On the Magic Bell (Curve)
So I've been using Chainmail style roll to cast in my games for a while now. It was originally mentioned in a post here by Jeff, and followed up with these posts by Brendan.The 2d6 curve is a real thing of beauty.
But there are problems.
First, there is add level + stat bonus and subtract armor worn value. This is easy enough, it becomes a 'magic bonus' which works very much like a 'to hit bonus'. The real issue comes in when you have to subtract both the level of the spell and the number of times you have cast per day! That double subtraction option is a real tough pill to swallow.
Here is my new idea.
You get 2d6. You get an additional d6 to your pool for ever level you have and every bonus for your statistic.
Table stays the same, you may roll as many as you wish to cast a spell.
Any die that comes up with a number equal to or less than the level of the spell you are casting is lost and cannot be regained till you rest. Armor reduces the number of dice you have available.
2 | Spell fails. Lose the spell |
3-5 | Spell goes off at end of the round. Lose the spell |
6-8 | Spell goes off at the end of the round, you can cast the spell again |
9-11 | Spell goes off at the start of the round, you can cast the spell again |
12 | Spell goes off at the start of the round, you can cast the spell again |
If you get hit, the spell for that round is canceled, it is only lost on a roll of 5 or less.
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