AQuebman wrote:
So I wanted to ask around the boards about how people are handling the roll for wizards to successfully learn a spell.
I have a wizard in my part with a 16 intelligence and including his CL he has a +3 spell check. I was as a first time rule making players roll 10 + spell level to learn a spell. My brilliantly unlucky player failed every spell roll for his starting spells. So while I love the random reality that DCC puts you in it made me wonder if I was being too harsh on the DC to learn a spell.
I am leaning towards "oh well bad luck your mage better learn to study if he lives" but I want to make sure i'm following the DCC spirit of the rules as best as I can. This seems to be a rare circumstance as the two elves in the group only failed to learn 1 or 2 spells.
What you might consider doing is writing an adventure to uncover one or more other possible spells, thus giving him a chance to learn them. Remember that the wizard still has those "slots" open, and if he survives to level 2, he may try to learn the spells he failed to learn this time out, so long as he has an open slot.
Also, consider adding a magical treasure that allows for some limited spellcasting even if he has learned no spells himself. Give the item a suitable drawback to make it less desirable than learning spells, although still useful.
Have fun with it. Give the character rumours and chances to better himself. Let him succeed or fail on the merits of his choices with the opportunities you provide. In DCC, the funnel doesn't really stop at 0-level.
RC