For as long as I can recall, I have had a small list of house rules I use when players make BAR mnvs.
We all know an unmodified roll (UM) on the BAR table is either a fumble or a spell cast so well it is harder than normal to resist. When an UM 96-97 is rolled, I assume the spell will have 2x duration, or two times targets, or two times area of effect, etc. I typically only enhance one peramiter of the spell. For a 98-99 it is times three, and for a 100 it is times five.
When RMSS came out with the better defined spell mastery rules, I noticed my house rule fit within the guidelines established in those rules...maybe with a dash of smugness
Another house rule is that spell users cast their spells at a level effective to the highest level they know their respective list to. So if the Mage knows Firelaw to level 3 and Lofty Bridge to level 7, then spells cast from fire law are level 3 attacks and lofty bridge would be level 7 attacks. This does remove common overcast rolls, but not all of them. I often have keyed items in my world that are keyed to work/activate only if a specific spell of a specific power level is cast. Example, the party discovers a door and determine through power perception it is magical. The High Elf fighter has a disturbingly high attunement skill and after a few miuntes in a trance, ask the party who can cast a heat solid spell at mastery level of the fourth circle of power (the first circle is spell levels 1st-5th, 2nd circle is 6th-10th, etc. I try to avoid game jargin as much as possible in play...oh sweet jesus, none of you have the
slightest idea how anal I can be
). Using the above mage, he would need to pump 20 pp into the spell, or 19 more than needed, 17 higher than his effective casting level, requiring a SCSM for a spell 17 levels higher...or, no way in hades. I have found keying items this way is a great way to keep PC's out of where
I don't want them they might get in serious trouble.
My daughter is out of her bed. I have to go put her back in it.
lynn