I was trying to not be confusing here. After doing two separate play tests, there was never a situation that came up where counter spells would even be applicable. To be honest, we rain a very loose combat system. Almost rules lite.smathis wrote:Am I the only one confused about your stance on this?
Based on what I saw on how spell casters functioned, I am not sure it would be beneficial to even expend the effort to counter a spell. With the large fluctuation in the chance of getting off a spell, it might not even be a worthwhile action to take to stop the first caster from casting the spell.
Anything that adds any sort of negative modifier would be pretty brutal to a spell caster in general.
If counter spells would be added to the game, I would go with a system like this: (Wiz1 is the casting wizard, Wiz2 is the counter spelling wizard)
Wiz1 rolls his spell craft check
Wiz2 rolls a dX. Where X is equal to their spell craft check. (example: Wiz2 has +5 spell craft check, so they roll a d5)
To determine the spells effects, you subtract Wiz2 from Wiz1's roll and use the following simple rules:
if Wiz1's roll is successful, use the modified die roll
if Wiz1's roll failed, but was successful before the negative modifier of Wiz2. Then they do not lose the spell.
If Wiz1's roll was a failure, then normal failure rules apply.
On the next action of Wiz2, they re-roll the same dX that was applied to Wiz1's spell. If they do not cast a spell on their next action, then the penalty goes away.