Are there any guidelines for this switch in probability?
I'm trying to adapt a magic system that is based on roll over (mod+d20) vs DC to roll under attribute.
Here's the basis for the roll over:
Effect | DC |
---|
Directly damaging | Target's AC |
Mind affecting, unwilling target | 10 + opponent's INT bonus |
Willing target / Self | 0 |
Inanimate object | 10 |
Each spell cast (failed or otherwise) that day increases the DC by +2. If a d20 rolls a natural twenty, add and roll again. If further natural twenties are rolled, continue adding and rolling. Critical failures are up to the GM.
For every 5 points (or part thereof) above the DC the caster may add 1 point to damage, range, area of effect or duration. If they are unstated, then the defaults are used.
Spell Attribute | Default | Each point allocated adds: |
---|
Damage | 0 | 1d6 |
Range | Touch | 30' |
Area of effect | 0 | 10' radius |
Duration | Instant | 1 round |
"Damage" could be positive energy to make it a healing spell instead recovering 1d6 damage per point. Transformation spells must exceed the HP of the target to be successful. Turning a 6 HP commoner into a frog for a few rounds is simple; doing the same to a dragon is considerably more difficult, and will likely take several rounds and a lot of courage!
A spell lasts as long as the caster concentrates (performing no other action) or as long as it's stated duration.
Example
Norris the Elder is a 5th Level Mage with INT 16. His Magical Attack is (INT + LVL) or +8. Norris has been captured by Gnolls and wishes to teach the leader a lesson. From within his wooden cage he throws a fireball into the center of the gnoll gathering, targeting the campfire (DC10) 20' away. He rolls 18+8 = 26. That's 4 points to put in to the fireball, so one goes into Range, two into damage and one into Area of Effect. All Gnolls within 10' of the campfire take 2d6 damage and start patting out singed fur, howling in pain. Norris chuckles. Norris is beaten badly for this stunt and is back in the cage, down to just 3hp.
He casts Heal on himself (DC0, +2 as it's his second spell that day). He rolls 10+8 = 18 which exceeds DC2 by 16 points. He allocates all four points to "damage" and heals 4d6hp. He's back to full health. Deciding it's time to make a break for freedom, Norris tries to use magical force to break the back of the cage. The bars are strong wood (DC10+4 as this is his third spell today). Norris rolls a natural 20, then a 12 for a total of (20+12+8) 40. That gives him 5 points to play with. Wanting to do it slowly so as not to attract attention, he puts one point into damage (1d6), 3 into rounds and the GM ok's 1 point being spent to keep everything silent. By the time the Gnolls notice the hole in the bars, Norris is long gone.
So my thoughts for changing this to roll under is the following:
You have spell points equal to your INT. Assemble a spell as per the above components and subtract the "cost" (the total number of elements) from your attribute. To affect willing or inanimate objects you'll need a success; to affect unwilling subjects, you need to succeed by half. Success (any degree) deducts the total spell points used; a failure deducts half.
A critical success (a 1) makes the cost free (no deduction in spell points)? Is that too good?