Spell Casting and Exhaustion

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MedievalMan
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Re: Spell Casting and Exhaustion

Post Tue Jun 12, 2012 9:17 pm

Yeah I have a huge list of house rules made up for BF, half of which I don't use anymore. I don't like rules that are excessively complicated so a number I make up I toss for that fact alone. If I can't explain a new rule in a few sentences I don't want it. Subsystems I can stand being a few pages, but I rarely make subsystems.
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Dimirag
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Re: Spell Casting and Exhaustion

Post Tue Jun 12, 2012 10:34 pm

I have several ideas of what i want or would like to encounter in the system, but I'll try to keep it "basic" at least on mechanics.
I'll probably use "maneuvers" for parries, extra attacks, etc and a level based damage, but instead of making 2 different components of the game I'll make it part of the same combat system.
I have under development two skill system, one Basic and one Advanced, I'll use the basic and incorporate the Thieves-like skills into it.
Sorry for any misspelling or writing error, I am not a native English speaker
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MedievalMan
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Re: Spell Casting and Exhaustion

Post Tue Jun 12, 2012 10:59 pm

Yeah my skill system is like the 3E and 4E system, IE you have a modifier and you try to beat a certain DC. The difference with mine is that you are simply either trained or not trained in a skill and don't allocate points at each level to build upon skill modifiers. Instead training gives you +3 and you add half your level to your skill roll. Monsters simply add their hit dice with some exceptions. The way I incorporated thieves skills is by A:giving them a wider variety of skills to choose from and B: giving them a +5 instead of +3 in certain skills when they are trained in them, like Thievery and Stealth. All in all I really like the system. I adapted it from 4E and the simplicity of it made it an easy transfer. Just a whole lot of typing that needs to be done. :(
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Dimirag
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Re: Spell Casting and Exhaustion

Post Tue Jun 12, 2012 11:31 pm

I use a "roll under" system.
You roll under a X value + Att mod.
The X value is given by the class base upon if the skill is used (and can be used) untrained or if its a primary, secondary and tertiary skill. You start with 1ºskills only and will learn 2º and 3º skills at different XP value (instead of level so everybody gains skills at the same rate).
Thieves gets their class skills which has better X values and increases by their level.

The other system works by creating different skill list and using points gained by XP values. Each list (primary, secondary, etc) gains points at different ratios and those points can only be used on that skill list (is a variation from the weapon/non-weapon prof system)
Sorry for any misspelling or writing error, I am not a native English speaker
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MedievalMan
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Re: Spell Casting and Exhaustion

Post Tue Jun 12, 2012 11:55 pm

I toyed with transplanting the proficiency system from 2E, as it is a favorite of mine. But I went with the 4E transfer simply because it was different from what I usually do. Plus the selection of different skills was expansive without being stifling or too vague. Nice happy middle ground, that and each skill covers a variety of instances Athletics for example covers about 3-4 different skills from 3E.
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Dimirag
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Re: Spell Casting and Exhaustion

Post Wed Jun 13, 2012 11:46 am

Using broad skill is a great idea that allows for a great variety of actions to be cover but eliminates both long skill lists and having lots of points/list on the character sheet.

I like that idea, so for Thieve and skill "specialist" I'll try to give them not only a bonus but also some "extra use" of that skill.
Sorry for any misspelling or writing error, I am not a native English speaker
Drawing portfolio: https://www.instagram.com/m.serena_dimirag/
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MedievalMan
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Re: Spell Casting and Exhaustion

Post Wed Jun 13, 2012 12:16 pm

Yeah its neat what you can do with skills in 4E. Like being trained in Arcana gives you a few weak "spells" like the ability to Detect Magic while concentrating and attempting to disable magical fields and the like. Its cool to be certain.
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Solomoriah
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Re: Spell Casting and Exhaustion

Post Sat Jun 16, 2012 11:16 am

Simpler is almost always better.

Have you played the game as written? Seriously, it's worth a try.
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MedievalMan
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Re: Spell Casting and Exhaustion

Post Sat Jun 16, 2012 11:32 am

Of course I have. Its the reason I chose BF as my go to game of choice. I just love experimenting and tinkering with game systems, and BF is quite possibly the best system I have found for adding and experimenting with.

Unfortunately I had to drop the skill system project as I just don't have enough time anymore. But the exhaustion rules are coming along nicely.
Last edited by MedievalMan on Sat Jun 16, 2012 7:48 pm, edited 1 time in total.
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MedievalMan
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Re: Spell Casting and Exhaustion

Post Sat Jun 16, 2012 7:47 pm

And here are the exhaustion rules, pretty much the same as when I first posted them. Like Solo said simpler is better.

Exhaustion Edited

Exhaustion is a new system for spell-casting that allows caster to cast their spells multiple times instead of losing them with a single casting. Spell-casters continue to learn and prepare spells as normal in this system.

Every time a spell-caster casts a spell while using this system they take a number of points of subduing damage equal to the spells level +1, this damage is dealt after the spell is cast. The spell is not lost as per normal casting rules, and can be cast multiple times as long as the caster has enough HP remaining. A caster reduced to 0 HP under this system is not killed, but is instead rendered unconscious, as per normal subduing damage rules. Magical healing will awaken a character knocked unconscious in such a way.

Example: A 3rd level Magic-user has 7 hit points. He casts magic missile at an attacking orc dealing 2 subduing damage to himself in the process, but retaining his magic missile for later use. Later the party infiltrates an ogres cave the Magic-user casts invisibility (his second level spell) dealing 3 points of subduing damage to himself, leaving him with 2 remaining hit points. The fight with the ogre goes south and in an attempt to kill the beast the Magic-user casts magic missile a second time dealing 2 subduing damage to himself. He is rendered unconscious but slays the ogre in the process, winning the day.
Last edited by MedievalMan on Sun Jun 17, 2012 12:59 pm, edited 1 time in total.
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