Per-encounter Simple-Complex-Exotic Magic System for d20?
Wulf asked to start a separate thread if we wanted to talk about this, so
HERE IT IS!
__________________ "Conversely, I'm amazed at the number of people queueing up to tell people that don't like 4e that they are wrong. Why can't people just agree to disagree, and get on with actually playing the game?" --Delericho
If there's one dragon, it's a solo monster.
If there's five dragons, they're standard monsters.
If there's a dozen dragons, either most of them are minions or your DM is tired of the campaign.
--Lizard
To copy the previous post to get the ball rolling:
Quote:
Originally Posted by Wulf Ratbane
Have you read The Book of Nine Swords? I'll phrase my thoughts, sort of, in terms of BoNS.
(And I just have to throw this thought in since my brain is racing-- possibly the most important resource available to PCs, particularly in high level play, is the action. There is a lot you can do to balance combat encounters just with managing the resource of actions. The recent article about "The Big Six" magic items touches on this tangentially.)
To continue:
Simple spells are either always ready, or can be refreshed in a simple way, possibly not even requiring a significant action to do so.
Complex spells either cannot be refreshed until the end of the encounter, or must be refreshed using a significant action.
Exotic spells (to continue your format) cannot be refreshed more than once per day. If you ready an Exotic spell into one of your spell slots, you get to use it once per day.
__________________ "Conversely, I'm amazed at the number of people queueing up to tell people that don't like 4e that they are wrong. Why can't people just agree to disagree, and get on with actually playing the game?" --Delericho
If there's one dragon, it's a solo monster.
If there's five dragons, they're standard monsters.
If there's a dozen dragons, either most of them are minions or your DM is tired of the campaign.
--Lizard
I would almost think they'd have to be defined not just by overall mechanical effect, but by power level relative to the caster; to a level 1 wizard, ALL spells are complex or greater, or something like that, because by defnition the simple spells are going to need to not be combat-enders by themselves, though still effective, but that's just me. I don't want to color it too much by my expectations...
__________________ "Conversely, I'm amazed at the number of people queueing up to tell people that don't like 4e that they are wrong. Why can't people just agree to disagree, and get on with actually playing the game?" --Delericho
If there's one dragon, it's a solo monster.
If there's five dragons, they're standard monsters.
If there's a dozen dragons, either most of them are minions or your DM is tired of the campaign.
--Lizard
I'm still on the fence as to whether certain spells can change complexity based on whose spell list they appear on-- for example, healing might be complex for clerics and exotic for bards.
However, my internal devil's advocate tells me that not only is a single ubiquitous classification simpler to play, but also that what makes a spell complex or exotic is generally going to be its game-breaky-ness, and game-breaky-ness really isn't something that cares too much what class wields the power. It's either broken or not.
Knowing and Readying a Spell [adapted from Monte Cook’s Arcana Unearthed]
Before a spellcaster of any kind can cast a spell, the player must determine which spells he knows and has readied.
Simple, Complex, and Exotic Spells
Simple spells are the most common and/or the easiest to cast; magical power is simply predisposed to take certain channels.
In addition, for the purposes of our discussion, simple spells are also those spells whose repeated casting is least injurious to game/story balance. This includes most combat spells, such as damaging spells and short-duration buffs.
[For my purposes, I consider a simple spell almost any spell I could create with the spell templates I proposed in HOHF: Elves. These are spells with a very basic, intuitive template, unique from school to school, that scale almost linearly with spell level.]
Complex spells require a real understanding of the fundamental underpinnings of magic. Learning and casting a complex spell requires dedicated magical study. In addition, for the purposes of our discussion, complex spells are those spells whose repeated casting, either in or out of combat, is problematic for game/story balance. It will usually include spells with long durations that might last from one encounter to the next. [It also includes spells that you just might not want cast in rapid-fire fashion.]
Exotic spells are the rarest and most complicated spells of all. For the purposes of our discussion, an exotic spell is any spell that is almost guaranteed to be detrimental to game/story balance if it is not strictly limited to one casting per day.
Clerics automatically know (and may ready) all simple and complex divine spells, and all spells in their two chosen domains.
Druids automatically know (and may ready) all simple divine spells and all spells in the air, earth, fire, water, animal, and plant domains. [Or something like that…]
[I think it’s still worthwhile to divide divine and arcane magic. I’d classify all spells that are common to both clerics and druids as simple spells with the exception of the cure spells—but they are a special case. I’ll treat them separately. Without looking at the spell lists I’m not certain this is workable. First draft and all that!]
Wizards begin play with knowledge of a limited number of spells, but may learn additional spells of any complexity by adding spells to their spellbook. There is no limit to the number of spells a wizard may know.
Bards and sorcerers (and ranger and paladins…) have a much more limited knowledge of spells. As they level up, they learn additional spells, but they are strictly limited in the maximum number of spells they know. It is no more difficult for a bard or sorcerer to learn a complex or exotic spell as opposed to a simple spell, but they do enjoy certain advantages over spell-preparation types when casting (and refreshing) simple spells.
Readying Spells
All casters must ready spells before they cast them. This means choosing a subset of spells from their list of spells known that they will have access to until they are able to ready new spells. Once a spell is readied, it does not become unreadied except under special circumstances.
Readying spells requires a fresh mental state (usually requiring eight hours of uninterrupted rest) and one hour of study or comtemplation.
A Divergence from Arcana Unearthed
Spell slots: They’re gone. Sort of. When you cast a readied spell, the spell is not unreadied; however, it becomes expended and cannot be cast again until it is refreshed.
Using Spell Cards
The easiest way to play a spellcaster is with the use of spell cards. Take each spell that you know, and put it on an index card. When you ready spells each day, take each spell card out of your Spells Known pile and put it face up in front of you, in your Spells Readied “hand.”
When you cast one of your readied spells, turn the card face down. That spell cannot be cast again until it is refreshed. [Ideally, the back of your spell card also has the spell name and complexity printed on it… so you know how easy it is to refresh…]
When you cast an exotic spell, the spell is not only expended, it is no longer readied, and cannot be readied again until the next time you ready spells. If you ready an exotic spell, know that you will only be able to cast it one time per day, until the next time you ready your spells.
[I'm somewhat torn here as there's no easy way to allow someone to cast two exotic spells per day-- possible under the current "spell slot, spell prep" format. Maybe that's a good thing? But I wouldn't want someone to use a duplicate spell card... I don't think...]
Refreshing Spells
First and foremost, all expended simple spells are refreshed at the end of any encounter. Complex spells do not refresh at the end of an encounter. [It is for this reason that spells that are not particularly suited to combat encounters should probably be complex—that’s going to include most long-duration buffs, to prevent casters from freely buffing the entire party.]
There are, however, a number of other specific ways that casters can refresh their spells:
A spontaneous caster can refresh one simple spell (even during an encounter) as a standard action. [I can envision a feat, or even a skill check, that allows them to do this as a move action…]
A spontaneous caster can refresh any spell by expending another spell of the same or higher level.
Any caster can instantly refresh all of their expended spells (at any time) by spending an action point.
Any caster can refresh one complex spell by spending 10 minutes of quiet rest and reflection. [So… this means a caster could buff an entire party of four in 40 minutes: cast bull’s strength or what have you; rest to refresh the complex spell; cast again; repeat. You could extend the base unit to 15 minutes of rest to extend this to a nice, round hour.]
Converting the Classes to this Format
Bard: The bard’s spells per day goes away. The bard’s Spells Known becomes, also, his Spells Readied Per Day. At 1st level, add the “Spontaneous Caster” ability to the bard (which simply signifies that he is a spontaneous caster, and may be important in interation with existing feats, prestige classes, etc.).
Cleric: The cleric’s spells per day becomes his Spells Readied Per Day.
Druid: The druid’s spells per day becomes his Spells Readied Per Day.
Sorcerer: The sorcerer’s spells per day goes away. Spells Known becomes Spells Readied Per Day. At 1st level, add the “Spontaneous Caster” ability to the sorcerer (which simply signifies that he is a spontaneous caster).
Wizard: The wizard’s spells per day becomes his Spells Readied Per Day. At 1st level, add “Arcane Spell Preparation” to the wizard, which simply distinguishes him from the spontaneous casters.
Last edited by Wulf Ratbane; 26th April 2007 at 07:09 PM..
I'm still on the fence as to whether certain spells can change complexity based on whose spell list they appear on-- for example, healing might be complex for clerics and exotic for bards.
Healing? Then we need a more precise definition first.
If simple means easy to recover, then no healing there.
If complex means recoverable with a significant action (like 1 minute), but can be used a high number of times per day, then healing shouldn't belong there as well, or we'll get the "full rested at every fight"-syndrome.
Personally, I'd say - but these are, of course, very simple suggestions:
Simple: Can be prepared as a move action, just using your memory (i.e. all simple spells are always known). Spells that are not problematic, if used very often, can come in here.
Examples: Detect Magic, Warlock-like blasting, "commoner's magic" (lighting a fire, mending a tunic) - things on par with a very good skill roll (like short flight, like a 20 on a jump check) and so on.
Complex: Can pre prepared with ten minute of time, usually using some kind of focus (spellbook, holy scripture and so on) - things you allow basically very often, just not in fast succession, like fireballs, dispel magic, dimension doors, buffs measured in minutes or less, as well as low-key healing (like 1 hp ~ about 6 hp per hour) (because keeping these up would mean a considerable time investment in re-preparation), and similar powers - usually the stuff, that becomes "real magic", i.e. almost impossible to do without magic.
Exotic: Essentially - story magic. Teleport. Planar Binding. Plane Shift - the stuff, that you want to see once or twice per day, never more. Basically everything, that would completely break the "per day"-principle - this should include the more powerful healing spells. Should have a preparation times in hours, days or higer - perhaps a custom one for each spell.
Healing could be dealt with similar to the Lay on Hands ability of Paladins, instead of spells. Healer-type casters could heal many hp / level / day, blaster types few. Regenerate / Restoration / Resurrection is always at least complex, I assume.
Why, yes, I am having a conversation with myself...
Here's where I think I'm going to lose Henry already.
Let's take fireball.
Surely we can agree it's not exotic.
So let's say it is, at its most exclusionary, complex.
That very interesting element of "Save my fireball, or use it now?" is gone. The caster knows he can use his fireball, even if complex, in every fight. He'll get it back with a bit of post-fight rest (circumstances willing).
I know that sounds like a bad thing, but in my mind it's really not that different from the way sorcerers play now. Sorcerers don't feel like they have to save their "big guns" in the way that wizards do.
So to me, this isn't a game breaking issue, as much as it is a "This is part of the fun of being a wizard..." issue.
On that subject, I don't recall if I posted this in the other thread, but here's a piece of an email conversation I had with my "wizard-playin' buddy":
Our wizard player responds... He's played a wizard now in two back-to-back campaigns; he seems a pretty typical wizard afficionado.
Quote:
Originally Posted by Dreadmoore Doom
I like deciding on the spells to prepare, but even more its using them in the right circumstance as "game changers". (Like polymorphing an opponent causing her to lose an artifact, for example) Its the open ended possibilities that magic creates, especially in desperate situations, that makes it fun for me. Everyone looks at the wizard with that request "don't you have a spell for this?"
The problem is waiting until you can cast these types of spells, and being ineffective at low levels. The combat "free" spell would be interesting.
I'd rather do that than fire a stupid crossbow (and miss all the time). But I don't want to be a "Gauntlet" wizard with one spell to be fired over and over and over, and that's all I can do - that seems more like what sorcerers are for.
I also don't like firing off a spell just because its my turn. If the fighter can chop thru all the kobolds in a few rounds, why waste a lightning bolt when we'll really need it against an ogre or something bigger.
Okay, I've been kicking something like this around for MONTHS now. I was working on it a bit, inspired by systems in the Midnight Campaign Setting, The Black Company Campaign Setting (& True Sorcery, natch), Thieves' World, Elements of Magic - Mythic Earth, Tome of Magic, True20, Warhammer FRP Reserve Feats from Complete Mage, Warlocks from Complete Arcane, this article from Monte Cook, and just about every fantasy novel I've ever read.
I started hammering it out over on the Iron Heroes boards, and we hit on Tokens, which are generated by spending actions, as the primary mechanic. The thread for the most recent discussion I've had on the topic is here.
For those who don't want to wade through that, I'll start with some helpful exerpts from a post one of the other guys made (FYI, "Ironcarnum" is a system he's developed himself):
Quote:
Originally Posted by Confused Jackal Mage
There are many different rule structures that one can lay a magic system down on; what would you prefer?
If you need a little prodding, let me say a bit about my observations of magic systems.
Basically, you need to establish three costs: The Initial Cost (or how do I get this ability?), the Scaling cost (or How do I make this more powerful?), and the Boom cost (or Where the hell is Fireball?). I'll look at three magic systems to deconstruct how they answer these questions: the wizard with Reserve Feats, the Warlock, and Ironcarnum.
First, the initial cost. This is establishing the cost of gaining an at-will ability. Because it's usable at will, we want the cost to be something permanent. In W+RF, the cost is feats, to gain the Reserve abilities. In Warlock, the cost is class power - you just have to take levels to gain more abilities. In Ironcarnum, it is also feats.
Second, scaling cost. Abilities can draw from a number of different areas to scale, actually. For the W+RF, the major scaling cost is the opportunity cost of not using your spells, and having to prepare specific types. Preparing and not using a higher-level spell allows you to scale the RF further.
For the Warlock, the scaling is class power, but it is somewhat implicit. Individual warlock abilities do not scale, in general. They're always the same power. However, as you level up you can choose more powerful abilities. This is a form of scaling, though not always a great one.
In Ironcarnum, the scaling is Focus tokens. You gradually gain more tokens, and the ability to use more of them on a single ability.
The point of the scaling cost is that you should be able to keep it up indefinitely. It should either be a permanent cost (like the warlock), an opportunity cost (like the W+RF), an invented-but-replenishable resource (like Ironcarnum), or something else along that nature.
Finally, we have the boom cost. This determines how often and how powerfully you can throw out the big spells. This is the only resource that should be finite. For the W+RF, it's spell slots (plus a unique ability to cannibalize his scaling cost to pay for more boom). The Warlock can't boom at all, unfortunately. This makes him easy to balance, but not always the best to play. In Ironcarnum, the boom cost is Drain tokens, which indirectly translates into HP.
So, what sort of costs do you want to assign? There's really a ton of flexibility in how everything gets assigned, but it may help to have things laid out abstractly like this.
My basic response, which hasn't changed, was pretty much along the following lines.
I agree most abilities are set up on the initial cost, and scaling cost basis. However, what D&D has always glossed over is the difference between an ability that can be used once, and an ability that can be used repeatedly in a short period of time. The "boom cost," as CJM put it.
Some of the most abusive scenarios I've heard about in high-level D&D involved multiple uber-spells in rapid succession. The theory behind spell slots was good, forcing casters to use their weaker spells for weaker threats, and save their BOOM spells for dangerous opponents.
However, what often happens in practice is that they burn through their spells at an alarming rate and then force everyone to rest. This is unrealistic in a game-world sense, and awfully unfun. It also totally countermands the design theory behind spell slots. It's worth noting that X uses per day abilties mostly work the same way. When they're done, the player of that character usually wants to stop. Fortunately, most of those classes have things they can still do so that they can still have fun. But when spellcasters are out of spells, everything tends to grind to a halt. It ends up falling to the DM to enforce balance by making rest spots hard to find. And DMs who do so find themselves with unhappy players. Again, unfun.
One of the things I like about Iron Heroes is that token-based abilities have a per-encounter opportunity cost. That way, you only use your "big guns" when your little ones don't work. So you just shoot the cannon fodder, but save Aim tokens up to take out the goblin shaman. Magic should work similarly. Albeit there are some special considerations when it comes to the world-altering aspects of magic. More on that later.
So I'm looking to make a system where the caster has nearly unlimited minor magical effects (although maybe with some limit to how many he can have active at once), but reaching for his big guns costs him. A mechanism like fatigue really appeals to me. So that if you go for a BIG spell, you blow your wad magically. If I toss my fireball in a battle, then I'm depleted after that. No more big gun. But I still have access to my lesser powers.
I'm pretty sure it's possible to balance at-will abilities for 3rd-level and higher casters. I'm pretty sure you can have a couple of at-will abilities at that level without it being unbalancing. Really low level spellcasters are a bit of a special case, but I'm sure something could be worked out. A very limited number of powers, perhaps.
I've had long threads about what magic should be able to do, and what magic shouldn't do. For example, I'd like to see a magic system without a spell that just opens all mundane locks. Using magic as a tool, maybe even a tool with a bonus is fine. But a straight on-off is, IMO, bad. That way, the spellcaster can't just replace the character with the open lock skill.
I'd like to limit buff spells too, as they are one of the most abused spells in D&D. Self buffing is no problem (as long as there's a limit to the number of buffs that can be active at one time), but the ability to buff everyone in the group can quickly be abused. Unless there's some opportunity cost.
I could see a system that used actions, spell durations, fatigue, spell recovery time, or skill checks to reign in spellcaster power. Classically, D&D has always used durations and spell recovery time only. There's plenty of other options. As Wulf has said, actions seem like the best and most obvious control, with durations, caster fatigue, spell recovery, and skill checks adding some secondary limiters.
The Tome of Battle and Star Wars Saga Edition primarily use encounter-based recovery time. A bit cheesy I suppose. Here's the guts of the system I've been working on, in general concept:
- Casters have a pool of powers, some at-will and others that require a bit more effort.
- There's some mechanical encouragement for spellcaster restraint.
- Using up their big powers forces the caster to rely on their lesser abilities.
- Casters don't have to fall back on mundane weapons except in rare circumstances.
- Theoretically, casters should have to trade off raw power and magical versatility.
Here's where I think I'm going to lose Henry already.
Let's take fireball.
Surely we can agree it's not exotic.
So let's say it is, at its most exclusionary, complex.
That very interesting element of "Save my fireball, or use it now?" is gone. The caster knows he can use his fireball, even if complex, in every fight. He'll get it back with a bit of post-fight rest (circumstances willing).
I know that sounds like a bad thing, but in my mind it's really not that different from the way sorcerers play now. Sorcerers don't feel like they have to save their "big guns" in the way that wizards do.
So to me, this isn't a game breaking issue, as much as it is a "This is part of the fun of being a wizard..." issue.
The thing is, that doesn't have to be. You can have a caster who wants lots of Raw Power and can cast fireball repeatedly, fight after fight (an evoker specialist, fire mage, or whatever...)
Or you can have a caster for whom fireball is a tricky spell. Sure, maybe he can whip out a little 3d6 fireburst every fight, but throwing that big expansive, room-filling blast whipes him out. For him, fireball is complex.
Take a look at the Warlock's Eldritch Blast. It's a ranged touch attack - one target.
His invocations let him shape it into a burst. What if he only got so many of those a day? Now he's choosing between versatility and power. The player who likes the wizard type can play the character for whom those blast spells are a rare occurrence. Or who can only shapeshift once a day. But a character who wants to be able to do one or the other all the time can pull it off.
I'm not sure if I'm making any sense...
Part of the attraction (to me) of some spells taking more actions to cast is that those spells would only be worth throwing in longer, tougher fights. So if amping up to throw your Fireball takes you four rounds, you're not gonna bother with it in a fight that's likely to be over in three. You will, however, use it when you need to get rid of the BBEG.
I actually think it's important to try to write the system to address your friend's primary concern. To whit:
Quote:
Originally Posted by Dreadmore Doom
Its the open ended possibilities that magic creates, especially in desperate situations, that makes it fun for me. Everyone looks at the wizard with that request "don't you have a spell for this?"
You might give the option of having certain spells prepped and ready, with others taking you more time. So if you thought to prep a knock spell, it's useful if you encounter a door you need to pass in a hurry. Or polymorph other...
It's almost a floating pool of power. That's a neat theory. That is a potentially nice part of the Book of Nine Swords system. That you can have some, but not all, of your powers prepped.
We'd have to break it down magical effect by magical effect. I can see the "fun" in having the right utility spell ready. Or in deciding that you don't have the right "stuff" for an invisibility spell handy, but you can achieve a similar effect by becoming a mouse.
Consumable components, maybe? A limit to the number of types of a different spell your body can handle in a day without ill effect.
I'd hate to see a system where the caster had the same power to use all the time. Booorrr-ing. Like someone said, if your only tool is a hammer, every problem starts to look like a nail.
Charmed comes to mind. The sisters have their powers which they can use all the time, but if they need utility spells, they've got the Book of Shadows. Perhaps a bad example, but the idea's sound.
I'd hate to see a system where the caster had the same power to use all the time. Booorrr-ing. Like someone said, if your only tool is a hammer, every problem starts to look like a nail.
Thing is, in practice for something like Book of 9 swords, the user typically takes the hammer maneuver, the hammer-launcher maneuver, and the "my foot turns into a hammer" maneuver and even though they're different maneuvers, they all do the same thing - namely, equivalent dice of damage. I'd rather have a system where the caster would actually DO some different things, or pay if he's going to do the same trick over and over again. Back in 2nd edition, I played with a spell system that said, "if you want to cast different spells, you don't have to memorize, but if you are casting the same spell twice or more, you have to note it on your sheet." At the very least, people who were blast-happy loaded up with blast spells, but left the last one or two slots open for different tricks.
By the way, EXCELLENT breakdown of the Initial cost, scaling cost, and boom cost. I never realized it, but True Sorcery/Black Company does this with Spell Energy Points; higher casters, having gained more spell energy points, have a larger damage buffer for their minor spells to cast. A mid-level True Sorcery cast could go generating single-target-swift-action force damage effects almost all day long, but if he shoots off some godawful spell with a high cast DC, he not only can possibly fail if he tries something too tough for his level, he will drain himself into unconsciousness.
__________________ "Conversely, I'm amazed at the number of people queueing up to tell people that don't like 4e that they are wrong. Why can't people just agree to disagree, and get on with actually playing the game?" --Delericho
If there's one dragon, it's a solo monster.
If there's five dragons, they're standard monsters.
If there's a dozen dragons, either most of them are minions or your DM is tired of the campaign.
--Lizard
Last edited by Henry; 26th April 2007 at 09:26 PM..
In terms of Simple-Complex-Exotic, I'd rather have simple be something like magic missile or Psionic's Energy ray; simple, direct damage, single target. It's the caster's "magic crossbow." Also, effects like jump, spider climb, entropic shield, etc.
Complex spells to me would be more direct damage, or area damage with less of a die range, say like scorching ray, or fireball but using d4's instead of d6's, etc. Also, spells like a limited-duration charm person, or command/greater command, dimension door, mage armor, shield, etc.
Exotic spells I would like to see the really game-breaking stuff for it, like teleport, Fireball but with d8's, conjure elemental, a double strength mage armor, etc.
That's the kind of power scale I could deal with.
__________________ "Conversely, I'm amazed at the number of people queueing up to tell people that don't like 4e that they are wrong. Why can't people just agree to disagree, and get on with actually playing the game?" --Delericho
If there's one dragon, it's a solo monster.
If there's five dragons, they're standard monsters.
If there's a dozen dragons, either most of them are minions or your DM is tired of the campaign.
--Lizard
Wulf Ratbane (or anyone, really): aside from addressing the call for a new/evolved spell mechanic for D&D, do you feel it neccessary to address from within this new/evolved spell mechanic the call to balance the "unfair" superior class power of higher level clerics/druids/wizards vis a vis non-spellcasting classes?
To my mind, I find my question rhetorical: I'd answer "yes."
aside from addressing the call for a new/evolved spell mechanic for D&D, do you feel it neccessary to address from within this new/evolved spell mechanic the call to balance the "unfair" superior class power of higher level clerics/druids/wizards vis a vis non-spellcasting classes?
To my mind, I find my question rhetorical: I'd answer "yes."
Well, yes and no.
In fact GlassJaw just discussed with me that he wouldn't even begin this discussion without a more holistic approach that addresses "all the things wrong with the gameplay experience of D&D 3e."
It's part of our hypothetical "Sweet Spot 4e" project. This discussion is just an extension of that.
Anyhow, for starters, I'd make every spell 6th level and higher de facto exotic-- if not remove them from the game entirely.
Honestly, the D&D experience from 1st through 10th (maybe 12th) is so strikingly different from gameplay at 10th-20th, that I'd much prefer they sell it as a second stand-alone product, and find a way to "extend the sweet spot" so that we get the same enjoyment (and duration of play) out of 1st-10th as we currently (supposedly) get from 1st-20th.
But having said that, I'm not ready to concede that spellcasters have unfair power, even as the game stands now.
In fact GlassJaw just discussed with me that he wouldn't even begin this discussion without a more holistic approach that addresses "all the things wrong with the gameplay experience of D&D 3e."
Agreed--and good to hear.
Now, on to a sharing an idea regarding the "per encounter" versus "per day" mechanic discussion. In revamping 3.5 magic for my campaign, I found it to be a personal, game design break-through to shift many of the powerful, restricted time-use abilities to a "per class level" mechanic. As artificial as a level-based character system is to many people (and I'm not meaning to enter into that debate here), it does cleanly express a character's growth in power.
I think you might consider inserting a per class level limition on your exotic spells (rather than merely a per day). What's ironic about the clunkiness of per day limitations is that it is because the game mechanic itself is embedded in the game world that you get the weirdness of having to rest for a night (game world event) in order to regain a daily ability (game mechanic event).
A per level limitation, by definition, scales itself to every particular gaming group (whereas, as strange as it sounds, a "campaign day" does not mean the same thing from one gaming group to another). Granted, how long in real time it takes to go from one level to the next might vary according to group (how often they play, DM style etc.), but how many XP it takes to go from one level to the next does not.
While the game design philosophy du jour seems to be per encounter scaling, even it starts to show its flaws when applied to "epic" or "exotic" abilities--which you realize, of course, as evinced by the very attractive mechanic of simple and complex spells.
Bottom line point: per encounter scaling (game mechanic events) would seem to work well for short scale abilities (e.g. simple, complex spells); but it strikes me that per day scaling (a game world event) for exotic/epic abilities would better be replaced by per class level scaling (a game mecanic event).
Oh, love the spell card flipping and turning thingy.
Last edited by McBard; 27th April 2007 at 12:19 AM..
I'd like to see this magic system tied to a new class (much like the warlock, binder, incarnum, and ToB's Initiators got their systems associated with a new class). This'll keep us from having to deal with any possible underlying balance issues with the existing classes. We certainly can freely snatch up ideas, mechanics, and baseline assumptions from the existing classes, but trying to stuff them wholesale into a new system is going to invite extra trouble, I think.
Simple Spells: I'd like these to be at-will, or almost at-will. Also, they should be very simple, dealing damage to a single target (or one square, perhaps), buffing for a very short time (1d6 rounds, maybe?), granting a single skill check (1d20 + caster level + casting modifier on Open Lock check, or similar). Stuff like that. I'd also like it to progress in such a way that a low-level character has one or two of these available, a mid level character has five or six, and a high level character has maybe a dozen of them. The initial cost for these should be almost negligible, but they should scale much, for the most part.
Complex Spells: Your run of the mill combat stuff should go in here. Your fireballs and cones of cold, (I think that healing should probably go in here, as well, but I can also see healing as exotic) your medium term (ones that'll last an hour or so) buffs, most condition removal. I like the idea of taking fifteen minutes to refresh complex spells. its not exactly encounter based, meaning that if you get stuck in a run and gun situation, your're not going to find yourself magically refreshed, but if you can take breather, you'll be more or less good to go.
Exotic Spells: Your real game-breakers should obviously go in here, but I'd like to see a way to make one (or more) of these complex... Like some sort of specialization feats to turn a guy into a teleporter. Boom spells that fall into the exotic category should really give you a lot of bang for your buck.
One thing that I'm not sure that I agree with is the no multiple copies restriction from Bo9S. If somebody just wants to teleport today, or if he wants to spend all day communing with higher powers, I think that he should be able to do that.
Hmm... I'll have to go back over everything some more to come up with further thoughts, or to revise my current thinking or whatever... More later.
One concern that strikes me at first view is it seems to go a bit to far from standard D&D in the ability to throw a particular spell multiple times. The cost of spending an action to throw a second magic missle seems steep. Even if a simple Spellcraft check makes it just a move action, that is a high oppurtunity cost compared to now. I understand that the price has to be paid somewhere to offset the gains, but this seems a bit high and doesn't quite seem to fit "D&D".
By the same token, limiting a 1st level cleric to one cure light wounds per day for the entire party seems really harsh (even 1/encounter is harsh, I think). In Grim Tales that seems obvious. But D&D ain't Grim Tales.
Perhaps (shooting from the hip here) spontaneous healing could be re-imagined here. You can cast and refresh bless as much as you want. Or you can burn that (simple) bless as a (complex or exotic) cure light wounds and "burn out" the energy. I don't know. CLW every ten minutes would be to much (clearly), but spending all your slots as exotic heals puts you back to the out-of-juice problem we are trying to solve.
If someone can improve this thought, perhaps a similar signature spell mechanic could apply to let arcane casters keep some D&D flash.
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How do Spontaneous caster's know what spells they may choose their ready spells from?
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