrons. Have spells for healing and turning unholy. And have patron-specific taints for spell failure.


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 Post subject: Re: Higher Level Spells for BETA
PostPosted: Sat Jul 23, 2011 1:16 am 
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Joined: Mon Mar 14, 2011 5:28 am
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Has any thought about putting the "spell penalty" into the spell descriptions? This is just off the top of my head. Someone would have to test it to see how it plays. Similar "failure modes" could be added to lay on hands and turning checks.

Level 1 cleric spell
1-5 Failure, -1 cumulative penalty to further spellcasting, turning or lay on hands check.
6-11 Failure
12-15 Success effect.

Level 2 cleric spell
1-6 Failure, -2 cumulative penalty to further spellcasting, turning or lay on hands check.
7-11 Failure, -1 cumulative penalty to further spellcasting, turning or lay on hands check.
12-13 Failure
14-15 Success effect.

Level 3 cleric spell
1-7 Failure, -3 cumulative penalty to further spellcasting, turning or lay on hands check.
8-10 Failure, -2 cumulative penalty to further spellcasting, turning or lay on hands check.
11-13 Failure, -1 cumulative penalty to further spellcasting, turning or lay on hands check.
14-15 Failure
16-17 Success effect.

And so on


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 Post subject: Re: Higher Level Spells for BETA
PostPosted: Sat Jul 23, 2011 3:24 am 
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Very elegant solution.

(Unless we're misunderstanding/overemphasizing "the problem".)

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Gnome Boy (a.k.a. "Jon") • DCC play-tester @ DDC 35, Feb 2011. • Beta DL 2111, 7:00 AM PT, 8 June 11.
Playing RPGs since 1977 • Quasi-occasional member of the Legion of 8th-Level Fighters - Holds the power to play gnomes at will!

Here Be DCC Monsters...

General Yoros, Warrior, Str 13, Agl 8 (10), Stm 17, Per 13, Int 11, Lck 8; Law, HP 39, AC 17, R+2, F+4, W+2, band/shld, warhammer, longsword, longbow, pitchfork

Han Dee, (Weaver) Neutral Thief, Str 10, Agi 13, Stm 11, Per 11, Int 15, Lck 14, AC 13 (Leather), HP 25, Luck Die d6, Backstab 3, Sneak Silently 10, Hide In Shadows 9, Pick Pocket 10, Climb Sheer 10, Pick Lock 9, Find Trap 9, Disable Trap 9, Forge Doc 10, Disguise 3, Read Lang 5, Handle Poison 3, Cast Scroll d14+2, birth augur (Born under the loom) +1 to all skill checks (including thief skills), Banepicks (auto pick lock/disable trap, but lose 1d3 random ability loss, if a 3 then 1 pt is perm)


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 Post subject: Re: Higher Level Spells for BETA
PostPosted: Sat Jul 23, 2011 3:26 am 
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dunbruha wrote:
Why not make the cleric a subtype of the wizard? Gods are easily thought of as patrons. Have spells for healing and turning unholy. And have patron-specific taints for spell failure.


This is basically the conclusion I came up with for my house rules (with a bit more to them than that).


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 Post subject: Re: Higher Level Spells for BETA
PostPosted: Sat Jul 23, 2011 5:29 am 
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Joined: Sun Jun 19, 2011 5:28 am
Posts: 357
I like Jmucchiello's solution, but since i don't wanna mess with my players' spell sheets, i will just playtest the following:

The Cleric has some free "uses", equal to his level + PER modifier. He can spend these daily uses for Lay-on-hands or turning Unholy ona 1-to-1 basis, or he can spend them for spells: in this last case, a spell consumes a number of uses equal to its level.
After these "free uses" have been spent, normal "-1 penalty" rules apply.


Any thoughts!?
Stay tuned, as i will report here how it went.

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 Post subject: Re: Higher Level Spells for BETA
PostPosted: Sat Jul 23, 2011 1:43 pm 
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Well, my solution does require some testing. Those numbers are just pulled from thin air.


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