Spell Builder 0.1 Beta (everything's better with BETA!)


Homebrew and House Rules


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Going to regret this, I just know I'm going to regret this...

So I didn't like words of power. Hence this document that's been bouncing in my brain for a while.

The key idea is object based programming. Spellcasting is the class, spells are the object.

You choose the effect (closest to what you want) and then adjust the attributes of the spell to fine the level. Some attributes have sub-attributes. For example cones, lines and blasts have sizes; while multiple has number of targets and distance between targets.

It is a work in progress. The sheet is open for comments (I'll be controlling edits to try and help prevent shenanigans), and suggests are welcome here as well.

Long term I need to put in the 'default' levels for various spells 'archetypes' to give a starting point for others to use this guide.


So I have two thoughts on how to use this.

One is a series of baseline spells. The attributes for the default is "spell level 0" for that spell. Change an attribute changes the spell level.

The downside to this is the need to develop each baseline. The upside is that the standard spells can be use to template the default spells, allowing easier expansion.

The second method is to point value the choices for each attribute, then assign each spell level a point range. Choose the attributes add the points compare and that is the spell level.

Downside is getting the point totals right. Upside is more free ranging spell development.


Is this just a spreadsheet at this point? When you wrote ""object based programming" I expected some kind of automation. Maybe I misunderstood. Until this is developed more, I don't know what feedback to offer.


The idea is to use the concept of object oriented programming to build spells.

Eventually it could be actually programmed but right now it is mainly just making the system.

The ideal for the system is:

Spell builder that is balanced against the core spells and allows for a huge range of spell development by players/ gms with minimal worries about balance.

At this point we are developing the class, and making sure it works with the current spell in the game.


Abraham spalding wrote:

Link

Going to regret this, I just know I'm going to regret this...

So I didn't like words of power. Hence this document that's been bouncing in my brain for a while.

The key idea is object based programming. Spellcasting is the class, spells are the object.

You choose the effect (closest to what you want) and then adjust the attributes of the spell to fine the level. Some attributes have sub-attributes. For example cones, lines and blasts have sizes; while multiple has number of targets and distance between targets.

It is a work in progress. The sheet is open for comments (I'll be controlling edits to try and help prevent shenanigans), and suggests are welcome here as well.

Long term I need to put in the 'default' levels for various spells 'archetypes' to give a starting point for others to use this guide.

Didn't like words of power?

You arent alone. If there was a comprehensive guide going into detail it would certainly catch some attention.

Try the Spheres of power variant spellcasting.

It sounds like something right up your alley.

It's customizable, not so restricting, and allows plenty of cool effects.


Someday, there will be a game when you'll be able create a spell by writing code, and the spell cost/complexity/incantation time will depend of the cost/complexity/execution time of the code.

Concerning your sheet there's some ideas here an there that I'm curious about, but it is too "drafty" for me to comment upon.


Well arilica that is where I am trying to get!

I agree it is rough, which is part of why I posted it, Not just for critique (obviously too early for that), but so people can help debug and say "you forgot about (xx) for attribute (y)."

I feel I have most of the attributes and a majority of the choices for those attributes now I need to assign values and methods.


Update!

I have adjusted the attributes and provided definitions for them and their initial values. A few subattributes have been done as well.

Next I need to do the effect definitions and effect specific attributes for each effect.

Likely I will need to decide how spellcrafting will work sooner rather than later so I can start building the rules for how the interactions between the attributes work.


Check out Kirthfinder's spell-building system. You will find the metamagic-based construction useful.

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