I like the idea of alignment checks on academies even more! And evil colleges? A sorting hat that is actually just a hat of detect alignment -- Good for gryffindor, evil is slytherin. Chaotic is hufflepuff and lawful is ravenclaw! Oh what fun!
Hey, im 23 and me and a few of my friends have just stared getting into dnd we spent a lot of money buying craft stuff to build maps n dingeons and paints and miniatures, we diwnloaded all the rules, the monster manual etc n as an aspiring dm ive watched tons of vids on youtube but they didnt help much, i watched like 6 of your vids and got so much more helpful info, thanks man!
I love it! this really keeps magic "in check". Something I added to keep mages from going just nuts with heir magic was this; I explained to them when they cast a spell, it is like throwing a pebble into a pond, it causes a ripple that "others" can feel. Try not to throw boulders, as you might just be ringing the dinner bell :).
hmm, sounds like you'd be a good candidate for Warhammer. Casting spells there not only courts corruptuon, but can attract creatures of Chaos that yes, view you as dinner. or worse, a convenient meat suit they can go partying in.
@@kevingooley9628 I had a copy of one of the WH editions which may be where I got the idea from. One of the things that (thankfully) never came up in any of my campaigns but bothered me from a realism standpoint is what is stopping an army of wizards from just "nuking" everything to the ground. After much thought, I came up with the "pebble in the pond" rule. I also have to give thanks to LOTR, something Gandalf said in one of the books about using magic sparingly since there are dark things watching.
I know this is old but now I am thinking mages have an innate sense of magic being used or spells cast. Dark dreams. This all could be great foreshadowing, which can be hard to do in typical Dnd adnventures.
The best part about this ideaology is that if magic is dangerous, everything can be dangerous. Bandits may overrun your group. That burning hands might bail you out....or kill everyone in the area. It reminds me of older fantasy books and/or pulp fantasy which is great.
I like DCC's mercurial magic system, too. It gives each wizard a little peculiar flair, and reminds the player that magic isn't a medieval laser-gun. Not even the professionals fully understand it, and you risk more than missing when you alter the fabric of reality.
I personally love the System Dungeon Crawl Classics provides: Magic is nothing banal, it is powerful and mysterious and most importan of all, dangerous ..
Great episode Professor. I've been binge watching the episodes regarding how your rules differ from RAW for 5E, and I'm really enjoying the content. Thanks for all your effort.
Thanks Professor!! This was marvelous. We're meeting this weekend and I'm excited to implement a more chaotic magic system and watch how the party handles it. I'll let you know if Soren survives the night.
without going off the rails. NPCs can have access to spells like couterspell or dispell magic. also if a player hacked the spell, so can an NPC. Also if the player hits a minion (1 hp) with a spell that does 75 dmg, at least make the gory explosion look cool. I had a barbarian player in 3.5 rage out on a single 5 hp goblin once, the look on his face when i told him he just decorated a nearby tree with goblin guts, making it appear to be a horrific christmas tree, was priceless.
Can't believe I'm only now discovering this channel! It's rare to see such a stream-lined magic system that ISN'T Vancian magic with spell slots. This is so simple but so evocative.
I like this. It makes spellcasting less reliable with to-cast rolls without neutering it by still having spell slots. I don’t think I can convince my players THIS campaign, but maybe I can make use of concentration rolls to see if a wizard can cast a spell effectively-after all spells in D&D require concentration to use. Maybe DC 5 to cast, but 5, 10, 15, and 20 entail different levels of success. A wizard needs to roll intelligence, a cleric wisdom, and a warkock charisma.
Your games have a lot of customization. I’d like to see it all together in action in a recorded game. Do you have one or would you be willing to make one?
I customize my games too, but I wouldn't publish my rules unless it were a complete package with a world. I hypothesize that the inventors of D&D attempted to find a way to make the fantasy literature they loved come alive at a gaming table., To make that happen, you have to generate the mechanics that allows story protagonists (i.e., player characters) to navigate and interact with the DMs world in a way that creates the kind of feeling a reader might feel when reading a fantasy story. In my opinion, the best DMS give the players a feeling of wonder, awe and fear while they are playing the game, just as they might feel when they are in a story. But how the DM does so will depend upon what kind of fantasy story they are trying to "tell" at the table. Even the concepts of character class change depending upon setting!! For instance, if you base your world in WB Yeats's fairy tales, you should probably have a class of healer known as a "fairy doctor" who derives magical power from some sort of shamanistic relationship with fairies, which can possibly lead to being trapped in fairyland, being tried as a witch, and you create random chances for those things to happen and ways to play it out. If you are trying to create a more Lovecraft-like story, then magic performed by book-studying summoners and alchemists can have the effect of waking dangerous cosmic beings and/or leading to obsession or insanity, so maybe you use something like the Gamma World artifact flow chart as the basic mechanic. In short, you create the mechanics needed to create the emotional effects of the setting you want to mimic or create. PS -- if you want a bell curve with a man and standard deviation (i.e., measure of weirdness), you can use a 3d6 instead of a d20 to make random checks. Then you don't even need to buy the crazy dice!!!
Onr thing that really worked well for me- I used the variant rule where the players roll all dice. It’s fantastic! The player rolls the dice and adds his spell attack bonus to see if it exceeds 10+ the ST of the monsters. Players love it- they roll defense rolls when they’re attacked, etc.
I totally love the idea of rolling to see if a spell works or not so I implemented it in my game - but I still allowed my players their normal spell slots, and made your system of them rolling a d20 to see if it works come into play after they've expended all their spell slots. Up to a point there wasn't anything bad that happened, until our druid, after several rounds of combat and all her spell slots expended, wanted to heal another party member. That dreaded 1 popped up! I made her roll the amount of healing she would have done, and lowered the party member she was trying to heal's HP by that amount permanently. As added fluff, I had painful thorns grow out of the person's arms (the druid's race is a dryad). It was a very memorable moment, so thanks again for this awesome mechanic idea Prof!
Once again you’ve laid down some incredibly practical rule hacks to DND to make everything easier & more enjoyable for all. Can’t wait to implement these in my next game!
Thank you. Funny thing--since this video came out D&D Hardcore Mode, Shadowdark, and just about every D&D variant has adopted rolling to cast. Not saying I started it. Just that it's more fun. I was ahead of the curve.
"Clever Player, your spell combo is sooooo powerful that it rips a hole in the fabric of reality... RUUUUUUUUN!!! And never cast that spell combo again!"
This is absolutely one of my favorite DRs, Professor Dungeon Master. I come back to listen again and refresh my GM approach and to enjoy a good laugh "...my skull ran out of RAM..." classic! I don't know how many times I've said "just don't roll a 1" at the table even when I'm not GM-ing! Thanks so much for the attitude and the fun.
I like the 5e rules, they are quite well balanced. It's easy to confront a spellcaster with limits or light a paladin on fire if they're getting cocky. And I like to give players complete freedom in chosing their spells within the rules. It's their character to decide about and it's my job to confront them with adequate challenges.
@@DUNGEONCRAFT1 So if there are two rolls, one for "casting" and one for "greatness of effect", how do you handle getting a d20 on one rather than the other? like a nat 1 on casting and a nat 20 on effect, or vice versa?
Hi everybody. Just want to say how much I am enjoying prof dungeon masters channel. I am trying to learn how to play RPG so I can do it with my kids. It seems fun but the learning curve is steep but channels like this help a lot. Thank you!!!!!
I use a "scroll" system - instead of memorizing spells, my magic users have to spend time scribing a magic scroll that takes resources and requires a successful roll. Higher level spells take longer and more magic ink (the defacto spellcasting limitation), so when they go into a dungeon, they have a limited number of spell uses. When they have a rest, they have to decide which spells to scribe, and give up rest to do so. My player has gotten the idea that he wants an enchanted spellbook from which he could cast spells more freely, and I've made it the goal of a quest line for the entire party - once he gets it I don't really mind if he's overpowered, at that point he'll be level 15 or so and as far as Im concerned will be hitting his power ceiling, and one more hero will be ready for the final quest!
This video is probably my favorite on this channel. It provides such a simple way to make magic mysterious and dangerous which is how I like it. However, my favorite part is probably the sheer glee in the prof's expression when describing the backfires and failures. So much fun to be had here.
I like the idea of spell slots granting a guaranteed success of the cast and once they're out you then have to roll to see if that spell succeeds or just fizzles out, possibly getting more difficult with each successful cast. The player would then still need to roll to see if the spell hit in the case of say fireball. I think combining that with the critical failure rules you have would be great.
That's similar to how I was thinking, except not guaranteed. Easier to cast when you have the slots, and more difficult without. However, I would also add that corruption feature he mentioned when trying to cast beyond your natural limit.
@@cobracous2656 Another option would be to roll a success check with a DC of [10 + Spell Level (cantrips would be 0 level)] modified by the Caster's full Proficiency and Characteristic bonuses. IF the roll succeeds, THEN the spell slot is expended. IF the roll fails, NO SLOT is expended (because the skill roll failed).
For the roll to cast system, I personally set the challenge ratings according to spell level. Low level spells are a 10 to cast, mid level spells a 15, and high level spells a 20. This system is both realistic (higher level spells should be more difficult to cast) and decreases the amount of high level spells your characters cast. Sure, you can cast that magic missile as 6th level, but it's more likely to work if you cast it with less power.
Love your channel, especially this episode. The clever ways to self limit magic only make it more exciting in my head. I tend to shy away from magical types of characters because it's a lot to remember and the strange mechanics. Tied in with group initiative, this is a gold mine. Thanks again for top-notch, quality content!
I wouldn't nurf all magic just to account for one power gamer, I let my players know on session zero that their power level determines the difficulty of encounters, in the case of the SorLock character I'd just have it so that enemy groups respond to his powers, if the player annihilates one of the enemy group with one spell then that player becomes their primary target, if the enemy cant realistically deal with him then they withdraw and regroup, possibly joining other enemy groups they might not normally associate with in order to deal with that player. I might also make an evil twin of the player, using the same combo of powers and have him join enemy groups, I'd give the evil clone a backer that could ressurect him if he gets ganked. The way I see it it isn't the DMs job to keep the players in check, we control literally everything else.
I’ve been writing my own magic system, your spell effectiveness system is almost exactly how I have it set up with spells backfiring and everything. I love it!
I note that the DM writing you for advice didn't actually say what magic the Warlock/Sorcerer had access to that was allegedly ruining the game. It's most likely Hex+Eldritch Blast+Quickened Spell. It's a pretty devastating combo. In particular, as Eldritch Blast scales with level by adding more blasts rather than increasing power, the chance to crit is also increased. It's also a combo that is impossible to apply your "solution" to without utterly breaking that character. Hex+Eldritch Blast is the bread-and-butter of the Warlock class and Quickened Spell is a basic Sorcerer metamagic effect.
Roll for the spell to fire - yes; cast any spell you know - yes; as many times as you want - well, I prefer the idea of resource management and having a finite number of 'magic energy' points (go to zero and you down dead). All great ways to play! It sounds rather like 7.5 Tunnels & Trolls :)
I used "power points" for years. I gave the Magic-User 1 point of base power per 2 points of INT (or Wisdom for clerics) so an INT of 16 would get 8 base power points. This is then multiplied by the LEVEL of the caster. Thus an INT 16 Wizard will start at 8 power points and will have 80 power points at 10th level. When a spell is learned, it starts at LEVEL 1, even if it is a 5th level spell learned by a 10th level Wizard (I use a Spell's Level as a negative modifier against the Wizard's ARCANA proficiency check to actually LEARN the spell and put it in his book). Each level that the Wizard gains AFTER LEARNING A SPELL ALSO increases his knowledge of how to cast that spell. So that 5th level spell he casts at level 1 becomes castable at 2nd level when the Wizard reaches the 11th level. The ranges, durations, damage and areas of effect are all CASTING LEVEL dependant. Each level that you cast a spell at ALSO COSTS 1 power point (INCLUDING Cantrips). Casting Magic Missile at 5th level takes 5 power points. Casting it at the 1st level only takes one power point. A caster CANNOT cast a spell at a higher level than he knows it. When a spell is cast, the Wizard must make an ARCANA skill/proficiency check. The base chance to cast the spell is based on the conditions during casting. Calm, quiet conditions = DC 5 Calm but slightly unnerving conditions (like being in a dungeon) = DC 10 Being in combat but NOT under attack = DC 15 Under a physical attack while casting = DC 20 Casting the spell as a "ritual" using a spell book = +5 to DC The skill roll is done just like 5e proficiency checks BUT you use the LEVEL the Wizard knows the spell at to determine the proficiency bonus. This means that newly learned spells will have a lower bonus than spells the Wizard has cast for many levels. This system requires more bookkeeping from the player but it has been positively received by everybody who's played it. The majority like the power to cast multiple spells on demand as well as the ability to vary a spell's power. A few grouse at the Skill roll/proficiency check until they play for a while. Then the whining usually stops.
I love the Palladium spellcasting system, different spells cost x points to cast and as long as you have the points in your pool, you can cast any spell you know no matter what level. Spells cost from 1 PPE point to 1500 PPE points. The overall system is clunky, but their spell, psionic and alignment systems are so much better than most games.
I'll definitely be using these rules, even when I'm a player in a campaign where the DM hasn't watched your videos if I can. Side note, can't get enough of PDM's gremlin smile when saying "go ahead, don't roll a 1!"
The rules regarding spell availability and rolling for success is fantastic. 2nd had spell failure rolls too, but still had spell slots. You make very valid points regarding this. Also making spells more available on the player level, but harder to acquire is a fantastic rule as well. I am going to use these.
I love hearing this advice. the way magic is being handled in my homebrew 5th edition setting at the moment is that Magic is rare but not unheard of. Powerful priests of the 9 divines have divine magic, the court wizard is a fairly powerful divination specialist so most of the spells in his repertoire are divination magic. He has others, of course, but they are ones that his apprentice has to earn the ability to study. His apprentice actually happens to be my fiance's character and she determined that her spellbook was actually a bunch of small rune stones that she keeps in a bag so when she studies her spells she draws her power from those rune stones. It's a really fun idea that we've been playing with ever since we used the Xanathar's Guide for 5th edition determine some of the unique qualities of her character.
I see spell slots similar to mana in video games. You have a pool of stamina that you can pull from to bend the universe to your will, you run out of slots... that means you're out of mana. Which means that DMs could use that as incentives to make mana potions that restore spent spell slots. I believe when I run Pathfinder 2e, there's going to be a few mechanics from DCC that I will implement as well because it really fits the kind of game I want to run.
After listening to this, you have changed how I'm going to run games from now on. Between this and the fixed Hit Points idea, it's something I have to do just to see how it plays out. Truly great stuff, so keep it coming!
You’re most mind expanding video for me. The rest was thins I had gradually found over the years put into clear words, but this would’ve taken me a few more years to arrive at, if ever!!
Much of what you describe in the use and dangers of magic is in Symbaroum. They also have a great version of magic missile: Storm Arrow that uses an actual projectile fired with mind magic! I definitely like the rolling for spell success/failure but I would limit this as magicmen and witcharlots become more practiced. As with your cleric, mages should be able to attempt, that is attempt, higher level spells, if they gain access to them. (Again great advice that shows up in Baldur's Gate, Skyrim, etc--notice how successful they were at making finding magic a big part of the quest).
I have been using die roll to make the spell work and spell fumbles for 30 years in my game, works well. Also, you can levitiate (As in your example) as long as you don't roll a one and fumble. BUT, if you are casting agaisnt another spell effect, area or magic user or magical monster, you have to make the spell work AND overcome their spell resisitance. Again, very good system, works very well, helps keeps wizard power in check.
Your Master Wizard idea reminds me of how some powerful spells are learned in an old RPG called Exile 3 (later remade as Avernum 3), where when you accomplish certain big deeds you're sent to a tower of magic to learn them from two renowned wizards.
Hmmm. Don't recall that. Sounds cool. Check out my campaign The Reviled Society to see what my players have created with me: ua-cam.com/video/95zr1mmx4vM/v-deo.html
Love the channel. Getting comfortable saying no, suggesting alternatives, and retconning unintended wackiness is good advice for any part of the game. It feels counterintuitive limiting someone's fun to help the overall game, but I suspect most players can tell the difference between a well-intentioned No and a mean one. I've also started adding a little Warhammer to my d&d, but the group definitely prefers 5e heroic fantasy to lamenting with flame princesses or classically crawling, so for now spells work as written.
Wizard: I cast Fire Ball, GM: roll a d20 GM: ouch the spell back fires, roll again to see how badly it back fires GM: grats you just became a living IED >_< lol
@@DUNGEONCRAFT1 - 30 years ago I was discussing spell failure rules with a friend. He was total convinced that ON ONE would become a wizard if there was a chance for spell SNAFU. He knew statistics, a small chance of spell backfire was actually a sure-thing. :-)
@@zackzack5313 He was just risk-averse. I would risk casting a Wish Spell even it had even a 33% chance of backfiring horribly *every time* I did it. I would be reluctant to cast it though, and that is the reality your friend's concern captures. A concern that is not captured by 5e at all.
Advanced D&D Players Handbook had 'Parts of a Spell'. -Components -Verbal -Symbols -Time to Cast When I actually noted these things in my youth in the 1E Players Handbook, I thought it was Way Cool! It was a way to temper down the High Magic that would inevitably evolve and become out of control. Our DM wasn't real keen on it though. In the olde AD&D system, time was (and could) be broken down to the second. The general consensus was of course to leave things in the melee round cycle. Some spells were instant (like magic missile) while others, could take a while to prepare and cast... especially if one had to use spell components or retrieve, unroll and read from a scroll, or both. The thing is, it limited a spell caster to more "realism" while adding more balance that equaled the class more so to the other classes. A mage with components to a favorite spell like, 'Fireball', required bat guano as it component. How many doses of that component does he/ she have? How is it packaged? Where on the person or the luggage is it? Suddenly, the spell isn't as instantaneous as it was. Plus, adding some "Grim Dark" aspects such as, how fresh or old the guano is if it was bought off a random vendor. Is it in the appropriate dose size or, the mage had to buy it on the fly. Is it so aged/ dried out that it has a strong chance to fizzle or only be half as potent. Magic weapons are another thing altogether. I've played way to many campaigns where it seemed everyone had a big collection of magic weapons or vorpal swords. AD&D Players handbook had a whole layout on what it took to make an enchanted weapon. It was a great effort with a lot of moving parts that was no guarantee of success. Where it would become cool for an adventure though, is being tasked or hired to gather the materials needed to make a magical weapon or object. Player Character Adventure Time! In my experiences, DM's were not so inclined to make magic user's work for a living. Now, we have this "Contagion" of everyone wanting to be a kewl loot holding magic user. The tactical nuke on two legs. The Gandalf wannabes. Fluffy bunny high magic is fun for those that want that. I do like the more "Grim Dark" however, along with having the opportunity for magic to have it's place, more equal in effort, to what most other classes have to endure. I also think there were these things as robes laden with many pockets, belts with many pouches and the like, was to encourage magic users to collect ingredients and to have containers of stuff for spell components or, octopus ink, or blood ink from some rare creature for scroll making or transcribing into their traveling spell book and of course, that special quill in it's own case. Besides, I think having a mage that has to work and think for living, leads to much more role playing that leads to some intense dungeon crawling and outdoor adventures! Just a thought.
I like these attitudes towards magic in dungeon crawl classics the magic gets weird! I like your concept for rolling on the spell just like a fighters sword. it always felt arbitrary that some things always hit while others need an attack roll. some add your ability modifier while some don't. it made magic something I've kept till the end to learn because its such a foreign system from the rest of the game. very good video!
I look at Spell Slots like this, the reason the Wizard can only fire off so many spells a day (outside of it being a game mechanic for character balance) is that it takes tremendous effort to channel magical energies (mentally, physically or both depending on the spell) which is why a Wizard has a cap on his magical ability which grows as he gains sufficient skill and experience.
@@MrBracey100 Takes all the fun out of playing a wizard. Doubt anyone wants to play a wizard in his games. Why play a wizard whose spells fail 1/10 of the time, likely resulting in PC death in just a few fights when you can play a fighter who can attack 10 times without any of those limitations?
@@SilentlyWe crit fail is 1 on d20, so 1/20, not 1/10. Rolling a crit fail followed by a crit 20, which is the situation he described where the player blows up, is 1/400, or .0025%.
Thanks for the info here. I'm trying to create a much simplified version that an 8 year old will like. This and your other videos are very helpful. Has made me change my approach. Thanks.
You've just described Warhammer Fantasy Roleplaying magic system. It has apprenticeship, limited access to spells, failure charts, corruption and an inquisition, but a magic user technically could just keep casting fireball.
It's similar. I think WFRP could be deadlier, though. It also needs more spells and I never liked the Winds of Magic from 2nd. Do they keep it for 4th?
While not exactly the same this is the way I remember doing things decades ago it works and it helps to keep things somewhat in check. I don't believe that D&D was ever meant to be a perfectly codified set of rules but a basis from which to build. It is nice to see some one using a lot of the same mechanics that my friends and family used for many many years of wonderfully exciting gaming. As I said not exactly the same as what I remember when I was young but very informative and helpful.
And following the Mage the Ascension line of thought, you could exchange corruption points for ressonance, as MtA. If a mage uses to much Enchantment some collateral effects happens like Charm Person functions as Love Potion and the person becomes forever obsessed with the wizard, or Illusion making the wizard somewhat schizophrenic. Corruption points connotes the idea that magic is bad or evil when in mosts cases it is neutral. Corruptions points could be used to Necromancy or Conjuration school, which refrains the user to acess this kind of magic.
VERY good point on how spells could be slightly different based on copying and translation. Very much like things in the Bible where ancient Hebrew idioms sometimes don't translate so well. This can be used in a cool way in a D&D game for sure! Maybe a magic missile spell that starts off with some slight sputters and sparks whereas another might see the "missiles" immediately fly out of a wand.
This spell check could bring intelligence skills up. Arcana for arcane spells, Nature for nature oriented magic, Religion for divine magic. This video is awesome!
I have always liked the idea of magic users getting tired or 'running out' of magic- it's taxing... and dangerous. I love all of these ideas you have put together here. I like simple- but like you said your players have to trust you with so much improvisation. I have slightly modded your ideas with my own on this. So when a magic user fails a spell check- they take on a level of fatigue ( I have expanded my fatigue chart- making it a cumulative -1 to all ability mod, skill mod, save checks with additional problems as you go down the chart. At -5 you are then exhausted and even more problems happen until at -7 you basically collapse). I like that they lose the spell after a failed check- spells are complicated with lots of v/s/m parts to them and with the possibilities of catastrophic failure... they need to 'refresh' their memories on the formula before attempting again. This is my default- something mundane happens with other consequences added in for poor rolls. This helps limit casting and is really self imposed. I would even let a player 'try that spell again'- but much like when you get something stuck in your head that you just cant remember right... its always going to fail. But maybe... just maybe... in a 'good' way. But probably not! A total act of desperation. I too have been waiting on what you do about Clerics and such. I let them have unlimited 'orisons' and domain spells per level...with the caveat that if you use them too much the dice may start to go down- the gods do not favor the foolhardy... I then limit the other spells that they can cast- a balance since they do not have a 'set number' of known spells- they are basically asking for the deity to intervene in prayer form. But I also include your beautiful alignment tracking chart as a mod for divine spell casters. This works for druids and obviously for paladins as well. Items (like wands and such) are a bit tricky though- severely limiting the number of charges but making them more likely to work without consequences has been my route- but limiting the number you can attune. Any thoughts?
As a side- I also let players add 'meta magic' effects as a DC mod- all in line with keeping magic wild, unpredictable and dangerous- but simple. "So you wanna try and reverse that spell...? Add +4 to the spell check and we will see..." or "You wanna substitute cold instead of fire... add +2 to the spell check." Obviously- you must still weigh this against the story and determine if it is even possible. But this keeps it fresh yet manageable without complicating the system any. Fail a roll where you are trying to 'do something weird...' and "well... lets hope that doesn't happen...." evil grin.
@@miladoro Thanks for the reply. Re: magic wands, I don't use magic items. If I did I would go your route--limit the charges. As for the cleric video, the footage is in the can. It's just a question of editing it. Look for it in February or March (maybe sooner, but I can't promise).
Awesome insights, I've already thought about critical failure because I've played Mage the Ascension and I'm familiar with Dragonlance lore, so magic is dangerous and I try to add these features to my game, so the wizard is really balanced and faithful to lore
I have started using the DDC magic system with just a d20 roll and custom dnd spell success tables. I also allow the player to spend a hit die to add 5 to the roll but they have to roll the hit die and take the result as damage. We call it spell burn. Love your magic system ideas and it fits very well into my grim dark setting.
First fix for this Soren Sorcerer/Wizard hybrid, is to understand that allowing Multi-classing into your campaign will inevitably make the players "somewhat" more powerful. If you are not ready as a DM to counterbalance this additional power, then just don't allow multi-classing in D&D. The rules for creating a multi-classed character are offered as an "Optional" rule that the DM chooses to include or not.
💥😎💥 like this video within the first 5 seconds, with that very awesome opening Magic display! No mistaking what the video is about after that... Cantrips can be most convincing to the uninitiated... 🕯🔮🗿
Best solution, adapt the baddies; if hes attack is one target high burst, then have hordes of low health enemies, if hes attack is mass high damage, get sneaky enemies that counter spells, the reasoning for this is if the enemy is a recuring faction then they should be able to adapt to their problems, they wont just be sending weak minions to the pcs, and specificaly they are going to counter the pc that gives them the most problem.. also mages dont do well with time constraints, if they cant rest they cant cast, ofcourse they still have the option to rest but let them know ahead of time that time is of the essence and any minute spent resting moves you closer to disaster..
The corruption thing sounds like fun. If I had a character grow a face on their back, then I might be inclined to simply use it to speak, eat, etc.. all the time, even to the point where the other face is covered up. It would freak out all the NPCs and the other players would have to take extra measures to prevent the character from getting them into trouble. xD
I came up with something similar to this. It is cool to see principally similar ideas in alot of these vids. One of the reasons I subscribed. Its moments like this I don't feel so alone.
I absolutely love this casting system. I devised a similar system for casting spells by making spell checks with a d20 where failed checks result in minor punishment with spell failure or the spell is granted with lasting consequences. Magic should be challenging, physically taxing, and just downright costly. Free spells are boring spells. It should take 9 months of sleeping in a crystalline stasis to cast a true polymorph, a blood sacrifice to cast Gate. Casting a spell can be a quest unto itself. You’ve got the best D&D show Professor Dungeon Master. I wish I had come across it sooner.
Man I wish I had found your channel sooner. Your stuff is gold! You need to thank Brandish Gilhelm form Runehammer who sent a ton of his listeners to your channel! I'm glad he did!
I love spellbooks... but even more importantly, I love Unique spellbooks. The tattoo idea you present in this video works just like the Red Wizards of Thay with their tattoos focused on conjuration and portal magic, my fiance had a character whose spellbook was a pouch of rune stones that she carried around. When she went to cast a spell, her character would reach into the bag and, conveniently, grab out the runes she needed to cast the spell. It's honestly why I plan to require a "Spell Book" for all of my caster players when I decide to run Pathfinder 2e. A cleric has to find miracles to prepare, wizards have to find scrolls in dungeons, Sorcerers get some sort of visible change on their body since they don't have to worry about learning extra spells like wizards do. It's my favorite idea to work with and I can't wait to run the game.
I like this system, there are old wizards, there are bold wizards but there definitely aren't any old bold wizards.
Lol. Good one, Martin!
There are also bald wizards, but I don't think that has anything to do with either.
Reminds me of Discworld. A wizard learns magic so he knows to *not* use it.
Upvote for "like Yale."
My students who have gone on to Yale will probably hate me for that, but I couldn't resist.
@@DUNGEONCRAFT1 I snorted at the jab.
It’s that kind of dark, off the cuff humor that makes a DM a DM!
As a Yale grad I find that hilarious!!!
Yale might be evil, but Princeton, these guys, geeez.
Witch hunts? Brilliant. Killed for the runes on their flesh? Inspired!
Thanks, Tommy!
So many ideas...stop it...j/k
Even better, a illusion spell that temporarily hides the tatoos on your skin, or makes them appear on the skin of another. Mwahahahahhahah.
@@chameleondream The tattoos are not visible until that spell is cast or while asleep...
I like the idea of alignment checks on academies even more! And evil colleges? A sorting hat that is actually just a hat of detect alignment -- Good for gryffindor, evil is slytherin. Chaotic is hufflepuff and lawful is ravenclaw!
Oh what fun!
“Can you copy my Magic Missile spell?! I rubbed an old man’s fungus-infected feet for a year to get that spell! So-how good are you at foot rubs?”
"The wizard explodes and everyone takes maximun damage. No saving throw" Guys, I think he graduated from Yale.
Hey, im 23 and me and a few of my friends have just stared getting into dnd we spent a lot of money buying craft stuff to build maps n dingeons and paints and miniatures, we diwnloaded all the rules, the monster manual etc n as an aspiring dm ive watched tons of vids on youtube but they didnt help much, i watched like 6 of your vids and got so much more helpful info, thanks man!
This was cool to read, young man!
@@ForeverYoungKickboxer he's not young he's 25 at this point
I love it! this really keeps magic "in check". Something I added to keep mages from going just nuts with heir magic was this; I explained to them when they cast a spell, it is like throwing a pebble into a pond, it causes a ripple that "others" can feel. Try not to throw boulders, as you might just be ringing the dinner bell :).
That's a great way to describe magic.
hmm, sounds like you'd be a good candidate for Warhammer. Casting spells there not only courts corruptuon, but can attract creatures of Chaos that yes, view you as dinner. or worse, a convenient meat suit they can go partying in.
@@kevingooley9628 I had a copy of one of the WH editions which may be where I got the idea from. One of the things that (thankfully) never came up in any of my campaigns but bothered me from a realism standpoint is what is stopping an army of wizards from just "nuking" everything to the ground. After much thought, I came up with the "pebble in the pond" rule. I also have to give thanks to LOTR, something Gandalf said in one of the books about using magic sparingly since there are dark things watching.
Also sounds like Source Magic in Divinity Original Sin
I know this is old but now I am thinking mages have an innate sense of magic being used or spells cast. Dark dreams. This all could be great foreshadowing, which can be hard to do in typical Dnd adnventures.
The best part about this ideaology is that if magic is dangerous, everything can be dangerous.
Bandits may overrun your group. That burning hands might bail you out....or kill everyone in the area.
It reminds me of older fantasy books and/or pulp fantasy which is great.
I like DCC's mercurial magic system, too. It gives each wizard a little peculiar flair, and reminds the player that magic isn't a medieval laser-gun. Not even the professionals fully understand it, and you risk more than missing when you alter the fabric of reality.
I personally love the System Dungeon Crawl Classics provides: Magic is nothing banal, it is powerful and mysterious and most importan of all, dangerous ..
Great episode Professor. I've been binge watching the episodes regarding how your rules differ from RAW for 5E, and I'm really enjoying the content. Thanks for all your effort.
Thanks, Mr. Sturlin. I encourage you to binge watch all the other videos too! Im actually editing next month's review right now.
youre not the only one who has bingewatched the Prof!!!!!
This makes me think about wizards on the Diskworld. Such dire consequences that they spend most of their time trying not to use magic.
Thanks Professor!! This was marvelous. We're meeting this weekend and I'm excited to implement a more chaotic magic system and watch how the party handles it. I'll let you know if Soren survives the night.
Probably. But he'll be a LOT more cautious, I betcha. Share this video with Soren and the rest of your players!
How'd it go with Soren? I'm emotionally invested in the plight of this Wizard!
I know it has been a while, but I'm curious how things have went as well.
Awesome ideas, thanks!
Yeah how did it go?
Mister, you have just changed the way I play D&D. Thank you!
without going off the rails. NPCs can have access to spells like couterspell or dispell magic. also if a player hacked the spell, so can an NPC. Also if the player hits a minion (1 hp) with a spell that does 75 dmg, at least make the gory explosion look cool. I had a barbarian player in 3.5 rage out on a single 5 hp goblin once, the look on his face when i told him he just decorated a nearby tree with goblin guts, making it appear to be a horrific christmas tree, was priceless.
Haha, you're so inspiring.
I haven't played DnD in 20+ years, but you make me want to play again. It would be so different as a mature adult.
Can't believe I'm only now discovering this channel! It's rare to see such a stream-lined magic system that ISN'T Vancian magic with spell slots. This is so simple but so evocative.
Glad you found us, James!
I like this. It makes spellcasting less reliable with to-cast rolls without neutering it by still having spell slots. I don’t think I can convince my players THIS campaign, but maybe I can make use of concentration rolls to see if a wizard can cast a spell effectively-after all spells in D&D require concentration to use.
Maybe DC 5 to cast, but 5, 10, 15, and 20 entail different levels of success. A wizard needs to roll intelligence, a cleric wisdom, and a warkock charisma.
Your games have a lot of customization. I’d like to see it all together in action in a recorded game. Do you have one or would you be willing to make one?
I customize my games too, but I wouldn't publish my rules unless it were a complete package with a world. I hypothesize that the inventors of D&D attempted to find a way to make the fantasy literature they loved come alive at a gaming table., To make that happen, you have to generate the mechanics that allows story protagonists (i.e., player characters) to navigate and interact with the DMs world in a way that creates the kind of feeling a reader might feel when reading a fantasy story. In my opinion, the best DMS give the players a feeling of wonder, awe and fear while they are playing the game, just as they might feel when they are in a story. But how the DM does so will depend upon what kind of fantasy story they are trying to "tell" at the table. Even the concepts of character class change depending upon setting!! For instance, if you base your world in WB Yeats's fairy tales, you should probably have a class of healer known as a "fairy doctor" who derives magical power from some sort of shamanistic relationship with fairies, which can possibly lead to being trapped in fairyland, being tried as a witch, and you create random chances for those things to happen and ways to play it out. If you are trying to create a more Lovecraft-like story, then magic performed by book-studying summoners and alchemists can have the effect of waking dangerous cosmic beings and/or leading to obsession or insanity, so maybe you use something like the Gamma World artifact flow chart as the basic mechanic. In short, you create the mechanics needed to create the emotional effects of the setting you want to mimic or create.
PS -- if you want a bell curve with a man and standard deviation (i.e., measure of weirdness), you can use a 3d6 instead of a d20 to make random checks. Then you don't even need to buy the crazy dice!!!
he has recorded games in his patreon
@@BTsMusicChannel this is great advice for anyone DMing any rpg
Onr thing that really worked well for me- I used the variant rule where the players roll all dice. It’s fantastic! The player rolls the dice and adds his spell attack bonus to see if it exceeds 10+ the ST of the monsters. Players love it- they roll defense rolls when they’re attacked, etc.
Cool!
I totally love the idea of rolling to see if a spell works or not so I implemented it in my game - but I still allowed my players their normal spell slots, and made your system of them rolling a d20 to see if it works come into play after they've expended all their spell slots. Up to a point there wasn't anything bad that happened, until our druid, after several rounds of combat and all her spell slots expended, wanted to heal another party member. That dreaded 1 popped up! I made her roll the amount of healing she would have done, and lowered the party member she was trying to heal's HP by that amount permanently. As added fluff, I had painful thorns grow out of the person's arms (the druid's race is a dryad). It was a very memorable moment, so thanks again for this awesome mechanic idea Prof!
Once again you’ve laid down some incredibly practical rule hacks to DND to make everything easier & more enjoyable for all. Can’t wait to implement these in my next game!
Thank you. Funny thing--since this video came out D&D Hardcore Mode, Shadowdark, and just about every D&D variant has adopted rolling to cast. Not saying I started it. Just that it's more fun. I was ahead of the curve.
"Clever Player, your spell combo is sooooo powerful that it rips a hole in the fabric of reality... RUUUUUUUUN!!! And never cast that spell combo again!"
This is absolutely one of my favorite DRs, Professor Dungeon Master. I come back to listen again and refresh my GM approach and to enjoy a good laugh "...my skull ran out of RAM..." classic! I don't know how many times I've said "just don't roll a 1" at the table even when I'm not GM-ing! Thanks so much for the attitude and the fun.
Thanks for watching!
I like the 5e rules, they are quite well balanced. It's easy to confront a spellcaster with limits or light a paladin on fire if they're getting cocky. And I like to give players complete freedom in chosing their spells within the rules. It's their character to decide about and it's my job to confront them with adequate challenges.
Your main motivation seems to be increasing fear in your players.
(this is not a criticism. IIIIII... Like it!)
I never want to be a wizard in your game.
((I REALLY WANT TO BE A WIZARD IN YOUR GAME!!!)
Lol. Thanks, Scott!
@@DUNGEONCRAFT1 So if there are two rolls, one for "casting" and one for "greatness of effect", how do you handle getting a d20 on one rather than the other? like a nat 1 on casting and a nat 20 on effect, or vice versa?
Hi everybody. Just want to say how much I am enjoying prof dungeon masters channel. I am trying to learn how to play RPG so I can do it with my kids. It seems fun but the learning curve is steep but channels like this help a lot. Thank you!!!!!
I use a "scroll" system - instead of memorizing spells, my magic users have to spend time scribing a magic scroll that takes resources and requires a successful roll. Higher level spells take longer and more magic ink (the defacto spellcasting limitation), so when they go into a dungeon, they have a limited number of spell uses. When they have a rest, they have to decide which spells to scribe, and give up rest to do so. My player has gotten the idea that he wants an enchanted spellbook from which he could cast spells more freely, and I've made it the goal of a quest line for the entire party - once he gets it I don't really mind if he's overpowered, at that point he'll be level 15 or so and as far as Im concerned will be hitting his power ceiling, and one more hero will be ready for the final quest!
Now this I really like
Go scrolls and magic spell books!
This video is probably my favorite on this channel. It provides such a simple way to make magic mysterious and dangerous which is how I like it. However, my favorite part is probably the sheer glee in the prof's expression when describing the backfires and failures. So much fun to be had here.
I enjoy so much your videos! Please show how you handle Healing and Recovery.
I will cogitate on that. It's possible.
Dude, that evil smile he made in his first example of rolling to cast hit me like a semi, I couldn't stop laughing 😆
I like the idea of spell slots granting a guaranteed success of the cast and once they're out you then have to roll to see if that spell succeeds or just fizzles out, possibly getting more difficult with each successful cast. The player would then still need to roll to see if the spell hit in the case of say fireball. I think combining that with the critical failure rules you have would be great.
That's similar to how I was thinking, except not guaranteed. Easier to cast when you have the slots, and more difficult without. However, I would also add that corruption feature he mentioned when trying to cast beyond your natural limit.
@@cobracous2656 Another option would be to roll a success check with a DC of [10 + Spell Level (cantrips would be 0 level)] modified by the Caster's full Proficiency and Characteristic bonuses. IF the roll succeeds, THEN the spell slot is expended. IF the roll fails, NO SLOT is expended (because the skill roll failed).
For the roll to cast system, I personally set the challenge ratings according to spell level. Low level spells are a 10 to cast, mid level spells a 15, and high level spells a 20. This system is both realistic (higher level spells should be more difficult to cast) and decreases the amount of high level spells your characters cast. Sure, you can cast that magic missile as 6th level, but it's more likely to work if you cast it with less power.
Love your channel, especially this episode. The clever ways to self limit magic only make it more exciting in my head. I tend to shy away from magical types of characters because it's a lot to remember and the strange mechanics. Tied in with group initiative, this is a gold mine. Thanks again for top-notch, quality content!
I wouldn't nurf all magic just to account for one power gamer, I let my players know on session zero that their power level determines the difficulty of encounters, in the case of the SorLock character I'd just have it so that enemy groups respond to his powers, if the player annihilates one of the enemy group with one spell then that player becomes their primary target, if the enemy cant realistically deal with him then they withdraw and regroup, possibly joining other enemy groups they might not normally associate with in order to deal with that player.
I might also make an evil twin of the player, using the same combo of powers and have him join enemy groups, I'd give the evil clone a backer that could ressurect him if he gets ganked.
The way I see it it isn't the DMs job to keep the players in check, we control literally everything else.
I’ve been writing my own magic system, your spell effectiveness system is almost exactly how I have it set up with spells backfiring and everything. I love it!
I love that you also waive the spellcast limits, that is one of my biggest peeves.
Thanks for watching and commenting!
I note that the DM writing you for advice didn't actually say what magic the Warlock/Sorcerer had access to that was allegedly ruining the game. It's most likely Hex+Eldritch Blast+Quickened Spell. It's a pretty devastating combo. In particular, as Eldritch Blast scales with level by adding more blasts rather than increasing power, the chance to crit is also increased.
It's also a combo that is impossible to apply your "solution" to without utterly breaking that character. Hex+Eldritch Blast is the bread-and-butter of the Warlock class and Quickened Spell is a basic Sorcerer metamagic effect.
Easy to fix no multiclassing. If multiclassing is allowed all combinations must be approved by the DM. No warlock/sorcerer.
I like this idea. Good job Professor! I like keeping things simple. The way you explain the variability of a spell cast is great.
Roll for the spell to fire - yes; cast any spell you know - yes; as many times as you want - well, I prefer the idea of resource management and having a finite number of 'magic energy' points (go to zero and you down dead). All great ways to play! It sounds rather like 7.5 Tunnels & Trolls :)
T&T has 7 editions?!?!?! I always liked the concept of energy points. It can definitely work.
I used "power points" for years. I gave the Magic-User 1 point of base power per 2 points of INT (or Wisdom for clerics) so an INT of 16 would get 8 base power points. This is then multiplied by the LEVEL of the caster. Thus an INT 16 Wizard will start at 8 power points and will have 80 power points at 10th level. When a spell is learned, it starts at LEVEL 1, even if it is a 5th level spell learned by a 10th level Wizard (I use a Spell's Level as a negative modifier against the Wizard's ARCANA proficiency check to actually LEARN the spell and put it in his book). Each level that the Wizard gains AFTER LEARNING A SPELL ALSO increases his knowledge of how to cast that spell. So that 5th level spell he casts at level 1 becomes castable at 2nd level when the Wizard reaches the 11th level. The ranges, durations, damage and areas of effect are all CASTING LEVEL dependant. Each level that you cast a spell at ALSO COSTS 1 power point (INCLUDING Cantrips). Casting Magic Missile at 5th level takes 5 power points. Casting it at the 1st level only takes one power point. A caster CANNOT cast a spell at a higher level than he knows it.
When a spell is cast, the Wizard must make an ARCANA skill/proficiency check. The base chance to cast the spell is based on the conditions during casting.
Calm, quiet conditions = DC 5
Calm but slightly unnerving conditions (like being in a dungeon) = DC 10
Being in combat but NOT under attack = DC 15
Under a physical attack while casting = DC 20
Casting the spell as a "ritual" using a spell book = +5 to DC
The skill roll is done just like 5e proficiency checks BUT you use the LEVEL the Wizard knows the spell at to determine the proficiency bonus. This means that newly learned spells will have a lower bonus than spells the Wizard has cast for many levels.
This system requires more bookkeeping from the player but it has been positively received by everybody who's played it. The majority like the power to cast multiple spells on demand as well as the ability to vary a spell's power. A few grouse at the Skill roll/proficiency check until they play for a while. Then the whining usually stops.
I love the Palladium spellcasting system, different spells cost x points to cast and as long as you have the points in your pool, you can cast any spell you know no matter what level. Spells cost from 1 PPE point to 1500 PPE points. The overall system is clunky, but their spell, psionic and alignment systems are so much better than most games.
I'll definitely be using these rules, even when I'm a player in a campaign where the DM hasn't watched your videos if I can.
Side note, can't get enough of PDM's gremlin smile when saying "go ahead, don't roll a 1!"
LOL
The rules regarding spell availability and rolling for success is fantastic. 2nd had spell failure rolls too, but still had spell slots. You make very valid points regarding this. Also making spells more available on the player level, but harder to acquire is a fantastic rule as well. I am going to use these.
Makes sense rather than all the beancounting with slots.
I love hearing this advice. the way magic is being handled in my homebrew 5th edition setting at the moment is that Magic is rare but not unheard of. Powerful priests of the 9 divines have divine magic, the court wizard is a fairly powerful divination specialist so most of the spells in his repertoire are divination magic. He has others, of course, but they are ones that his apprentice has to earn the ability to study.
His apprentice actually happens to be my fiance's character and she determined that her spellbook was actually a bunch of small rune stones that she keeps in a bag so when she studies her spells she draws her power from those rune stones. It's a really fun idea that we've been playing with ever since we used the Xanathar's Guide for 5th edition determine some of the unique qualities of her character.
I really love it when players come up with cool ideas like that!
I'd gladly cast a wish spell to get into one of your games, this sounds enormously fun. Definitely going to steel some of these for my players.
I see spell slots similar to mana in video games. You have a pool of stamina that you can pull from to bend the universe to your will, you run out of slots... that means you're out of mana. Which means that DMs could use that as incentives to make mana potions that restore spent spell slots.
I believe when I run Pathfinder 2e, there's going to be a few mechanics from DCC that I will implement as well because it really fits the kind of game I want to run.
Hhahaahaha "no saving throw cause they weren't expecting it!" ,brutal!
Glad it amused you. Welcome aboard!
@@DUNGEONCRAFT1 I'm Down with DCC! Iterview with Harley Stroh?
And max dmg
Or you could add a spellcaster to the enemy and give them "Counterspell" that will help too.
Absolutely. Another great idea!
After listening to this, you have changed how I'm going to run games from now on. Between this and the fixed Hit Points idea, it's something I have to do just to see how it plays out. Truly great stuff, so keep it coming!
AWESOME TIPS, PROFESSOR!!!
This is how a wizard can be too good at trying a new spell like to destroy all eyebrows of the battle.
Thanks for watching--and share!
Greetings, professor. You can be sure about that!
That is probably the slickest way I have ever seen to make wizards less complicated and more interesting at the same time.
Thank you. I hope it makes your games more fun.
OK seriously why am I being recommend this now? I've been watching for years but this is your best advice. I wish I had heard this a long time ago.
Great stuff about magic. i am so going to use these ideas with my kids when we play!
You’re most mind expanding video for me. The rest was thins I had gradually found over the years put into clear words, but this would’ve taken me a few more years to arrive at, if ever!!
Much of what you describe in the use and dangers of magic is in Symbaroum. They also have a great version of magic missile: Storm Arrow that uses an actual projectile fired with mind magic! I definitely like the rolling for spell success/failure but I would limit this as magicmen and witcharlots become more practiced. As with your cleric, mages should be able to attempt, that is attempt, higher level spells, if they gain access to them. (Again great advice that shows up in Baldur's Gate, Skyrim, etc--notice how successful they were at making finding magic a big part of the quest).
"like Yale"
I had just taken a drink... oh God, that killed me.
I have a dry sense of humor that creeps in once in a while. I actually love Yale.
I have been using die roll to make the spell work and spell fumbles for 30 years in my game, works well. Also, you can levitiate (As in your example) as long as you don't roll a one and fumble. BUT, if you are casting agaisnt another spell effect, area or magic user or magical monster, you have to make the spell work AND overcome their spell resisitance. Again, very good system, works very well, helps keeps wizard power in check.
Yep. It's an idea whose time has come!
“No saving throw cause they weren’t expecting it”
Bro I don’t think you know what a saving throw is
Your Master Wizard idea reminds me of how some powerful spells are learned in an old RPG called Exile 3 (later remade as Avernum 3), where when you accomplish certain big deeds you're sent to a tower of magic to learn them from two renowned wizards.
Hmmm. Don't recall that. Sounds cool. Check out my campaign The Reviled Society to see what my players have created with me: ua-cam.com/video/95zr1mmx4vM/v-deo.html
Love the channel.
Getting comfortable saying no, suggesting alternatives, and retconning unintended wackiness is good advice for any part of the game. It feels counterintuitive limiting someone's fun to help the overall game, but I suspect most players can tell the difference between a well-intentioned No and a mean one.
I've also started adding a little Warhammer to my d&d, but the group definitely prefers 5e heroic fantasy to lamenting with flame princesses or classically crawling, so for now spells work as written.
You are blowing my mind. I love it. I've been trying to play a game and spell slots and the like just keep getting in the way.
Wizard: I cast Fire Ball, GM: roll a d20 GM: ouch the spell back fires, roll again to see how badly it back fires GM: grats you just became a living IED >_< lol
Oh, it's happened.
@@DUNGEONCRAFT1 - 30 years ago I was discussing spell failure rules with a friend. He was total convinced that ON ONE would become a wizard if there was a chance for spell SNAFU. He knew statistics, a small chance of spell backfire was actually a sure-thing. :-)
@@zackzack5313 He was just risk-averse. I would risk casting a Wish Spell even it had even a 33% chance of backfiring horribly *every time* I did it. I would be reluctant to cast it though, and that is the reality your friend's concern captures. A concern that is not captured by 5e at all.
Advanced D&D Players Handbook had 'Parts of a Spell'.
-Components
-Verbal
-Symbols
-Time to Cast
When I actually noted these things in my youth in the 1E Players Handbook, I thought it was Way Cool! It was a way to temper down the High Magic that would inevitably evolve and become out of control. Our DM wasn't real keen on it though.
In the olde AD&D system, time was (and could) be broken down to the second. The general consensus was of course to leave things in the melee round cycle.
Some spells were instant (like magic missile) while others, could take a while to prepare and cast... especially if one had to use spell components or retrieve, unroll and read from a scroll, or both.
The thing is, it limited a spell caster to more "realism" while adding more balance that equaled the class more so to the other classes.
A mage with components to a favorite spell like, 'Fireball', required bat guano as it component. How many doses of that component does he/ she have? How is it packaged? Where on the person or the luggage is it?
Suddenly, the spell isn't as instantaneous as it was. Plus, adding some "Grim Dark" aspects such as, how fresh or old the guano is if it was bought off a random vendor. Is it in the appropriate dose size or, the mage had to buy it on the fly.
Is it so aged/ dried out that it has a strong chance to fizzle or only be half as potent.
Magic weapons are another thing altogether. I've played way to many campaigns where it seemed everyone had a big collection of magic weapons or vorpal swords.
AD&D Players handbook had a whole layout on what it took to make an enchanted weapon. It was a great effort with a lot of moving parts that was no guarantee of success.
Where it would become cool for an adventure though, is being tasked or hired to gather the materials needed to make a magical weapon or object.
Player Character Adventure Time!
In my experiences, DM's were not so inclined to make magic user's work for a living. Now, we have this "Contagion" of everyone wanting to be a kewl loot holding magic user. The tactical nuke on two legs. The Gandalf wannabes.
Fluffy bunny high magic is fun for those that want that.
I do like the more "Grim Dark" however, along with having the opportunity for magic to have it's place, more equal in effort, to what most other classes have to endure.
I also think there were these things as robes laden with many pockets, belts with many pouches and the like, was to encourage magic users to collect ingredients and to have containers of stuff for spell components or, octopus ink, or blood ink from some rare creature for scroll making or transcribing into their traveling spell book and of course, that special quill in it's own case.
Besides, I think having a mage that has to work and think for living, leads to much more role playing that leads to some intense dungeon crawling and outdoor adventures!
Just a thought.
"Magic is opposite of physics": I love this idea, thank you professor!!!
I take it back. THIS is now my favorite video you've made. Brilliant common sense ideas.
I like these attitudes towards magic in dungeon crawl classics the magic gets weird!
I like your concept for rolling on the spell just like a fighters sword. it always felt arbitrary that some things always hit while others need an attack roll. some add your ability modifier while some don't.
it made magic something I've kept till the end to learn because its such a foreign system from the rest of the game.
very good video!
Thanks for watching!
I look at Spell Slots like this, the reason the Wizard can only fire off so many spells a day (outside of it being a game mechanic for character balance) is that it takes tremendous effort to channel magical energies (mentally, physically or both depending on the spell) which is why a Wizard has a cap on his magical ability which grows as he gains sufficient skill and experience.
That's cool if it works for you. My wizards are very hesitant to cast spells, even though they can.
@@DUNGEONCRAFT1 Seems to take all the fun out of playing a wizard if you ask me. Though I certainly enjoy a lot of your other ideas and content.
@@MrBracey100 Takes all the fun out of playing a wizard. Doubt anyone wants to play a wizard in his games. Why play a wizard whose spells fail 1/10 of the time, likely resulting in PC death in just a few fights when you can play a fighter who can attack 10 times without any of those limitations?
@@SilentlyWe crit fail is 1 on d20, so 1/20, not 1/10. Rolling a crit fail followed by a crit 20, which is the situation he described where the player blows up, is 1/400, or .0025%.
Thanks for the info here. I'm trying to create a much simplified version that an 8 year old will like. This and your other videos are very helpful. Has made me change my approach. Thanks.
Hey Joe! Look out for my video on running D&D for kids. It's been in the can for a while and will air sometime in July or August.
You've just described Warhammer Fantasy Roleplaying magic system. It has apprenticeship, limited access to spells, failure charts, corruption and an inquisition, but a magic user technically could just keep casting fireball.
It's similar. I think WFRP could be deadlier, though. It also needs more spells and I never liked the Winds of Magic from 2nd. Do they keep it for 4th?
While not exactly the same this is the way I remember doing things decades ago it works and it helps to keep things somewhat in check. I don't believe that D&D was ever meant to be a perfectly codified set of rules but a basis from which to build. It is nice to see some one using a lot of the same mechanics that my friends and family used for many many years of wonderfully exciting gaming. As I said not exactly the same as what I remember when I was young but very informative and helpful.
And following the Mage the Ascension line of thought, you could exchange corruption points for ressonance, as MtA. If a mage uses to much Enchantment some collateral effects happens like Charm Person functions as Love Potion and the person becomes forever obsessed with the wizard, or Illusion making the wizard somewhat schizophrenic. Corruption points connotes the idea that magic is bad or evil when in mosts cases it is neutral. Corruptions points could be used to Necromancy or Conjuration school, which refrains the user to acess this kind of magic.
Cool ideas, Jack!
8:34 "I mean, Gandalf never said "Ohh I don't have anymore spells in my head. My skull ran out of RAM." I laughed out loud
VERY good point on how spells could be slightly different based on copying and translation. Very much like things in the Bible where ancient Hebrew idioms sometimes don't translate so well. This can be used in a cool way in a D&D game for sure! Maybe a magic missile spell that starts off with some slight sputters and sparks whereas another might see the "missiles" immediately fly out of a wand.
This spell check could bring intelligence skills up. Arcana for arcane spells, Nature for nature oriented magic, Religion for divine magic.
This video is awesome!
I have always liked the idea of magic users getting tired or 'running out' of magic- it's taxing... and dangerous. I love all of these ideas you have put together here. I like simple- but like you said your players have to trust you with so much improvisation. I have slightly modded your ideas with my own on this. So when a magic user fails a spell check- they take on a level of fatigue ( I have expanded my fatigue chart- making it a cumulative -1 to all ability mod, skill mod, save checks with additional problems as you go down the chart. At -5 you are then exhausted and even more problems happen until at -7 you basically collapse). I like that they lose the spell after a failed check- spells are complicated with lots of v/s/m parts to them and with the possibilities of catastrophic failure... they need to 'refresh' their memories on the formula before attempting again. This is my default- something mundane happens with other consequences added in for poor rolls. This helps limit casting and is really self imposed. I would even let a player 'try that spell again'- but much like when you get something stuck in your head that you just cant remember right... its always going to fail. But maybe... just maybe... in a 'good' way. But probably not! A total act of desperation.
I too have been waiting on what you do about Clerics and such. I let them have unlimited 'orisons' and domain spells per level...with the caveat that if you use them too much the dice may start to go down- the gods do not favor the foolhardy... I then limit the other spells that they can cast- a balance since they do not have a 'set number' of known spells- they are basically asking for the deity to intervene in prayer form. But I also include your beautiful alignment tracking chart as a mod for divine spell casters. This works for druids and obviously for paladins as well.
Items (like wands and such) are a bit tricky though- severely limiting the number of charges but making them more likely to work without consequences has been my route- but limiting the number you can attune. Any thoughts?
As a side- I also let players add 'meta magic' effects as a DC mod- all in line with keeping magic wild, unpredictable and dangerous- but simple. "So you wanna try and reverse that spell...? Add +4 to the spell check and we will see..." or "You wanna substitute cold instead of fire... add +2 to the spell check." Obviously- you must still weigh this against the story and determine if it is even possible. But this keeps it fresh yet manageable without complicating the system any. Fail a roll where you are trying to 'do something weird...' and "well... lets hope that doesn't happen...." evil grin.
@@miladoro Thanks for the reply. Re: magic wands, I don't use magic items. If I did I would go your route--limit the charges. As for the cleric video, the footage is in the can. It's just a question of editing it. Look for it in February or March (maybe sooner, but I can't promise).
OH MY. I have been trying to figure a way to homebrew world either more low magic or more... magical. This was just the ticket. Thanks, professor!
Trying to program my algorithm correctly. Need more videos like this.
Awesome insights, I've already thought about critical failure because I've played Mage the Ascension and I'm familiar with Dragonlance lore, so magic is dangerous and I try to add these features to my game, so the wizard is really balanced and faithful to lore
I have started using the DDC magic system with just a d20 roll and custom dnd spell success tables. I also allow the player to spend a hit die to add 5 to the roll but they have to roll the hit die and take the result as damage. We call it spell burn. Love your magic system ideas and it fits very well into my grim dark setting.
I keep coming back to this
Cool! Thank you!
First fix for this Soren Sorcerer/Wizard hybrid, is to understand that allowing Multi-classing into your campaign will inevitably make the players "somewhat" more powerful. If you are not ready as a DM to counterbalance this additional power, then just don't allow multi-classing in D&D.
The rules for creating a multi-classed character are offered as an "Optional" rule that the DM chooses to include or not.
💥😎💥 like this video within the first 5 seconds, with that very awesome opening Magic display! No mistaking what the video is about after that... Cantrips can be most convincing to the uninitiated... 🕯🔮🗿
Best solution, adapt the baddies; if hes attack is one target high burst, then have hordes of low health enemies, if hes attack is mass high damage, get sneaky enemies that counter spells, the reasoning for this is if the enemy is a recuring faction then they should be able to adapt to their problems, they wont just be sending weak minions to the pcs, and specificaly they are going to counter the pc that gives them the most problem.. also mages dont do well with time constraints, if they cant rest they cant cast, ofcourse they still have the option to rest but let them know ahead of time that time is of the essence and any minute spent resting moves you closer to disaster..
Love the idea for rolling a 1 with Mirror Image.
The corruption thing sounds like fun. If I had a character grow a face on their back, then I might be inclined to simply use it to speak, eat, etc.. all the time, even to the point where the other face is covered up. It would freak out all the NPCs and the other players would have to take extra measures to prevent the character from getting them into trouble. xD
I love this video so much. And I am eager to rip those half page long spell descriptions out of the PHB and say “yeah, we aren’t doing that.”
Fantastic episode. I love the way magic's handled. It's so potentially deadly (or at least interesting) it makes you wish all the classes had magic.
It's a lot of fun, especially when a wizard player says, "I cast Thermonuclear Fireball" and everyone runs for cover like Dutch in "Predator."
I came up with something similar to this. It is cool to see principally similar ideas in alot of these vids. One of the reasons I subscribed.
Its moments like this I don't feel so alone.
I absolutely love this casting system. I devised a similar system for casting spells by making spell checks with a d20 where failed checks result in minor punishment with spell failure or the spell is granted with lasting consequences. Magic should be challenging, physically taxing, and just downright costly. Free spells are boring spells. It should take 9 months of sleeping in a crystalline stasis to cast a true polymorph, a blood sacrifice to cast Gate. Casting a spell can be a quest unto itself. You’ve got the best D&D show Professor Dungeon Master. I wish I had come across it sooner.
Just had this hit my suggested videos. After all these years, going back to an era without Deathbringer just feels oddly empty.
Thr sheer glee when he's describing their plans 😆
Man I wish I had found your channel sooner. Your stuff is gold! You need to thank Brandish Gilhelm form Runehammer who sent a ton of his listeners to your channel! I'm glad he did!
When you write your rulebook, I will gladly buy the hardback.
I love spellbooks... but even more importantly, I love Unique spellbooks. The tattoo idea you present in this video works just like the Red Wizards of Thay with their tattoos focused on conjuration and portal magic, my fiance had a character whose spellbook was a pouch of rune stones that she carried around. When she went to cast a spell, her character would reach into the bag and, conveniently, grab out the runes she needed to cast the spell. It's honestly why I plan to require a "Spell Book" for all of my caster players when I decide to run Pathfinder 2e.
A cleric has to find miracles to prepare, wizards have to find scrolls in dungeons, Sorcerers get some sort of visible change on their body since they don't have to worry about learning extra spells like wizards do. It's my favorite idea to work with and I can't wait to run the game.
So enjoyable. I was smilng and jotting notes all the way through.
How did your wizard player play for 24 years with this dangerous magic?
He quit! :-)
She is very VERY cautious.
Brilliance. Also, "... like Yale." LMAO
...like Yale. You Sir, are winning at D&D! +2 experience points, one for making me snort while drinking and one for making me laugh. Thank you!
Taking that wild magic to the next level.
Love it