| Eyolf The Wild Commoner |
What if we were to do a spell point variant that did something a little different than the others from what I've seen.
At lvl 1, you'd have one Spell Level
at 2nd, you'd have two spell levels, but still only be able to cast 1st levels.
At level 3 you'd have four spell levels. Thus instead of being able to cast 2 1st lvls, and 1 2nd lvl. You could cast 2 second levels or 4 first levels.
Basically this operates off the spell level of a spell slot.
A 9th level spell slot is worth 9 spell levels. Thus you could cast 9 first lvl spells with it.
Meaning at lvl 20, you'd have 180 spell levels, You could cast 20 lvl 9 spells, or 180 lvl 1 spells. >.>
Makes your wizard more versatile/powerful, would it O.P. it? This is probably a really horrible idea, lol. Does anyone know what I'm getting at, and why have I never seen this idea around before. Is it because it sucks balls?
Rainault
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You're looking for this variant.
One thing to keep in mind is that because the power of spells is non-linear with respect to spell level, spell point cost should also not be non-linear.
| Doug's Workshop |
. . . would it O.P. it? This is probably a really horrible idea, lol. Does anyone know what I'm getting at, and why have I never seen this idea around before. Is it because it sucks balls?
Yep, played that before.
It makes wizards powerhouses. Now, this was under 2nd edition rules, but still . . . a fireball costs only 3x as much as a magic missile, but has a much greater effect than MM. As I said, this was when a fireball was a 20' diameter sphere - and kept expanding if there was something blocking it. Like ceilings and floors.
Magic missile became a bane of our party, because the bad guys could sit back, cast 10th level MMs (5d4+5) all day long, destroying our fighter (he was a tank, so bring him down a few pegs with MM then go in for the kill of the entire group with an unlimited supply of fireballs!).
In short, it's too simple to work in a balance fashion. I thought it'd be good, too, until the DM showed me what was sauce for the goose is sauce for the gander.
Thus ended my career in game-design.
| Phasics |
Eyolf The Wild Commoner wrote:
. . . would it O.P. it? This is probably a really horrible idea, lol. Does anyone know what I'm getting at, and why have I never seen this idea around before. Is it because it sucks balls?
Magic missile became a bane of our party, because the bad guys could sit back, cast 10th level MMs (5d4+5) all day long, destroying our fighter (he was a tank, so bring him down a few pegs with MM then go in for the kill of the entire group with an unlimited supply of fireballs!).
Heh how were you not casting shield spell on your tank at the start of every combat ? it blocks MM period.
the endless fireballs still woulda been a problem I'll grant ;)
although you could have setup to be counterspelling that endless fireball supply with your own endless point supply.
using a differnt system just makes you rethink party roles and what spells are essential.
Although I agree on paper its not a well balenced system in any event.
| ZappoHisbane |
Magic missile became a bane of our party, because the bad guys could sit back, cast 10th level MMs (5d4+5) all day long, destroying our fighter (he was a tank, so bring him down a few pegs with MM then go in for the kill of the entire group with an unlimited supply of fireballs!).
In short, it's too simple to work in a balance fashion. I thought it'd be good, too, until the DM showed me what was sauce for the goose is sauce for the gander.
Thus ended my career in game-design.
The trick here is to do what was done in the d20 Psionic system. A 1st level spell costs 1 point sure, but it doesn't automatically scale up with your level. If you want more missiles, you have to spend more points.
People more skilled than I have done the math to compare Psions and Wizards and found them to be quite comparable, usually with the Psion coming out slightly behind.
| Eyolf The Wild Commoner |
What do you guys think of this system?
http://dungeons.wikia.com/wiki/Mana-Based_Spellcasting_%283.5e_Variant_Rule %29
If that link doesn't work type this in on google and should be first result.
mana-based spellcasting 3.5
| Kakarasa |
The best system like this IMO is Elements of Magic Revised by Ryan Nock. The only real issue is submersing it into Pathfinder. I've been working on a set of reference cards for my personal games using this systems and my players love that they can create their own custom spells.
It's kinda hard to switch to mana points with the Vancian system, as the balancing factors don't always translate, so the EoMR system had to reschool the spells. Check it out if you haven't yet.
| Eleion |
What do you guys think of this system?
http://dungeons.wikia.com/wiki/Mana-Based_Spellcasting_%283.5e_Variant_Rule %29
I'd be very interested in running a game using that, as I was a little unhappy with the Unearthed Arcana version and was already trying to work a fatigue system into it. It only has rules for full casters, however, so if any of my players wanted to be a bard or a ranger I'm not sure what I'd do.
The best system like this IMO is Elements of Magic Revised by Ryan Nock. The only real issue is submersing it into Pathfinder. I've been working on a set of reference cards for my personal games using this systems and my players love that they can create their own custom spells.
I got excited about Elements of Magic last year and tried to shove it rather inelegantly into Pathfinder, but found that as a DM you need to be very familiar with the system before it can be run smoothly. My players had way too many questions that I couldn't answer easily. In short, I didn't do my homework and I think it requires a lot of it. I think it has the potential to be very good, however.
| Kakarasa |
Eyolf wrote:What do you guys think of this system?
http://dungeons.wikia.com/wiki/Mana-Based_Spellcasting_%283.5e_Variant_Rule %29I'd be very interested in running a game using that, as I was a little unhappy with the Unearthed Arcana version and was already trying to work a fatigue system into it. It only has rules for full casters, however, so if any of my players wanted to be a bard or a ranger I'm not sure what I'd do.
Kakarasa wrote:The best system like this IMO is Elements of Magic Revised by Ryan Nock. The only real issue is submersing it into Pathfinder. I've been working on a set of reference cards for my personal games using this systems and my players love that they can create their own custom spells.I got excited about Elements of Magic last year and tried to shove it rather inelegantly into Pathfinder, but found that as a DM you need to be very familiar with the system before it can be run smoothly. My players had way too many questions that I couldn't answer easily. In short, I didn't do my homework and I think it requires a lot of it. I think it has the potential to be very good, however.
When I ended up making the reference cards for each of the parts, that helped a little with making me familiar more with the system, but it did eat up a good bit of time. The only thing I'd say is with monsters still use their abilities that deal with spells normally and it will work out wonderful. NPCs should use the system also. FWIW
| Xenh |
What do you guys think of this system?
http://dungeons.wikia.com/wiki/Mana-Based_Spellcasting_%283.5e_Variant_Rule %29
I quite enjoy the Mana-Based Spellcasting, and am working on something similar as well.