Post by Rabbit on Jan 27, 2012 20:08:40 GMT -5
So I was trying to think of a way to adjust magic in a D&D (3.5) making it more costly for characters to use. My goal being that players still have access to varied and amazing spells, but returning some mysteriousness and awe to magic.
So often with D&D it seems the characters get to a certain power level and access to powerful equipment they eventually figure out ways to bypass what could be fun challenges. Then the DM planning time is spent working out these power boosts instead of fun adventures. The first aspect of this is the equipement and magical items characters can get, which a DM can control easy enough. The other is a character's personal spell arsenal.
I like the idea of wizards burdened with secrets of the Arcane. A world where wizards can due great and terrible things but at a cost.
One idea I had was to add the following feature to all casters. Every time a spell is cast to completion the caster must make a fortitude save (adjusted by spell level.) A failure would render the character Fatigued, a Fatigued character that fails becomes Exhausted, and an Exhausted character who fails a Fortitude becomes Unconscious.
This could even be a tiered fortitude save. Losing by <5 Fatigued, 5-10 Exhausted, >10, Unconscious. Maybe rolling a 1 does damage to the caster?
I want players (and their characters) to consider some consequences that come with using magic.
Any thoughts?
So often with D&D it seems the characters get to a certain power level and access to powerful equipment they eventually figure out ways to bypass what could be fun challenges. Then the DM planning time is spent working out these power boosts instead of fun adventures. The first aspect of this is the equipement and magical items characters can get, which a DM can control easy enough. The other is a character's personal spell arsenal.
I like the idea of wizards burdened with secrets of the Arcane. A world where wizards can due great and terrible things but at a cost.
One idea I had was to add the following feature to all casters. Every time a spell is cast to completion the caster must make a fortitude save (adjusted by spell level.) A failure would render the character Fatigued, a Fatigued character that fails becomes Exhausted, and an Exhausted character who fails a Fortitude becomes Unconscious.
This could even be a tiered fortitude save. Losing by <5 Fatigued, 5-10 Exhausted, >10, Unconscious. Maybe rolling a 1 does damage to the caster?
I want players (and their characters) to consider some consequences that come with using magic.
Any thoughts?
Fatigued
A fatigued character can neither run nor charge and takes a -2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued.
Exhausted
An exhausted character moves at half speed and takes a -6 penalty to Strength and Dexterity. After 1 hour of complete rest, an exhausted character becomes fatigued. A fatigued character becomes exhausted by doing something else that would normally cause fatigue.
Unconscious
Knocked out and helpless. Unconsciousness can result from having current hit points between -1 and -9, or from nonlethal damage in excess of current hit points.
A fatigued character can neither run nor charge and takes a -2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued.
Exhausted
An exhausted character moves at half speed and takes a -6 penalty to Strength and Dexterity. After 1 hour of complete rest, an exhausted character becomes fatigued. A fatigued character becomes exhausted by doing something else that would normally cause fatigue.
Unconscious
Knocked out and helpless. Unconsciousness can result from having current hit points between -1 and -9, or from nonlethal damage in excess of current hit points.