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Thoughts about house rule for moving and spellcasting

by hewhocaves

Getting back into DMming BECMI after several decades' absence. Keeping pretty close to the RAW/RAI in combat, and making those decisions about the somewhat contradictory movement / attack options.

One place I'm looking for a little more diversity is in spellcasting. While I'm actually a fan of caster times (the segments portion of spellcasting from AD&D), I realize that those rules are very incompatible with the quicker BECMI ruleset. So I've been looking to capture some of the feeling and flavor with a simplified mechanic.

What I'm thinking of is a way to empower casters who stay in place and don't move during casting. I'm thinking this:

Caster moves and casts - spells with saves are at advantage. Spells with damage are as normal.
Caster does not move and casts - spells with saves as normal. Spells with damage, reroll all 1s.
Caster spends the round before doing nothing (basically prepping himself mentally) and is not attacked - spells with saves at disadvantage. Spells with damage reroll all 1s and 2s.

By 'advantage' i mean the 5e concept where you roll twice and take the better (and disadvantage would be taking the worse). While the terms are 5e terms, the premise goes back at least as far as 3.x editions.

I feel that this mechanic makes the caster feel as if their spells will be really impactful (assuming they get them off). They have to make the very real tactical choice of firing off that spell asap or waiting and hoping the party can keep them safe.

What do you all think?