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	<title>The Dragon's Lair</title>
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	<description>Firkraag's Dungeons &#38; Dragons source!</description>
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		<title>The Dragon's Lair</title>
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		<title>Massive Damage</title>
		<link>http://firkraag.wordpress.com/2007/03/20/massive-damage/</link>
		<comments>http://firkraag.wordpress.com/2007/03/20/massive-damage/#comments</comments>
		<pubDate>Tue, 20 Mar 2007 19:47:52 +0000</pubDate>
		<dc:creator>Firkraag</dc:creator>
				<category><![CDATA[House Rules]]></category>

		<guid isPermaLink="false">http://firkraag.wordpress.com/2007/03/20/massive-damage/</guid>
		<description><![CDATA[So, massive damage. That rule caught my eye on the first time I read the 2nd edition  AD&#38;D Player&#8217;s Handbook &#8211; and of course I have been using the relevant rule in 3 and 3.5 editions. But its a little too static for my taste, so here&#8217;s a house-ruled version.

Normally: The massive damage rule [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=firkraag.wordpress.com&blog=399762&post=23&subd=firkraag&ref=&feed=1" />]]></description>
			<content:encoded><![CDATA[<div class='snap_preview'><br /><p>So, massive damage. That rule caught my eye on the first time I read the 2nd edition  AD&amp;D Player&#8217;s Handbook &#8211; and of course I have been using the relevant rule in 3 and 3.5 editions. But its a little too static for my taste, so here&#8217;s a house-ruled version.</p>
<p><span id="more-23"></span></p>
<p><strong>Normally:</strong> The massive damage rule states that whenever any character receives 50 points of damage (or more) in a single hit, he must make a Fortitude save with a DC of 20 or immediately die.</p>
<p><strong>What I don&#8217;t like:</strong> I don&#8217;t like how the damage that triggers it is the same for both high- and low-level characters. I also don&#8217;t like how the DC is the same whether you get hit by an Ogre for 53 damage or a Red Dragon&#8217;s Breath for 1,54315*10^6 damage. I also don&#8217;t like that the damage output is so high it doesn&#8217;t come into play until the very late (high-level) stages of the game.</p>
<p><strong>My version:</strong> The massive damage rule applies any time any character is dealt more than 30 points of damage (after factoring in damage reduction etcetera). The save DC is based on that amount of damage like so: DC=1/2*Damage Received. Failing that save does not kill a character outright, but places him at -1hps, at the <em>dying </em>state.</p>
<p><strong>Use it:</strong> If you don&#8217;t like what I don&#8217;t like about the massive damage rule.</p>
<p><strong>Don&#8217;t use it:</strong> If you want your games to be &#8220;safer&#8221; for the players at the lower levels, and if you like the rule as it is.</p>
<p>It&#8217;s definetely an ok rule, but one I just felt like it needed a touch of finesse.</p>
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		<title>Yegar, the village hunter</title>
		<link>http://firkraag.wordpress.com/2007/01/03/yegar-the-village-hunter/</link>
		<comments>http://firkraag.wordpress.com/2007/01/03/yegar-the-village-hunter/#comments</comments>
		<pubDate>Wed, 03 Jan 2007 21:50:42 +0000</pubDate>
		<dc:creator>Firkraag</dc:creator>
				<category><![CDATA[NPCs]]></category>

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		<description><![CDATA[Statistics for Yegar, the young hunter of the village of Llerkir, a bright young lad who seems to excel at everything the small society asks him to do, from sheep-herding to hunting wolves.

Yegar: Human male War5; CR4; Medium-size humanoid; HD 5d8+10; hp 43; Init +2; Spd 30ft; AC 14 (T12, FF12); Atk +9 melee (greataxe [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=firkraag.wordpress.com&blog=399762&post=22&subd=firkraag&ref=&feed=1" />]]></description>
			<content:encoded><![CDATA[<div class='snap_preview'><br /><p>Statistics for Yegar, the young hunter of the village of Llerkir, a bright young lad who seems to excel at everything the small society asks him to do, from sheep-herding to hunting wolves.</p>
<p><span id="more-22"></span></p>
<p><strong>Yegar:</strong> Human male War5; CR4; Medium-size humanoid; HD 5d8+10; hp 43; Init +2; Spd 30ft; AC 14 (T12, FF12); Atk +9 melee (greataxe 1d12+6); NG; SV Fort +6, Ref +3, Will +0; Str 18, Dex 14, Con 15, Int 10, Wis 9, Cha 14.</p>
<p><em>Skills &amp; Feats:</em> Handle Animal +10, Survival +7, Climb +12, Endurance, Run, Power Attack</p>
<p><em>Equipment:</em> Leather Armor, Greataxe</p>
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		<title>Maximum HPs/Level</title>
		<link>http://firkraag.wordpress.com/2006/11/26/maximum-hpslevel/</link>
		<comments>http://firkraag.wordpress.com/2006/11/26/maximum-hpslevel/#comments</comments>
		<pubDate>Sun, 26 Nov 2006 14:42:26 +0000</pubDate>
		<dc:creator>Firkraag</dc:creator>
				<category><![CDATA[House Rules]]></category>

		<guid isPermaLink="false">http://firkraag.wordpress.com/2006/11/26/maximum-hpslevel/</guid>
		<description><![CDATA[This house rule in our campaign allows the player characters to receive maximum hit points every time they level up. We have used it in the past with older campaigns and it has always added to the fun factor, without reducing from the gaming experience.
It is a simple allowance on the part of the Dungeon [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=firkraag.wordpress.com&blog=399762&post=21&subd=firkraag&ref=&feed=1" />]]></description>
			<content:encoded><![CDATA[<div class='snap_preview'><br /><p>This house rule in our campaign allows the player characters to receive maximum hit points every time they level up. We have used it in the past with older campaigns and it has always added to the fun factor, without reducing from the gaming experience.</p>
<p><span id="more-21"></span>It is a simple allowance on the part of the Dungeon Master, who lets the players automatically take the highest possible result of the die roll every time their characters level up, whether for racial or class hit die. For example, fighters receive 10 hit points every level plus their Constitution modifier, clerics 8, wizards 4.</p>
<p>It is important to note, however, that this rule only applies to the player characters, not the monsters or antagonists. Giving everyone maximum hit points quickly lessens the impact of damage-dealing magic, rises enemy challenge level, and makes for longer (and perhaps less realistic, or as others might say, more dull) fights.</p>
<p>It does make sense for the players, though, and even if the DM gets to roll several NPCs each session, the players only get one character to stick with for the entire campaign. One or two really bad hit point rolls can really hurt, especially if they are on the group&#8217;s &#8220;frontliner&#8221;. Excitement also tends to drop when you realize that your Warpriest of Tempus has rolled 1, 2, 2, and 4 on his hps the last four levels and can take less punishment than the party&#8217;s wizard. And while most rolls in the game can be &#8220;fixed&#8221;, low hps tend to haunt a character for the rest of his career.</p>
<p>Of course this rule, like most house rules, is not for everyone. Our campaign was mostly roleplaying with a few story-based, but really hard, fights. Perhaps even more importantly, it was set in a low-magic setting in the sense that the PCs could not go to the local magic shop with several thousand gold coins and walk off with Constitution-increasing equipment. These together with how saddening it is watching a player&#8217;s face after he rolls a 2 &#8220;again&#8221; when levelling up, made us draw inspiration from that checkbox in <em>Icewind Dale</em>&#8217;s options menu and begin using maximum hit points in our campaigns.</p>
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		<title>Grouped Weapon Feats</title>
		<link>http://firkraag.wordpress.com/2006/11/22/grouped-weapon-feats/</link>
		<comments>http://firkraag.wordpress.com/2006/11/22/grouped-weapon-feats/#comments</comments>
		<pubDate>Wed, 22 Nov 2006 18:44:19 +0000</pubDate>
		<dc:creator>Firkraag</dc:creator>
				<category><![CDATA[House Rules]]></category>

		<guid isPermaLink="false">http://firkraag.wordpress.com/2006/11/22/grouped-weapon-feats/</guid>
		<description><![CDATA[My version of the Weapon Group Feats.
They work as in Unearthed Arcana, but the groups are slightly different.
Axes
Handaxe, Battleaxe, Greataxe, Dwarven Waraxe (2h)
Dwarven Waraxe (1h use)
Orc Double Axe, Dwarven Urgrosh

Bows
Shortbow, Longbow, Composite Shortbow, Composite Longbow

Crossbows
Heavy Crossbow, Light Crossbow, Repeating Crossbow, Repeating Light CrossbowHand Crossbow

Flails
Light Flail, Heavy Flail
Scourge, Spiked Chain, Whip

Heavy Blades
Longsword, Greatsword, Falchion, Scimitar, Bastard [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=firkraag.wordpress.com&blog=399762&post=20&subd=firkraag&ref=&feed=1" />]]></description>
			<content:encoded><![CDATA[<div class='snap_preview'><br /><p class="MsoNormal">My version of the Weapon Group Feats.<br />
They work as in <a href="http://www.d20srd.org/srd/variant/buildingCharacters/weaponGroupFeats.htm" target="_blank">Unearthed Arcana</a>, but the groups are slightly different.</p>
<p class="MsoNormal"><span id="more-20"></span><strong><span>Axes</span></strong><br />
<span>Handaxe, Battleaxe, Greataxe, Dwarven Waraxe (2h)</span><br />
<em><span>Dwarven Waraxe (1h use)<br />
Orc Double Axe, Dwarven Urgrosh</span></em><br />
<strong><span></span></strong></p>
<p class="MsoNormal"><strong><span>Bows</span></strong><br />
<span>Shortbow, Longbow, Composite Shortbow, Composite Longbow</span><br />
<strong><span></span></strong></p>
<p class="MsoNormal"><strong><span>Crossbows</span></strong><br />
<span>Heavy Crossbow, Light Crossbow, Repeating Crossbow, Repeating Light Crossbow</span><em><span>Hand Crossbow</span></em><br />
<strong><span></span></strong></p>
<p class="MsoNormal"><strong><span>Flails</span></strong><br />
<span>Light Flail, Heavy Flail</span><br />
<em><span>Scourge, Spiked Chain, Whip</span></em><br />
<strong><span></span></strong></p>
<p class="MsoNormal"><strong><span>Heavy Blades</span></strong><br />
<span>Longsword, Greatsword, Falchion, Scimitar, Bastard Sword (2h)</span><br />
<em><span>Bastard Sword (1h use)<br />
Two-Bladed Sword</span></em><br />
<strong><span></span></strong></p>
<p class="MsoNormal"><strong><span>Light Blades</span></strong><br />
<span>Dagger, Rapier, Shortsword, Sickle</span><br />
<em><span>Kukri</span></em><br />
<strong><span></span></strong></p>
<p class="MsoNormal"><strong><span>Maces</span></strong><br />
<span>Club, Light Mace, Heavy Mace, Greatclub, Quarterstaff, Sap, Warmace (2h)</span><br />
<em><span>Warmace† (1h)</span></em></p>
<p class="MsoNormal"><strong><span>Missile</span></strong><br />
<span>Dart, Sling</span><br />
<em><span>Shuriken</span></em></p>
<p class="MsoNormal"><strong><span>Picks and Hammers</span></strong><br />
<span>Light Pick, Heavy Pick, Light Hammer, Warhammer, Scythe, Maul†† (2h)</span><br />
<em><span>Maul†† (1h)</span></em></p>
<p class="MsoNormal"><strong><span>Polearms</span></strong><br />
<span>Glaive, Guisarme, Halberd, Ranseur</span><br />
<em><span>Heavy Poleaxe†</span></em></p>
<p class="MsoNormal"><strong><span>Spears</span></strong><br />
<span>Javelin, Lance, Longspear, Shortspear, Trident</span></p>
<p class="MsoNormal"><strong><span>Fist Weapons</span></strong><br />
<span>Unarmed, Spiked Gauntlet, Punching Dagger</span><br />
<em>Bladed Gauntlet</em></p>
<p><em><span></span></em></p>
<p class="MsoNormal"><strong><span>Rays</span></strong><br />
<span>Ray attacks</span></p>
<p class="MsoNormal"><strong><span>Foreign Weapons<em> (Monks only)</em></span></strong><span><br />
Kama</span>, Nunchaku, Sai, Siangham</p>
<p><span></span></p>
<p class="MsoNormal">The proficiencies that each class receives at start are as follows:<br />
<strong><span>Barbarian</span></strong><span>: Basic + 3</span><br />
<strong><span>Bard</span></strong><span>: See PHB</span><br />
<strong><span>Cleric</span></strong><span>: Basic + 2</span><br />
<strong><span>Druid:</span></strong><span> See PHB</span><br />
<strong><span>Fighter</span></strong><span>: Basic + 4</span><br />
<strong><span>Monk</span></strong><span>: Basic + 1</span><br />
<strong><span>Paladin</span></strong><span>: Basic + 3</span><br />
<strong><span>Ranger</span></strong><span>: Basic + 3</span><br />
<strong><span>Rogue</span></strong><span>: See PHB + Longsword</span><br />
<strong><span>Mage</span></strong><span>: Basic</span></p>
<p>Basic Weapons are: the Club, Dagger, Quarterstaff, Sling, Dart</p>
<p>Weapons in <em>italics </em>use the exotic feats.</p>
<p class="MsoNormal"><span>†: Complete Warrior<br />
††: Arms &amp; Equipment Guide</span><span></span></p>
<p>The list is tailored to my campaign setting so some weapons are missing, others are grouped funnily (see foreign weapons), and a few have been added.</p>
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		<title>Neverwinter Nights 2</title>
		<link>http://firkraag.wordpress.com/2006/11/07/neverwinter-nights-2/</link>
		<comments>http://firkraag.wordpress.com/2006/11/07/neverwinter-nights-2/#comments</comments>
		<pubDate>Tue, 07 Nov 2006 21:35:13 +0000</pubDate>
		<dc:creator>Firkraag</dc:creator>
				<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://firkraag.wordpress.com/2006/11/07/neverwinter-nights-2/</guid>
		<description><![CDATA[It is probably beyond the scope of this blog to talk about computer games, but I bought Neverwinter Nights 2 a few days ago and I have been enthralled by it. The game is amazing in many ways, and I recommend it wholeheartedly and without second thoughts to anyone with interest in D&#38;D (who else [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=firkraag.wordpress.com&blog=399762&post=19&subd=firkraag&ref=&feed=1" />]]></description>
			<content:encoded><![CDATA[<div class='snap_preview'><br /><p>It is probably beyond the scope of this blog to talk about computer games, but I bought <a href="http://www.atari.com/nwn2/" target="_blank">Neverwinter Nights 2</a> a few days ago and I have been enthralled by it. The game is amazing in many ways, and I recommend it wholeheartedly and without second thoughts to anyone with interest in D&amp;D (who else would read this anyway?) and computer RPGs.</p>
<p>Yes it is the opinion of one man on the internet, but in the end, what do game reviewers have that I do not? <img src='http://s.wordpress.com/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' />  Plus I&#8217;ve played most D&amp;D games out there, good and bad, since Baldur&#8217;s Gate, and I am hard to impress. Take my word, Neverwinter Nights 2 rocks.</p>
<p>~Firkraag</p>
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		<title>Vorius &#8220;Blackhand&#8221;</title>
		<link>http://firkraag.wordpress.com/2006/11/03/voris-blackhand/</link>
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		<pubDate>Fri, 03 Nov 2006 18:51:47 +0000</pubDate>
		<dc:creator>Firkraag</dc:creator>
				<category><![CDATA[NPCs]]></category>

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		<description><![CDATA[Vorius is the leader of the blackdagger mercenary company, and that makes him captain of the guard in the village of Dever.
Vorius &#8220;Blackhand&#8221;: Human male War3; CR2; Medium-size humanoid; HD 3d8; hp 13; Init -1 (Dex -1); Spd 20ft; AC 14; Atk +7 melee (halberd 1d10+4); LE; SV Fort +3, Ref +0, Will +4; Str [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=firkraag.wordpress.com&blog=399762&post=18&subd=firkraag&ref=&feed=1" />]]></description>
			<content:encoded><![CDATA[<div class='snap_preview'><br /><p>Vorius is the leader of the blackdagger mercenary company, and that makes him captain of the guard in the village of Dever.</p>
<p><span id="more-18"></span><strong>Vorius &#8220;Blackhand&#8221;:</strong> Human male War3; CR2; Medium-size humanoid; HD 3d8; hp 13; Init -1 (Dex -1); Spd 20ft; AC 14; Atk +7 melee (halberd 1d10+4); LE; SV Fort +3, Ref +0, Will +4; Str 17, Dex 8, Con 10, Int 9, Wis 12, Cha 13.</p>
<p><em>Skills &amp; Feats: </em>Intimidate +7, Gather Information +7, Power Attack, Weapon Focus: Polearms, Iron Will</p>
<p><em>Equipment:</em> Mwk Chainmail, Mwk Halberd , 2 Potions of Cure Light Wounds, 1 Oil of Magic Weapon</p>
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		<title>Division of Flesh</title>
		<link>http://firkraag.wordpress.com/2006/11/01/division-of-flesh/</link>
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		<pubDate>Wed, 01 Nov 2006 17:41:58 +0000</pubDate>
		<dc:creator>Firkraag</dc:creator>
				<category><![CDATA[Spells]]></category>

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		<description><![CDATA[This necromantic spell is a curse that tears apart the victim&#8217;s flesh, causing severe bleeding, a touch of damage-dealing offensive magic for practicioners of the dark arts.
Division of Flesh
Necromancy
Level: Wiz/Sor 4
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. +5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: Fortitude half; also see text
Spell Resistance: Yes
This hideous [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=firkraag.wordpress.com&blog=399762&post=17&subd=firkraag&ref=&feed=1" />]]></description>
			<content:encoded><![CDATA[<div class='snap_preview'><br /><p>This necromantic spell is a curse that tears apart the victim&#8217;s flesh, causing severe bleeding, a touch of damage-dealing offensive magic for practicioners of the dark arts.</p>
<p class="MsoNormal" style="text-align:justify;"><span id="more-17"></span><strong>Division of Flesh<br />
</strong><em>Necromancy</em><br />
<strong><span>Level</span></strong><span>: Wiz/Sor 4</span><br />
<strong><span>Components</span></strong><span>: V, S, F</span><br />
<strong><span>Casting Time</span></strong><span>: 1 standard action</span><br />
<strong><span>Range</span></strong><span>: Close (25 ft. +5 ft./2 levels)</span><br />
<strong><span>Effect</span></strong><span>: Ray</span><br />
<strong><span>Duration</span></strong><span>: Instantaneous</span><br />
<strong><span>Saving Throw</span></strong><span>: Fortitude half; also see text</span><br />
<strong><span>Spell Resistance</span></strong><span>: Yes</span></p>
<p class="MsoNormal" style="text-align:justify;"><span>This hideous spell is a powerful curse that forcibly attacks the victim’s skin and flesh, tearing them apart, and </span><span>causing</span><span> deep bleeding injuries where it hits.</span></p>
<p class="MsoNormal" style="text-align:justify;"><span>When the ray connects with a part of the subject’s body, it inflicts a grievous wound. The target immediately takes 1d6 points of slashing damage per two levels of the caster (maximum 10d6) and is stunned for 1 round. A successful fortitude saving throw negates the stun effect and reduces this damage by half. Subjects who fail their saving throws continue to receive 1d6 points of damage on subsequent rounds, until they receive magical healing, medical treatment (DC 20 Heal check), or die. Those that succeed on their saving throws only take 1 point of damage per round.</span></p>
<p class="MsoNormal" style="text-align:justify;">Creatures immune to critical hits or those that do not bleed are unnafected by the spell&#8217;s bleeding effect but are still subject to the initial damage, even if they are not made of flesh, despite the spell&#8217;s name.</p>
<p class="MsoNormal" style="text-align:justify;"><span>The focus component is a sharp blade (anything from a tiny knife to a sword or scythe).</span></p>
<p class="MsoNormal" style="text-align:justify;">&nbsp;</p>
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		<title>Alternative Magic, part III</title>
		<link>http://firkraag.wordpress.com/2006/10/27/alternative-magic-part-iii/</link>
		<comments>http://firkraag.wordpress.com/2006/10/27/alternative-magic-part-iii/#comments</comments>
		<pubDate>Fri, 27 Oct 2006 20:26:53 +0000</pubDate>
		<dc:creator>Firkraag</dc:creator>
				<category><![CDATA[Articles]]></category>

		<guid isPermaLink="false">http://firkraag.wordpress.com/2006/10/27/alternative-magic-part-iii/</guid>
		<description><![CDATA[Last part of the Alternative Magic article, this time I&#8217;ll try to break down how I did the work on the magic system we are using in our running Dungeons &#38; Dragons campaign. In the previous article, I decided it would be a mana-based, no memorisation set of rules that would make no distinction between [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=firkraag.wordpress.com&blog=399762&post=15&subd=firkraag&ref=&feed=1" />]]></description>
			<content:encoded><![CDATA[<div class='snap_preview'><br /><p>Last part of the Alternative Magic article, this time I&#8217;ll try to break down how I did the work on the magic system we are using in our running Dungeons &amp; Dragons campaign. In <a href="http://firkraag.wordpress.com/2006/10/08/alternative-magic-part-ii/">the previous article</a>, I decided it would be a mana-based, no memorisation set of rules that would make no distinction between wizard and sorcerer.</p>
<p><span id="more-15"></span>Luckily for me, Wizards have already done work on a mana-based magic system. It was published in Unearthed Arcana, and is (luckily, again) part of the System Reference Document. It can be found <a href="http://d20srd.org/srd/variant/magic/spellPoints.htm" target="_blank">here</a>. I will use that as a start and continue from there (so one might need to have a look at it to understand what I will speak of next).</p>
<p>The first I notice is they have done the heavy work of assigning spell points per level and for high ability scores to spellcasting classes. Though I cannot decipher what formula the used for it, it must be numbers that work in the game. I notice two things; one, most spellcasters receive  less spells points per day than they would if all their spells were exactly translated to spell points. Two, paladins and rangers seem to get their full allotment. I keep a mental note of these two points and will consider them again when the balance of this system comes on the table.</p>
<p>That system uses a form of memorisation. Why? That only brings back half the troubles that Vancian Magic has in the first place. I do not like jobs half-done; memorisation goes out of the window and I think I will let spellcasters cast all the spells they know/have on their spellbooks. That does not break balance as much as it would seem in the first place since a high-level mage would have enough slots to prepare most of his spells if he only needed one of each and most low-level mages do not have a selection of spells large enough to warrant a balance issue. An obstacle is clerics and druids &#8211; they &#8220;know&#8221; all spells of any level they can cast! I need rules to deal with that, but I already like the idea of priest scrolls, prayerbooks, or even druids studying runes scribed on ancient stones that serve as nature&#8217;s spellbooks.</p>
<p>Next on, that system makes it so spellcasters need to spend more points to cast damage-dealing spells at their maximum possible caster levels. Really, it seems to upset balance between spells if a mage can spend 5 points for a 9d6 fireball but needs 9 spell points for a 9d6 cone of cold. At its heart, this is a problem with the spells themselves and would be a non-issue if cone of cold&#8217;s area of effect (for example) scaled with the caster level (as was the case in 3rd edition) but it needs to be taken under consideration.</p>
<p>Now, open parenthesis; Skill-based magic is right out for me, because it is so hard to design right with excellent balance. The DCs for spells are very hard to design so they are not impossible at low levels but ridiculously easy at the higher levels, and PCs can more often than not boost their relevant check bonuses to out-of-control numbers quick, with feats and magical items. Besides, skills in this game already represent something entirely different than magic; and forcing mages to throw ranks in skills just to be able to use their main class features is not a great idea. It is in fact unnecessary since all mages would simply maximize those ranks. End parenthesis.</p>
<p>The thing is that I like the final part of the system, where it goes on about vitalizing. The idea of mages throwing spells around without limit but at their own peril fits very well with my idea of sorcerers and I want to keep that part. But looking at the numbers, it has the problems of skill-based magic. There is really no good reason to use concentration for that check. The DCs are also strange in that they scale funnily (just +1 for every spell level). So I will keep that last part but I will change the concentration check to a caster level check, and then make the DC based on the spell points the mage is trying to spend. This also helps me better assign DCs to spells modified with metamagic feats.</p>
<p>Metamagic feats; I like how they work for the sorcerer and part of the reason I worked in this system was to make them more useful in the right situations. So they now can be applied to any spell on the spot, but increase its cost. The increased cost is slightly lower than it would be for most spells cast at higher levels but I wanted to make the basic ones (like Silent Spell) easily accessible. Besides this system already gives less spells per day (spell points) to mages than Vancian magic.</p>
<p>Finally, something quick to balance mages for all the added versatility, as well as something to make them more careful with how they spend their spell points; the fatigue part of the Unearthed Arcana system.  But there it is complicated, and ultimately broken, when a <em>Restoration </em>spell can potentially restore so many spell points and a simple <em>Touch of Fatigue</em>  can mangle a spellcaster. I will keep it simple; as spell points drop the caster is fatigued, then exhausted &#8211; he may recover from that fatigue by resting a while, but he will not regain any spell points without 8 hours of rest. On the plus side, if he is fatigued through other means, he does not lose any spell points.</p>
<p>So in the end I am left with what is more of a variant of a variant; a spell point system based off the one found in Unearthed Arcana. I like a first draft, but it will need refinement, playtesting, and perhaps a few touches of flavor to be complete. Until then, I am happy that I have cleared in my mind exactly how I want a working magic system to be, to fit the needs of players (of spellcasters and non-spellcasters!) and carry the flavor and fun of fantasy magic that my campaigns need and Vancian magic lacks.</p>
<p>~Firkraag</p>
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		<title>Alternative Magic, part II</title>
		<link>http://firkraag.wordpress.com/2006/10/08/alternative-magic-part-ii/</link>
		<comments>http://firkraag.wordpress.com/2006/10/08/alternative-magic-part-ii/#comments</comments>
		<pubDate>Sun, 08 Oct 2006 17:19:21 +0000</pubDate>
		<dc:creator>Firkraag</dc:creator>
				<category><![CDATA[Articles]]></category>

		<guid isPermaLink="false">http://firkraag.wordpress.com/2006/10/08/alternative-magic-part-ii/</guid>
		<description><![CDATA[In the second part of the article about an Alternative Magic system, some talk about how can a set of rules be designed to solve the issues about the traditional Dungeons &#38; Dragons magic system.

First of all, &#8220;feeling&#8221;. Fantasy fiction does not usually differentiate between wizard and sorcerer. Spellcasters of legend always seem to have [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=firkraag.wordpress.com&blog=399762&post=14&subd=firkraag&ref=&feed=1" />]]></description>
			<content:encoded><![CDATA[<div class='snap_preview'><br /><p>In the second part of the article about an <a href="http://firkraag.wordpress.com/2006/09/30/alternative-magic-part-i/#more-13">Alternative Magic system</a>, some talk about how can a set of rules be designed to solve the issues about the traditional Dungeons &amp; Dragons magic system.</p>
<p><span id="more-14"></span></p>
<p>First of all, &#8220;feeling&#8221;. Fantasy fiction does not usually differentiate between wizard and sorcerer. Spellcasters of legend always seem to have the spell they need, when they need it, and never does a mythical figure feel the need to stop and rest just to prepare the right spell for a situation. This brings spontaneous casting to mind immediately. In a new magic system, all casters would be spontaneous, kind of like the sorcerer, and no caster will need to prepare his spells beforehand like the wizard does. The game moves one step closer to traditional fantasy and our mages feel more like people who use real, living magic, than magicians who draw from their bag of pre-prepared tricks.</p>
<p>Spontaneous spellcasting immediately eliminates the second problem, too, that of the preparation mini-game. The party&#8217;s mage will no longer need to guess what the adventure will require. This saves him the frustration of seeing spells go without use (<em>&#8220;Why did I prepare hold person, there are only undead here!&#8221;</em>) while at the same time freeing up his mind about how exactly he will use them(<em>&#8220;Do I cast my only fireball now on the conveniently clumped minions, or do I wait until the boss fight?&#8221;</em>). This should make spellcasters more able to adapt to situations around them and players that enjoy mages happier.</p>
<p>The mages would also be happier because they would be able to use more of their spells. Why prepare knock when more than half of those locks can be broken down with acid arrow? Who would choose floating disk when you can have one more magic missile? Yes, these spells do have their uses, but one needs to anticipate when they will be useful to prepare them (or carry scrolls with them) because otherwise they are a wasted slot 90% of the time. However, with a truly spontaneous magic system, mages will in theory be able to draw from any of their known spells as the situation demands. A learned mage with dozens of spells in his spellbook(s) will be able to call forth any of them, instead of the generic, &#8220;works-well-in-most-situations&#8221;, &#8220;best-spells-of-each-level-only&#8221;, same old, ultimately boring list.</p>
<p>The obvious danger is that of overpowering the spellcasting character, making him outshine all other characters in every situation, and in a way penalizing the other players in the group for not  playing a spellcaster themselves. So there needs be a limiting factor, whether that is a number of &#8220;spontaneous spell slots&#8221; (like the sorcerer&#8217;s), a pool of spell points (often called mana), or another limiting factor (like each spell cast slowly draining the caster&#8217;s constitution score). I think I will leave spell slots aside &#8211; I am designing a new magic system, and while spell slots might help keep it familiar, I do not feel like keeping anything for old time&#8217;s sake. Mana on the other hand is often seen in video games, as well as other tabletop RPGs, and should serve here well. On the other hand I like the flavor of magic that is draining to the user, so I will save that idea for later use.</p>
<p>Finally, metamagic feats. Ah. The idea of feats that improve your spells in some ways is extraordinary, but it has problems in its implementation. In fantasy, a well-trained wizard would be able to cast most of his spells while silenced. In theory, he can. But no one does because the additional level hurts enough to only use the feat when absolutely necessary (that is, when silenced). But how can one predict when that occasion will arise? Instead, with a spontaneous magic system, metamagic feats will work as they do for the sorcerer, applied at the caster&#8217;s whims, and should see much more use in the right situations. The player will no longer be penalized for using them on his spells (<em>&#8220;Great, lost a fireball for stilled summon monster II and for what, nothing restricted my movement after all!&#8221;</em>).</p>
<p>But before actual work on the system begins, one last thing is to be remembered. The exciting thing about mages, is, often, how they strategically prepare and apply their spells to the situation to save the day. The wizard is, after all, an intelligent person, and one that spends much time in thought and preparation for a coming battle. A spellcaster should be careful with his spells, and it is that care that often distinguishes a master from an apprentice; a thoughtless mage would be always outshined by a prudent rival. Balance aside, a magic system should be restrictive on the player&#8217;s usage of spells to maintain that sense of strategy, which is a motivation for many players that choose to play a mage character.</p>
<p>Next time, the actual work/design process&#8230;</p>
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		<title>Alternative Magic, part I</title>
		<link>http://firkraag.wordpress.com/2006/09/30/alternative-magic-part-i/</link>
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		<pubDate>Sat, 30 Sep 2006 20:11:35 +0000</pubDate>
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		<description><![CDATA[In this series of articles I will explain what a good, solid magic system should be like, and then try to create one for my campaign. In the first part I will try to find what exactly bothers me about the magic system in the Dungeons &#38; Dragons Player&#8217;s Handbook.
For long there has been talk [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=firkraag.wordpress.com&blog=399762&post=13&subd=firkraag&ref=&feed=1" />]]></description>
			<content:encoded><![CDATA[<div class='snap_preview'><br /><p class="MsoNormal">In this series of articles I will explain what a good, solid magic system should be like, and then try to create one for my campaign. In the first part I will try to find what exactly bothers me about the magic system in the Dungeons &amp; Dragons Player&#8217;s Handbook.</p>
<p class="MsoNormal"><span id="more-13"></span><span>For long there has been talk of alternative magic systems for Dungeons &amp; Dragons. Vancian magic (the default D&amp;D magic system, where casters get an allotment of spell slots that they can fill when resting. It was named after Jack Vance, whose writings inspired Gary Gygax to create this system of magic) just does not seem to work for many players, at least as shown by the many topics about it on the house rules D&amp;D forums. Instead, they opt to go for alternative magic systems, most often those based on spell points that are used up as “mana” to power the mage’s spells.</span></p>
<p class="MsoNormal"><span></span><br />
<span>But what is so wrong about it to begin with? Well, </span><span>nothing really. In fact, it seems to have worked well for years, and has survived through all these editions of Dungeons &amp; Dragons. But still, Vancian magic does have its drawbacks, for all this talk of alternative systems to exist. Obviously, it restricts spellcasters to a certain selection of spells they cannot modify for an entire game day, or more, until they have a chance to rest. This forces the player to think far ahead, scratch what he thinks will not be necessary, and select only a handful of spells from the quite large and impressive list he might possess. The player understands that he will have to be stingy with the spells he does prepare, and that he might miss the spells he does not. He also understands that at some point he will not have access to a spell he absolutely needs, or his powers will run out, and then he will stop and rest.</span></p>
<p class="MsoNormal"><span>Where does this fit into traditional fantasy? The mages in legends always seem to have the spell they need, when they need it. Further than that, I do not recall Gandalf ever getting the Fellowship to rest because he wanted to modify his list of prepared spells. Voldemort always seems to have enough Killing Curses and his utility spells. In fact, most spellcasters in fantasy fiction can cast just about as many spells as they like/need, or until exhaustion overcomes them, which oftentimes is the result of the draining power of magic.</span></p>
<p class="MsoNormal"><span>I want to stay on the part about Gandalf a little. In D&amp;D games, it just seems like the mage or cleric is the first person to ask for rest to refresh their spells. Not very cinematic, needing a break halfway to the final battle, and not very fun having to forget about the dungeon crawl and go back to town so that the mage or cleric can rest. Yes, this should probably be avoided if the DM prepares his encounters carefully, and the casters exercise caution, but when it happens it can ruin an adventure, or at least the adventuring mood everyone is in.</span></p>
<p class="MsoNormal"><span>For the mage, this means two things. Obviously, he needs to be stingy with his spells, meaning he will not offer his character’s full potential until the boss fight. Fair enough, a mage’s best spells are powerful indeed, and he should not be allowed to throw them on every encounter otherwise he would outshine everyone else. But it also means that utility spells are the first to get hacked when resting and preparing. A mage is more likely to start an adventure loaded with fireballs, holds, death spells, and the like, instead of&#8230; anything else. From the hundreds of spells a mage can choose from, he will only be using the same 0.5% for all his life, or at least his adventuring career. And of course, if he needs knock or jump to defeat an encounter, he will just not have it.</span></p>
<p class="MsoNormal"><span>Finally, metamagic feats are a thorn on the mage’s side. Quite often they hurt more than they are worth, as they are feats that you do not only pay with a feat slot, but you continue to pay for every time you use them, and they force you into even more “thinking ahead” when preparing spells. Sub-vocal casting sounds like most serious mages would be able to do at will, but no, you need to prepare your spells at higher level to be silent and make sure you silenced the right spells. More often than not, a mage finds himself using his silenced fireball in a typical encounter, and not having the silenced fireball when one day, he is, for once, actually silenced.</span></p>
<p class="MsoNormal"><span>So what have we established? Vancian magic does not fit well with fantasy fiction, forces mages in the “planning ahead” mini-game, hurts utility spells and favors the memorization of the same common general-application spells, causes the group to routinely break the adventure to rest, and diminishes metamagic feats. Therefore a good magic system should fit well with fantasy fiction, should not restrict players too much, should allow for the more liberal application of utility spells, should not force the group to break the adventure to rest, and should work well with metamagic feats. In addition, it should probably retain some sense of strategy for the mages that prefer to use their magic carefully, and should not be unbalanced in regards to how well the mage does in relation to his fellow group members.</span></p>
<p class="MsoNormal"><span><br />
More about how a good magic system should work, next time. </span></p>
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