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Post by Finarvyn on Jul 5, 2021 7:14:50 GMT -6
Quote taken from another thread... My main gripe at the time was that each spell having a unique effects chart made it difficult to introduce new spells that I found online or in other books... At one point shortly after the release of the game (so maybe 2012-ish) I had played with the notion of more generic spell charts instead of one per spell. If you look at all spells of a given level there are certain patterns that emerge -- which number range is a failure, for example -- and I figured one could come up with stuff like "half effect" or "full effect" or "1.5x effect" or whatnot for the different number ranges. I'll have to look around to see if I can find my notes, which are probably on an old computer. Or maybe start from scratch. This type of thing would seem to encourage a LOT of players to try DCC, since I've heard a lot of players complain about the spell charts.
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Post by Morandir on Jul 8, 2021 20:34:30 GMT -6
That’s a really great idea. My new copy of the rules came in; I’m going to have to go through the spells and see what sort of distillation is possible!
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phantomtim
Level 3 Conjurer

13th Age Enthusiast
Posts: 79
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Post by phantomtim on Aug 22, 2021 3:54:26 GMT -6
At one point shortly after the release of the game (so maybe 2012-ish) I had played with the notion of more generic spell charts instead of one per spell. If you look at all spells of a given level there are certain patterns that emerge -- which number range is a failure, for example -- and I figured one could come up with stuff like "half effect" or "full effect" or "1.5x effect" or whatnot for the different number ranges. I'll have to look around to see if I can find my notes, which are probably on an old computer. Or maybe start from scratch. This type of thing would seem to encourage a LOT of players to try DCC, since I've heard a lot of players complain about the spell charts. Did you ever find your notes for this? Sounds like a helpful tool for customizing DCC.
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