Post by Mushgnome on Sept 21, 2010 12:20:05 GMT -6
Here's an idea I had and wanted to throw out into the universe for brainstorming. We all know about the "unpleasant" elements of sorcery in Carcosa. Some players may be uncomfortable with the human sacrifices required. Of course there is the Expurgated version, but what if a DM wants to keep the horrible details intact, yet provide an alternative? Furthermore, I wanted to use existing game mechanics without adding a level of complexity to the game.
My idea is thus: The sorcerous rituals described in Carcosa are the ideal rituals. It is possible to conjure an entity using a less-than-ideal ritual, but the ritual will be less effective and more risky. The existing mechanic we'll use is the d10 roll to determine hit dice.
The player describes the ritual, and the DM secretly compares the ritual vs. the "ideal" ritual described in the rule book. For each component that is missing, the DM subtracts a penalty (typically -2 but subject to DM discretion) from the d10 roll to determine the conjured creature's hit dice. If the result is less than 0 (indicating less than d4 hit dice) the ritual is a failure or mishap: the entity fails to appear, or appears in a different location, or a different unexpected entity appears, or the expected entity appears and consumes the caster!
As an example, a sorcerer wants to summon the Inky Crawler but is not willing to provide the required human sacrifice, so crafts an effigy instead. Furthermore, she misread the ancient scroll and procured giant tadpoles from the wrong hex (not 1213). The DM decides the two missing/incorrect components result in a -4 to the d10 roll. At best, the summoned Inky Crawler will have d8 hit dice; at worst (4 in 10 chance), the ritual fails and the caster risks a horrible end!
My goal was to avoid "sanitizing" the game of its "evil" elements, but provide alternatives and make sorcery less of an all-or-nothing proposition. It also has the side effect of allowing greater vs. lesser versions of a ritual; for example only the high priest of a cult knows all the details of the ritual to summon the full d12-hit-die entity, while his servants are ignorant of a key detail and summon a lesser version of the entity at greater risk. It also creates a "how far am I willing to go?" conundrum that I really like.
I have not thought through how this mechanism would apply to non-summoning spells.
Thoughts?
My idea is thus: The sorcerous rituals described in Carcosa are the ideal rituals. It is possible to conjure an entity using a less-than-ideal ritual, but the ritual will be less effective and more risky. The existing mechanic we'll use is the d10 roll to determine hit dice.
The player describes the ritual, and the DM secretly compares the ritual vs. the "ideal" ritual described in the rule book. For each component that is missing, the DM subtracts a penalty (typically -2 but subject to DM discretion) from the d10 roll to determine the conjured creature's hit dice. If the result is less than 0 (indicating less than d4 hit dice) the ritual is a failure or mishap: the entity fails to appear, or appears in a different location, or a different unexpected entity appears, or the expected entity appears and consumes the caster!
As an example, a sorcerer wants to summon the Inky Crawler but is not willing to provide the required human sacrifice, so crafts an effigy instead. Furthermore, she misread the ancient scroll and procured giant tadpoles from the wrong hex (not 1213). The DM decides the two missing/incorrect components result in a -4 to the d10 roll. At best, the summoned Inky Crawler will have d8 hit dice; at worst (4 in 10 chance), the ritual fails and the caster risks a horrible end!
My goal was to avoid "sanitizing" the game of its "evil" elements, but provide alternatives and make sorcery less of an all-or-nothing proposition. It also has the side effect of allowing greater vs. lesser versions of a ritual; for example only the high priest of a cult knows all the details of the ritual to summon the full d12-hit-die entity, while his servants are ignorant of a key detail and summon a lesser version of the entity at greater risk. It also creates a "how far am I willing to go?" conundrum that I really like.
I have not thought through how this mechanism would apply to non-summoning spells.
Thoughts?