Showing posts with label DnD. Show all posts
Showing posts with label DnD. Show all posts

Thursday, February 3, 2022

REAL D&D!

Continuing the Disagree-A-Thon, today we have Matthew, who wants to disagree about what D&D even is...

So Matthew said:

"Fans of modern D&D (3e+) don't actually want or even like D&D - they just want a generic fantasy game to play make believe with."

And I said:


So the first question is: how would you define "D&D"?


M:


For me, D&D is a specific game where adventurers go into dangerous places to earn riches and power in a largely indifferent (or perhaps slightly malicious) world.


Z:


And do you think of that as "Matthew's version of D&D" or do you feel that definition has some rational claim to be The D&D?



M:


I don't think of it as Matthew's version of D&D. Matthew's "D&D", or more realistically, Fantasy Roleplaying Game, when I started, quickly developed generous sets of ability scores, multi-classed humans, paladin/ranger/magic-users, shadow flame ninjas, muppets, +8 weapons, chocobos, and narratives. There wasn't a huge chance component in what you would find or encounter unlike D&D by its written rules. Looking back, for me, to say it was D&D was more dishonest than my friend's Rifts game where you can play a Timelord or Amberite in Phase World but at least you're still playing in the greater Rifts setting and not ignoring systems. Meanwhile, D&D itself has a specificity. The world is humancentric. There are limitations to what PCs can do and PCs have to scrape by and weather the storm of fortune to obtain the game's objectives - treasure and power. The worlds D&D emulated in prior editions had this rigid foundation to build upon which more than a handful of people wanted to toss out. I hope this makes sense.


Z:


It all makes sense but it doesn't answer my question:


"do you feel that definition has some rational claim to be The D&D?"


What makes one definition of D&D special, primary, "more real" etc?




M:

Yes. I think the definition (D&D is a specific game where adventurers go into dangerous places to earn riches and power in a largely indifferent (or perhaps slightly malicious) world) I originally proffered has a rational claim more than just my preference. The rules laid in the earlier books support this. Throughout the '80s and '90s, I would always run into people either amending the rules OR adhering to the rules but no one questioned that level limits, class restrictions, random encounter tables, and level draining undead were D&D, they just claimed it was unfair or at best arbitrary. Now, experience rewards in 2E muddies this by making treasure experience optional and replacing it with story awards but that just undermined how the game was meant to be played and also highlights how the game was being shifted to suit people who wanted something else.


Z:


So, just to clarify and not argue (yet) your position is:


This is a "realer" definition of D&D because it is the definition the game had in its earliest incarnations.


Correct?


M:


Yes. I cannot argue against that.



Z:


Ok, so, I'd say two things:

  1. D&D as originally conceived seemed to me already two things, on day one. One was Gary and Dave saying "This is rules for making fantasy campaigns, I'm pretty open to you all adding things, I myself have taken a melting-pot approach to what's in the game, it's got some Tolkien, some Vance, other stuff,  whatever, do what you want" the other one was Gary and Dave running their own games with their friends and producing material that, consciously and unconsciously, had a narrower focus on a specific kind of desperate-adventurer play like what you decide, at least in the beginning. Early materials all show this dichotomy (like almost all RPGs) between "What this game is meant to enable" (a large canvas) and "What I think to do with it at home" (a smaller one).
  2. I don't see any linguistic advantage in using the phrase "D&D" or "real D&D" when you mean, more precisely "D&D as originally conceived". It takes longer to say, maybe, but it is more precise. For example: it condenses what took us 4 email exchanges to establish down into one phrase. Saying "Y'all aren't playing D&D as originally conceived" may not be as FUN as saying "Yall aren't playing D&D" but it explains to everyone listening what you're saying and that's kind of the point of language, right?

M:

Fair points all around. I should have been more specific. Are we still in disagreement about something?


Z:


I guess not.


Thanks for writing in!


M:


No problem. It was a pleasure!


Wednesday, October 20, 2021

The Quick and the Dead

Still disagreeing, today Jake will attempt to convince me that we should play D&D using speed factors for weapons.

Has Jake gone mad? Find out... 




Zak

Hey Jake. So: you first, because i don't understand why speed factors are good.


Jake

Hi Zak.  Sure thing.  Using speed factor initiative – where everyone announces actions at the start of each round and the actions taken impact the order of combat – enhances a D&D campaign in a bunch of ways.

It provides a lot more verisimilitude than other initiative methods.  Quick characters with daggers are more likely to get a jab in before a lumbering great-axe wielder can swing her mighty weapon.  A Magic Missile spell will often fire before an enemy spell-caster can conjure a Gate.

Also, battles are made more chaotic.  Just like real-life battles, there's no set order to combat.  Furthermore, you can't hit a “pause button” on your turn to figure out what's the optimal move at that instant, much less have a conversation with allies to develop and execute a plan.

So why are those good things?  Several reasons:

1.  All other things being equal (e.g., complexity, speed at the table, etc.), rules that better reflect reality tend to enhance the game's immersion.

2.  Because most decision making is front-loaded at the start of each round, the pace of the action during each round really speeds up.  Taken as whole, speed factor initiative isn't quicker (or slower) than other methods, but there's fewer stops and starts in the action, which tends to keep players more engaged.

3.  It leads to more diversity of action.  Players get a choice to weigh that they otherwise wouldn't have: should they use the most powerful tool at their disposal, or is it better to use a less powerful tool that may let them act more quickly?  In a D&D game with cleaving or spill-over damage or a Great Weapon Master feat, this makes battle less monotonous and more tactical.

4.  Combat is more dangerous because what happens in battle is less predictable.  More danger tends to equate with more engagement.  Also, if your game looks at combat as a fail-state – a consequence of not being sneaky or clever or persuasive enough – more dangerous combat helps to reinforce that for the players.

5.  Equipment choices have more consequences and tend to be less homogeneous.  A sword & board fighter might not always choose a long sword over a short sword, or wear plate armor when less encumbering chain provides a better chance of getting a jump on opponents.

So, questions?  Thoughts?


Zak

These all seem like legitimate points to me, but the counterargument is that it's more numbers to explain to players, for them to keep track of, and to look up. And isn't speed factor different for every single armor class for any given weapon? (forgive me, I can't remember).

Jake

It is a thing that needs to be explained at the start of a campaign.  No question about that.  However, there's an easy way to avoid having to look things up (and thereby slowing things down) in combat.

Before a game, players figure their basic initiative modifier.  This is based on Dex and, if the speed factor system in play accounts for encumbrance, based on the load the character typically carries.  So that's pretty much normal, and the result is written in their “Basic Initiative Mod” box on their character sheet.

Then, where the weapons are listed on the character sheet, there's a new entry that goes before Range, Damage, etc.:  Speed.  Speed is the Basic Initiative Mod plus the modifier for that weapon.

At the start of each round, players announce what weapon they're using, roll the initiative die, and add the weapon's Speed.  That's it.  Adding that single number is one more step than it takes to do group initiative, but it's still very easy.  It's no more complex than an attack roll, or the standard 5e initiative roll for that matter.

Spells are equally easy.  The Speed for a spell is your Basic Initiative Modifier minus the spell's level.  These can also be prefigured on the character sheet.  Thus, a player chooses a spell of a particular level, rolls a die, and adds (or subtracts) a single number.

AD&D 1st edition has a gestalt initiative system.  It's mostly side-based but, on a tie roll, the order of actions is based on weapon speed factor.  But I think you're thinking of Weapon vs. AC adjustments.  Each weapon had a modifier for hitting each AC.

That's actually a very interesting system, as it helped fighters (and, to some extent, thieves) because the weapons they could use generally had better bonuses than the weapons usable by clerics and magic-users.  I think it was one of Gary's responses to the “linear fighter, quadratic wizard” problem.  However, it doesn't bear on initiative.

Anyhow, speed factor initiative can benefit from having a very slightly modified character sheet, but it's easy to keep track of and doesn't require looking up anything.

Zak

"It's no more complex than an attack roll, or the standard 5e initiative roll for that matter." Well it has one more number--and more than one if you have more weapons.

Jake

The formula is the same as with standard 5e initiative.  It's just that instead of applying a generic modifier to their initiative roll, players apply the modifier noted next to the weapon or spell that they're using.

It's definitely true that side-based initiative doesn't require anyone to apply any modifiers.  It's also true the standard 5e initiative doesn't require rolls each round.  So, in some sense, each of them are a bit simpler than speed factor initiative.

And you're also right that this system encourages characters to carry more than one weapon.  Those daggers that characters tend to get at the start of the game see a lot more use in a game with speed factor initiative.  When an accomplished warrior needs to take out a guard before he can cry out, a stiletto may well be a better choice than a battle axe.  That's almost never the case with any other initiative system.



Zak

I like that it encourages carrying more than one weapon, but it is more numbers like: each weapon has an initiative so if 5 pcs have 2 weapons each that's 10 initiative modifiers rather than 5.

So: more numbers right?



Jake
Correct.
Sat 10:56 AM

Zak
Ok, well to be honest: you've got me convinced enough to try it.
I know that in DCC it's a LOT like D&D combat but there's just a few extra rolls with magic and mighty deeds, and, in my experience, that tiny difference ends up making combat take significantlly longer and take up more of each session.
Which is sometimes fun.
I wonder whether adding speed-factor will add significantly to combat time
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Anything you want to add?

Jake
Two things:
If you try it, you may want to monkey around with the modifiers.  Personally, I've introduced a few complications, like reach weapons getting a +5 when combatants come together, then -5 thereafter.  If you'd like, I'd be happy to send you what I use.  But the main thing is, as you've eluded to, keeping the complexity level just high enough to get the benefits I discussed without slowing the game down.

Also, I've found that speed modifiers are a great widget to use in providing special weapons, armor, and spells, particularly in relatively low magic games.  For instance, you could have an extra heavy flail that takes more time to spin up but then generates enough impact to cause a point or two of shock damage to a target, even if the roll doesn't beat the target's AC.  Or a Magic Missile spell that requires the wizard to shout and roar, which makes it take longer to cast, but then allows their charisma mod to be added to the damage.  Stuff like that.

Zak
In Demon City, I have a blanket rule of "if your weapon is judged by the GM to be better in the situation than the enemy's weapon, you get a bonus"--which vagueness I think you can get away with in a horror game, because combat is rarer. In general I am pro- weapon-for-situation--i like when the Red Viper of Dorn stabs that dude in the hand because it takes to long to get a longsword out. So: i'm game to try. Thanks!

Jake
You bet!




Tuesday, October 19, 2021

Disagree-a-thon: Bards

As promised, we're doing disagreements this week. You get to watch human beings talk about something we don't agree on without freaking the fuck out

Today Simon will defend the worst thing in all of roleplaying: Bards.
Smirking at what exactly, guy?
Zak

Ok, Bards, so...

1. Late-era bards w/magic powers: Music as magic out on an adventure looks silly. There's literally never been any pictorial or cinematic depiction of this that didn't look ridiculous. (Noise Marines don't count). 

And hokey.


2. Late/middle-era bards as "encouraging you to fight via music"--again, if you picture this happening in a dungeon it's a preposterous image and has never not looked hokey. If goblins are attacking, put down the lute and pick up a rock.


3. Old-era bards who are just travelling thief/fighters. These are just journeyman thief/fighters, the fact they have a day job doesn't make them a new class--why should it?

A duellist is just a kind of fighter, a burglar is just a kind of thief. What's the point?


4. Bard-as-charisma-wizard. Sure, a character can be charming, but the idea that the performer is somehow especially charming suggests a charisma that translates far away from the culture where said performer is famous for performing. While it's easy to picture a performer being charming to people who like lute music in some farming hellhole somewhere, it isnt going to translate when you're doing things other than trying to impress the mayor at festival time. It's not like being in a band helps you convince TSA not to search your bags.


Your turn.



Simon


Hokay. 


1. It does look silly if it happens in a dungeon during a goblin attack. Outside of a dungeon, though, I say it can work just fine. In "Secret of Kells" animated movie the scene where a fae girl transforms a cat into a spirit by singing "Pangur Ban" looks cool. So, the party needs to rescue someone from a locked tower, it's hard to climb, it's suicidal to attack, the bard steps forward and sings, and music makes his magic happen, putting guards to sleep or summoning mist or whatever - I can see it working. 


2. Yes, this, too, is preposterous in a dungeon. It can work if you view it like Jedi Battle Meditation in "Knights of the Old Republic", which is as 3rd edition D&D as it can possibly get, with skills and feats and all. It works when you gather an army and it's on the march and you raise their spirits with drums or battle songs or whatever. It doesn't work when goblins attack in a dungeon, unless you want to play silly. Sometimes playing silly is okay.


3. Sure, playing a bard as a thief or a fighter or a mage who has a day job is fine. Like playing a pirate or a duelist or a knight - basically it's a thief or a fighter but with some fluff. You can add some stuff like this thief is an important member of Thieves' Guild, or this fighter is in the brotherhood of bards so he has some sort if diplomatic immunity, you can't just throw a bard in jail because the next month in every tavern of every town of your neighbouring contries everyone will sing the new ballad about you being a petty tyrant, and also fat and bald and impotent. But it doesn't require a new class, agreed.


4. The charisma-wizard thing seems as natural to me as intelligence-wizard thing. Sure, the mage is smart, but it takes more than just a well-operating brain to summon fire and ice and monsters and transform people into statues, and it takes more than a silver tongue to be a magic-using bard. It's more like someone who's so in tune with music, which is basic and primitive enough that pretty much any culture knows and uses it and is affected by it, - so that this someone can feel and use the very sort of music that would affect this audience before him. Which is, in my view, how charisma works - you meet someone, you feel what makes them tick, you do the thing that makes them tick.


And playing someone like this would be fun for everyone, I'd say. 


Your turn.

Why would anyone want any of this to happen?



Zak


1 & 2 Seem to center around the difference between the actual english word "Bard" and the image it conjures in the mind--which means an either court-bound or travelling medieval-ish poet/musician ---and a much broader definition that only gamers use, which is "music->magic". I have no opposition to someone doing magical effects via some suitably cool-looking music playing, like, you hit a gong and it causes an earthquake. All your examples seem like a VERY poor fit for the english word "bard" though--and I think the associations make it a bit like saying "Well I have a knight but he rides shoes instead of a horse and wears cloth instead of armor (because cloth protects you from cold, so it's a kind of armor) and he wields a paintbrush instead of a sword". Like: why are we using the word "bard" for this kind of PC that's only interesting with a completely different image unrelated to the word "bard" or its english-language associations?


As for "silly is ok" at that point you're arguing you might as well have literally any class, like a ceiling-toucher class made of people who are good at touching ceilings. That's fine to play a silly game, but it's not a good argument that it's as essential to fantasy RPGs as wizards and fighters.


3. Ok, you conceded that we can drop it,


4. First, that isn't how musicians actually interact with the world at all. Second, the wizard-intelligence thing only makes sense because the wizard has magic. And bards having magic is silly as proved up in 1 & 2.


Your turn.

Hail fellow well m...Hey where are you going?
Simon


Okay. 

1. When I say/hear "bard" I think of the old legendary figures like Taliesin. Since I'm not a native English speaker, no wonder that there can be poor fits like this. I don't mind using synonyms instead of "bard", minstrel, troubadour like that class that you made up, whatever. (Or I could argue that King Arthur's knights in reality wore cloth rather than heavy armour which didn't exist back then and didn't have lances, but that would be pointless and not interesting to anyone.) 


Agreed about silly games. 


4. First, if we talk about magic-musicians, I say they should be stranger and different from just musicians, and it should be somehow related to their connection with music. Second, I think we agree about doing magical effects via some suitably cool-looking music playing being okay. Some mages cast spells by reciting strange words and making gestures, some call the wind by whistling, or make the dead rise by tapping a complex rhythm, or make stone and steel shatter by singing a high note like an opera tenor breaking glass. And having a mage whose powers are limited to such musical things is fun. If it's more fun when we don't call him a bard, okay. We can call him something else. 


Are we still disagreeing?

Who's the real troll here?

Zak


1 & 2. Ok, so Taliesin is, if i understand, a travelling mythic middle-ages bard. Not an ethereal faerie singing a song to cast magic spells. 


So none of your reasoning makes sense there.


4. See 1&2


The idea is: Bard --in a rhetorical framework where it's an adventuring class as essential as a wizard or a thief--doesn't have much to stand on.


Wizard-but-singing or banging an organ is really a different image altogether.

No, you're a cringey dork


Simon


Taliesin was something similar to Thomas the Rhymer, a historic figure with legends connected to him. Thomas was supposed to be a lover/prisoner of faerie queen for seven years and gifted with prophetic abilities by her; there's a tale about Taliesin that a king tried to imprison him, and the bard sang a song that called a terrible monster to come out of the sea and do nasty things to the king. The king wasn't impressed until the monster really did arrive. 


So - historically they were travelling poets, but I like to think of them as travelling poets who could make magic happen with their poetry. 


4. When we speak of adventuring class - sure. It can be a variant of any basic one. I mean, Fafhrd wanted to be a scald - here's a fighter-bard, or rather a fighter/thief-bard. Something to fleshen out the character. If we're talking about essential classes, once again, a bard isn't more essential than a burglar or duellist, or illusionist. If we want to have a mage who's specializing in casting illusions, I don't see why not have a mage who's specialty is using music for spells. If we want to have essential adventuring classes - we have fighter, who doesn't do magic, we have wizard, who does magic, we have thief or specialist who does other things - then there's no reason to make bard a separate class.

Stop.


Zak


An illusionist has a job that has to do with adventuring.


A bard only has a job if we add-on to the word "bard" a bunch of associations which either aren't implied by the word (singing and the monster appears, so just a wizard basically) or which look silly (lute during goblin fight).


Simon


Isn't an illusionist just a wizard, basically, but limited to illusions?


Zak


Yes. Which is a legitimate adventuring person.


A "bard" is as much an adventuring class as a baker.


Simon


I could imagine, say, "Butcher" as an adventuring class, though probably not baker. Anyways, 

if we take an essential wizard and slap some limitations on him, and call him something shorter than "wizard who uses music" to keep it simple, would there be a problem with it?


Zak


No problem: but the name can't be arbitrary. Words have associations, especially in historical or fantasy contexts.


The name should be about what the class brings to the adventuring table AND not conjure an image of something that's not an adventurer.

Must be casual friday.


Simon


True enough. And I suppose people could find a name suitable for such a character, I'm pretty sure you could if you needed one. Not that I ask you to give one right now, just that there are suitable names that could be used, aren't there?


Zak


It's probably conceivable, but I don't have one in mind.


Simon


Okay. So I guess we've reached the point where we agree. If it's not called a bard but has a reasonable name, and it's not silly on the level of playing a lute in the middle of goblin attacks to make everyone feel better, it can be fun, and fun things should be used in games.


Zak


Fair enough. A pleasure, Simon.


Simon


The pleasure, dear sir, is all mine!


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Thank you for reading the disagree-a-thon. If you left a comment with a good disagreement and haven't gotten in touch yet, email zakzsmith AT hawtmayle dawt calm.

The only cool bard--by Jacques Callot.
He's dead now.
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Eager for more bardic content. A new Cube World installment, FUCKING BARDS, is now available in The Store, go get one.


Wednesday, May 19, 2021

The Whole Story on Mike Mearls

 So, I just finished up that series on what happened behind the scenes on Vampire: The Masquerade 5th Edition. Your response has been good.

I'm planning on doing a series on the whole saga with Mike Mearls, creative head of Dungeons and Dragons, going in to the conspiracy theories there about when I consulted on D&D 5e, the lawsuits, etc. with receipts. It, unsurprisingly, features a lot of the same characters...

As before, this comes with a big "if"--that is, if you care. To be sure I wasn't typing a research-heavy story into the empty ether, last time I asked folks who were genuinely interested to leave a comment. I'm going to ask a little more this time, as this story is going to require more work from me.

If you want the story here's what you should do: one time, using a persistent identity online, fact-check some element of a hatemob conspiracy theory. Find a place where their spreading misinformation, correct it, be complete, follow up in 48 hours or more. As always, never harass, personally attack, threaten or namecall anyone. The point is to check the spread of misinformation. If you're confused, ask a question.

When you've done that, email me: zakzsmith AT hawtmayle dawt calm and show me a link or screenchot showing you did it.

As before, if I get 100 responses, that's enough to convince me people actually care about this stuff, and I'll start putting out the piece.

Naturally, this could take a while or might not even happen--in which case, that's fine. No point in going to all the effort if it's not reaching people who want things to be better.

-Z
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Monday, August 3, 2020

Unlimited Spellbook Rule


Somewhere, in all these dusty RPG books, a great idea got lost--that spells are for wizards, and wizards should have to look them up.

This is also a nice option for those of you who don't like Vancian magic's whole "out of spells for the day" thing.


UNIVERSAL SPELLBOOK RULE

Basic premise

A wizard can use literally any spell from any book they can find, including ones for higher-level wizards. Another edition, another setting, Call of Cthulhu, Warhammer, Shadowrun, Sea Dracula whatever. They can even use spells from non-gamebooks like the Lesser Key of Solomon or whatever. It doesn't even matter how many spell slots you have left--you can just keep going at 0 if you're crazy enough.

How this isn't as good as it sounds:

Base chance to succeed is 60% plus or minus modifiers below. Misfires are nasty.

(Minimum chance, no matter what modifiers are applied, is 5%)


Interpreting the spell:

To start with, the casting player reads the spell aloud, stopping whenever the spell refers to a number (5' or level-number of targets or 3d6) or a game mechanic that doesn't exist or work the same in the native system (referring to saving throws or a dice pool in a system without them, for example).

The player then must translate the spell, as follows:

-Each time the player reaches a number they can propose the number remains the same or they can propose an alternate number or range that they believe is an approximate local-system equivalent of that number (for example, if a spell from a 2d6 system says +2 the player could propose a +3 for a d20 system).

-Each time the text refers to an alien game mechanic, the player must propose an alternate way to account for that feature of the spell. For example, a spell which reduces an enemy's Dodge Pool might instead reduce their armor class and saving throws in a system without a Dodge Pool. If the spell costs Magic Points and the native system has no Magic Points then the player might propose a loss of hit points or a save vs a loss of hp. Numbers again must be provided.

If the GM agrees with the translation of a given change or thinks the change makes the spell less powerful than it is meant to be in the original system, it is applied to the spell description.

If the GM doesn't agree with a change because it seems to make the spell more powerful than it is meant to be in the original, the change is still applied but the caster subtracts -10% from their chance to successfully cast the spell.

Ritual actions or components from the original still must be performed/used.


Other Modifiers

Modifiers based on the caster

For every point of wizard's intelligence +1%

For every level the wizard has +1%

(What if the system doesn't have D&D-style stats and levels? Then GM estimates caster competence and experience on a scale of 1-40 within that system and applies that as a lump sum modifier.)

Modifiers based on the spell

The book the spell is from is not an RPG book: -40%

Same basic game (all editions and retroclones of D&D are "the same basic game", for instance) but a spell level the caster's not normally able to access: -5% per level differential

Different basic game (or not a game) and the GM thinks it's more powerful than the caster's normally able to cast, that is, it looks like a "higher level" spell: -20%

This spell has already been successfully cast by this caster: +2%

Different era of magic: -5%
The eras are
-70s-80s and modern retrogames
-90s
-21st century


Succeeding in the Roll Means...

The spell works as described. Succeeding in the casting roll does not mean you get to skip any other die rolls that may result in success or failure within the spell description.


Failing The Roll Means...

The spell is cast in a way counter to the PC's goals and the more powerful the spell, the more powerful this backfire will be. Most backfire dweomers will simply take a choice that the spell gives the caster and make a different choice. Usually this is a choice of target: a Power Word: Kill spell miscast will, obviously, kill the caster, a miscast healing spell will heal enemies, etc. but this can also apply to other choices--a wizard using a Minor Creation spell to create a bear trap might instead create a foul-smelling mushroom that attracts monsters, or a wizard trying to change the weather to create rain to kill a fire elemental might summon a hurricane, unless that's also fine with the caster, in which case it might result in boiling heat.

Since magic cares more about will and intent than physics, attempts to game the system won't work--a caster who is immune to flame who botches a fireball will be struck by an ice ball, a caster trying to fail a healing spell on purpose in order to heal enemies and make peace will end up inflicting wounds on their allies, etc. Trying to take advantage of the "cast this spell before" modifier by making lots of low-risk Wishes for instance ("I wish for more toothpicks") won't work because the backfire is as powerful as the spell itself, not the way the caster chooses to use it.

A miscast should create a problem approximately equal to the expected benefit but, more importantly, the fear of a miscast sending the spell into the hands of the GM should act as a self-balancing mechanism on the power of spells chosen.
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