Re: The DCC RPG and Spellslinging
Posted: Tue Jan 11, 2011 8:15 am
What will be the highest level of spells in this game? Ninth, or something else?
Oh, stop whining! Stop eating and pretty soon you'll have saved up enough for a pre-order. Then you, too, can be one of the cool kids on the block!GnomeBoy wrote:Must. Stop. Reading.
Can't. Afford. Pre-order. This. Month.
Sounds like it is time for the Ramen noodle and popcorn diet.finarvyn wrote:Must ... not ... make fun ... of ... GnomeBoy ... ugh ... can't resist!Oh, stop whining! Stop eating and pretty soon you'll have saved up enough for a pre-order. Then you, too, can be one of the cool kids on the block!GnomeBoy wrote:Must. Stop. Reading.
Can't. Afford. Pre-order. This. Month.
Tonight at 9: Local gnome dies of malnutrition while nibbling on old character record sheets.GnomeBoy wrote:Must. Stop. Reading.
Can't. Afford. Pre-order. This. Month.
The crit tables in DCC RPG aren't as long and detailed as those in Rolemaster...more like those in the old versions of Warhammer FRP (but not as deadly). Somewhere between "flip flip flip" and "Gee, I do double damage...AS ALWAYS."UHF wrote:Magic sounds like Role Master Spell Lists... with more thought put into them.
I've never been a big fan of critical tables. I think that stems from the issue of, what happens to a player character that is hit by a crit (to be really crisp... I'm lucky.. I roll well quite often), and tables tend to get old... the last thing you want to do is stop and flip flip flip... that doesn't keep the fun going.
I was done with crits after a few years with Role Master, aka Skill Master.
Harley Stroh wrote:Tonight at 9: Local gnome dies of malnutrition while nibbling on old character record sheets.
Err, that's not actual bone my friend...GnomeBoy wrote:Actually, I've discovered that some dice can be very nutritious.
Calcium: it does a body good.
I'll let you know when I know.Geoffrey wrote:What will be the highest level of spells in this game? Ninth, or something else?
Ogrepuppy wrote:Err, that's not actual bone my friend...

Would there even be a need for spell levels? If all spells are scalable (and still useful) at higher levels?Geoffrey wrote:What will be the highest level of spells in this game? Ninth, or something else?
The spell check DC is 10 + (spell level x 2). So the minimum DC for a successful level 1 spell is DC 12. Minimum check for a successful level 2 spell is DC 14. And so on. A level 1 spell may have the same effect on any check result of 30+, whereas a level 3 spell might have an even more powerful effect on a check result of 34-35 than on 30-33. So the difficulty of casting, and the range of effects, can still scale with level.Fonkin Hoddypeak wrote:Would there even be a need for spell levels? If all spells are scalable (and still useful) at higher levels?
You could allow it as an option, emphasizing to the GM to make any failures of such attempts will be more...severe. I'm sure a 3PP can come up with something really nasty for spell backlash, e.g., "So, your 1st level PC failed miserably to cast that 5th level spell, eh? Hmmm. Let me check my SGG(tm)'s Spells Gone Awry...ah! Since there's a difference of four levels, that's gonna add +20 to the Spell Failure Chart. What'd roll? Oh, dear. Well, suddenly your PC screams as his arms transform into tentacles. The screams are cut short as the tentacles wrap around your throat. Please make a Fortitude save...."goodmangames wrote: Something I've played with is letting lower-level casters take higher-level spells. Since a level 2 spell requires a higher check result to be successful (minimum DC 14 vs. DC 12 for level 1)...well, if a level 1 wizard wants to take a level 2 spell right off the bat, why not? It's harder to get an effective result and he'll more than likely not succeed in his attempts to cast it, but at least he could have the option. Anyway, still playing with that idea.
On the face of it, I love that idea.goodmangames wrote:Something I've played with is letting lower-level casters take higher-level spells....
I also like that idea. It allows PCs the chance (however remote) to get to the good stuff sooner. It has long seemed sad to me that ninth-level spells (to take the most extreme example) are practically never used by PCs because the PCs very seldom reach high enough level to use these spells. This concern is underscored by the fact that the DCC game "is built on the assumption that some characters will die."GnomeBoy wrote:On the face of it, I love that idea.goodmangames wrote:Something I've played with is letting lower-level casters take higher-level spells....
Geoffrey wrote:What will be the highest level of spells in this game? Ninth, or something else?
Tunnels & Trolls uses a 20-level spell system, which is kind of a neat range. There are lots of low-level spells and progressively fewer and fewer as the levels climb.goodmangames wrote:I'll let you know when I know.
Fonkin Hoddypeak wrote:Would there even be a need for spell levels? If all spells are scalable (and still useful) at higher levels?
Of course, this means that the equation might have to be adjusted based on the number of spell levels. If the number of levels is too high, it becomes virtually impossible to achieve success.goodmangames wrote:The spell check DC is 10 + (spell level x 2). So the minimum DC for a successful level 1 spell is DC 12. Minimum check for a successful level 2 spell is DC 14. And so on. A level 1 spell may have the same effect on any check result of 30+, whereas a level 3 spell might have an even more powerful effect on a check result of 34-35 than on 30-33. So the difficulty of casting, and the range of effects, can still scale with level.
In DCC RPG there is no wizard's guild. Wizards are scarce, and the few there are guard their secrets jealously. "Obtaining magical knowledge should be part of the adventure. Finding new spells and magical knowledge should be a motivational goal for any wizard player." In other words, if you don't do the legwork or library work to discover that Abu-Zihar's Loathsome Yawning is only inscribed on the teeth of Gudru the Immortal Giant King, and then track down Gudru and convince him to let you look at his teeth, you don't get to learn any new spells!finarvyn wrote:. (I believe that T&T also includes a cost to learn the spell from the Wizard’s Guild, which goes up as spell level goes up.)
a) well since you are doing table with the spells, instead of spell level you could just write "spell difficulty", but spell level are quite endorsed in the game so you can keep themgoodmangames wrote:a) The spell check DC is 10 + (spell level x 2). So the minimum DC for a successful level 1 spell is DC 12. Minimum check for a successful level 2 spell is DC 14. And so on. A level 1 spell may have the same effect on any check result of 30+, whereas a level 3 spell might have an even more powerful effect on a check result of 34-35 than on 30-33. So the difficulty of casting, and the range of effects, can still scale with level.Fonkin Hoddypeak wrote:Would there even be a need for spell levels? If all spells are scalable (and still useful) at higher levels?
b) Something I've played with is letting lower-level casters take higher-level spells. Since a level 2 spell requires a higher check result to be successful (minimum DC 14 vs. DC 12 for level 1)...well, if a level 1 wizard wants to take a level 2 spell right off the bat, why not? It's harder to get an effective result and he'll more than likely not succeed in his attempts to cast it, but at least he could have the option. Anyway, still playing with that idea.
My favorite conception of a fantasy game world is exactly this. If a wizard were to walk into town -- and people discovered he was a wizard -- he might be run out of town (or worse) by afeared and angry villagers, or they might all keep their eyes on him, suspicious, wary, afraid they might do the 'wrong' thing, and ready to bolt if it looks like he's pulling out a wand... There are no arcane schools. There is no trade in magic items. A wizard is in contact with forces most folks don't even want to think about, much less explore. They aren't normal, even if they look normal. The guy that wanders the land in his furs, resting that huge battle axe on his shoulder is scary -- wizards are just unimaginable.mythfish wrote:Wizards are scarce, and the few there are guard their secrets jealously.
I think that a good way to enforce this is that fumbled spell affects people who have seen the wizard casting a spell or just people who spoke to the wizard in the last week (or friends and so on)GnomeBoy wrote: My favorite conception of a fantasy game world is exactly this. If a wizard were to walk into town -- and people discovered he was a wizard -- he might be run out of town (or worse) by afeared and angry villagers, or they might all keep their eyes on him, suspicious, wary, afraid they might do the 'wrong' thing, and ready to bolt if it looks like he's pulling out a wand...