Contested magic - house rules -
Posted: Mon Feb 20, 2012 12:35 pm
Sorry if a thread on this exists already.
I'm trying to get a rifts game rolling but something I always wanted to change was spell casting resolution and resistance. All my players right now are 100% new to roleplaying so they are not exactly the best play test group as far as feed back goes. So here are my house rules:
Spell casting: d20 roll plus stat modifier (I'm using the S/P/D bonus tree associated to PP but applying it to IQ for spell casting) plus 1 for every even level as a caster plus any class/race bonuses to "spell strength". For directed spells this is used exactly like a melee attack to be dodged (players don't make a separate attack roll) - nat 20 is a crit (double damage, double duration, double AOE, OR double targets). Nat 1 is a fumble lost PPE - and the casters total needs to be =/> spells level to succeed.
Resistance: roll 1d20 plus save vs spell bonus from PE plus 1 for every odd character level plus any Class or racial bonuses to save v magic. If targets resistance total is =/> the casters spell casting roll than he resists (equivelant effect to save v spell)
Same rules for psychic attacks but they use ME for their bonus instead of IQ
On paper and in my head this works pretty well. Races that are described as being stronger in magic abilities (ie dragons) tend to have very IQ making ituch more difficult to resist a spell cast by a dragon than by an equal level human and it's much more difficult to resist a level 10 LLW than it is to resist a level 1 LLW with equivelant stats
Any suggestions to make it better or obvious problems ease let me know. My goal is to make it so that it's much more likely a spell will work. Especially against a non spell caster and/or lower level characters.
I'm trying to get a rifts game rolling but something I always wanted to change was spell casting resolution and resistance. All my players right now are 100% new to roleplaying so they are not exactly the best play test group as far as feed back goes. So here are my house rules:
Spell casting: d20 roll plus stat modifier (I'm using the S/P/D bonus tree associated to PP but applying it to IQ for spell casting) plus 1 for every even level as a caster plus any class/race bonuses to "spell strength". For directed spells this is used exactly like a melee attack to be dodged (players don't make a separate attack roll) - nat 20 is a crit (double damage, double duration, double AOE, OR double targets). Nat 1 is a fumble lost PPE - and the casters total needs to be =/> spells level to succeed.
Resistance: roll 1d20 plus save vs spell bonus from PE plus 1 for every odd character level plus any Class or racial bonuses to save v magic. If targets resistance total is =/> the casters spell casting roll than he resists (equivelant effect to save v spell)
Same rules for psychic attacks but they use ME for their bonus instead of IQ
On paper and in my head this works pretty well. Races that are described as being stronger in magic abilities (ie dragons) tend to have very IQ making ituch more difficult to resist a spell cast by a dragon than by an equal level human and it's much more difficult to resist a level 10 LLW than it is to resist a level 1 LLW with equivelant stats
Any suggestions to make it better or obvious problems ease let me know. My goal is to make it so that it's much more likely a spell will work. Especially against a non spell caster and/or lower level characters.