I was always in favor of the following spell burn alternatives:
1. You can only spell burn up to your class level in points. Puts a good cap on it.
2. You can only spell burn up to your class level / 3 in slots. What is a slot, it is a result category on the spell charts. (i.e. 12-14, 15-18, 19-21). You make your roll as normal, then you adjust it up by slots. This had the side effect of moving a 2-11 result to a 12+ successful result, but then a spell burn would guarantee success. I really wanted multiple failure categories for a spell (i.e. 1 - auto failure, 2-4 failure bad, 5-7 nothing, 8-11 minor visual effect). Note: Natural 1 = Auto Failure
I like the idea of a sliding scale of spellburn or other magic failure. But catagorically disagree with the first Idea. The reason being that it seems to prevent the "Heroic Mage" option of blasting thru 20 Stat points for an auto 20 on his/her& soon to be ITS
spell casting roll. That is a great game mechanic and very very App N in feel. The all or nothing last ditch do or Die maneuver! Exquisite!
The problem is with the "Casual" use of Spellburn I am seeing. Now that may well be the way my players are adapting to my interpretation of DCC but then again it may be something more. I can now readily see why Joseph sidestepped "Ritual" Magic in the Beta OMG!