Curse of the Crimson Throne
Wizards & Sorcerers – Calculate the amount of 0 level spells and multiply by half, 1st level spells multiplied by one, 2nd level spells multiplied by two and so on and that is how many spell points you will have. You will be able to cast spells for the same cost. No memorizing spells before hand or running out of lower level spells but having a higher one still hanging around.
So for example a 3rd level Wizard has 4/2/1 and has an Int of 16 which means he gets an additional 1st, 2nd and 3rd but he cannot cast 3rd level spells so we discount that for now.
This leaves him with 4/3/2 meaning he gets 9 spell points. He can now cast any spell from his mind for a cost of 0 level=0.5 / 1st Level=1 / 2nd Level=2
Clerics – They retain their spell slots but no longer have to memorize each spell before hand, they merely have to keep track of what level they cast.
There may be other house rules I can’t remember at present but will make a note in game and update this page accordingly.
Critical Hits and Fumbles
We are now going to use the Critical decks with the following rules :
Critical Hits are rolled as usual within the weapon threshold, to confirm roll again and if a hit is landed then it is a critical and card/s may be drawn. Draw one card (unless the character has the Weapon Focus feat and using that weapon, then draw 2, or 3 for Greater Weapon Focus feat you can then pick the most gruesome death for them)
Critical Fumbles are as usual a roll of a natural 1, then to confirm roll again and if a hit is landed then it is not a critical fumble, but if you then fail to hit it confirms the fumble a card/s must be drawn. Draw one card (unless the character has the Weapon Focus feat and using that weapon, then draw 2, or 3 for Greater Weapon Focus feat – You can then pick the lesser of evils)
It will lead to more descriptive critical hits and fumbles, but if it slows the narrative I may withdraw these rules.