Rolling for spells

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teaman
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Rolling for spells

Post Sun Jan 24, 2021 8:33 am

Has anyone ever tried this? Here is what I am thinking, though nothing set in stone yet.

1. The spells slots in the MU and Cleric tables tell you when you get access to spells of a certain level. It also controls how many you can know when you reach that level, unless you find more adventuring and transcribe them.
2. One can cast as many spells per day as you like. They roll a d20 and add their intelligence or wisdom bonus versus a target number that decreases with level. Higher level spells have a higher target, much like the "Turn Undead" chart in the corebook.
3. Another option is that the target numbers never change (11+spell level?) but the caster gains a bonus on their magical attack, maybe with the same progression as the fighter's attack bonus?

What do you folks think? I realize this won't be something everyone is interested in for their games, and am only looking for suggestions for my home game.
Teaman is the sole proprietor of Sharp Mountain Games at roll20 and DTRPG

https://marketplace.roll20.net/browse/p ... tain-games
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AdamK1095
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Re: Rolling for spells

Post Thu Jan 28, 2021 9:34 pm

I've thought about this myself, since 2e really. Recently the Dungeon Craft youtube channel talked about how they do this w/20 being a fantastic result and 1 being a horrible spell backfire. I was thinking w/something like 5e or C&C it would simply be roll over the save bonus of the target + 10 where a success means the spell surpasses their save (same as the target fails the save) or failure means the spell does not surpass the save (same as target save success). 20 would be full spell effect (max damage or affected creatures) but a one would be the spell backfire (I like the low fantasy gaming failure or use the DCC failure).
Since the saves for spell are their own think in BFRPG maybe use the alternative Ability Roll on pg. 153? If not for normal spells, maybe with cantrips & orisons if you use those rules.
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teaman
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Re: Rolling for spells

Post Fri Jan 29, 2021 6:04 am

AdamK1095 wrote: Thu Jan 28, 2021 9:34 pm I've thought about this myself, since 2e really. Recently the Dungeon Craft youtube channel talked about how they do this w/20 being a fantastic result and 1 being a horrible spell backfire. I was thinking w/something like 5e or C&C it would simply be roll over the save bonus of the target + 10 where a success means the spell surpasses their save (same as the target fails the save) or failure means the spell does not surpass the save (same as target save success). 20 would be full spell effect (max damage or affected creatures) but a one would be the spell backfire (I like the low fantasy gaming failure or use the DCC failure).
Since the saves for spell are their own think in BFRPG maybe use the alternative Ability Roll on pg. 153? If not for normal spells, maybe with cantrips & orisons if you use those rules.
Thanks Adam. I hadn't considered using a saving throw number for the target. That could streamline things.

All good food for thoughts, thanks for taking the time and have a great day.

And keep 'em coming folks.
Teaman is the sole proprietor of Sharp Mountain Games at roll20 and DTRPG

https://marketplace.roll20.net/browse/p ... tain-games
http://drivethrurpg.com/browse/pub/8418 ... tain-Games
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