Level P&R B
1 - 0
2 - 1
3 - 2
4 0 3
5 0 3
6 1 4
7 1 5
8 2 6
9 2 6
10 3 7
11 3 8
12 4 9
13 4 9
14 5 10
15 5 11
16 6 12
17 6 12
18 7 13
19 7 14
20 8 15
Jim,JimAde said:Steve, this rocks. Nice work. Just a tiny quibble in your example: Your sample wizard casts "Acid Orb" for 0 cost. I think you mean "Acid Splash." People might think you mean "Orb of Acid" from Complete Arcane which is actually a 4th-level spell.
This is an excellent system, and I think will mee the needs der_kluge lists in the other thread.
Frankly, this has been the biggest pickle for the whole system. The problem is that characters can often take far more damage than their basic hit points in only one combat, especially at high levels. I'm going to try and present options for the GM to use to best fit their campaign. Here's what I've got so far:JimAde said:That is a tough one. Maybe clerics should always operate under the limited refresh rules. When you do sorcerers, will you make it generic for "spontaneous arcane casters"? If so, you'll already have the infinite heal problem with bards.
Maybe you could make it dependent on the healing recipient instead of the caster. Say a creature can only receive magical healing equal to his normal hit points per day. Any more has no effect.
I'll agree with you on this to large degree. What you saw there was some of the things I have been considering for how to implement the system. When I finally end up writing it all up, I'll end up with a core set of rules, and then give you a set of options with increasingly tighter control. What I think this does is let the GM make his choices based on his vision for the campaign, but also take the players into account. For the group I have been using this system with, no controls were really necessary, as they didn't really want to break the system. This makes them a good bunch to play with (the best, actually) but not a good group to stress test anything. One of the groups I play in, on the other hand, has some players in it who are always looking for the best way to...ahem...massage the rules system. They would be the group to use and see what is the worst that could happen. Talking to some of the players about what they would end up doing with token system was what led to some of the current restraints, as a matter of fact.Cheiromancer said:It's nice to say that you want to give options to GMs, but a GM relies on a game designer to reduce the number of options to a manageable number. This is especially true when tweaking an option has unpredictable ripple effects throughout the game. Game designers have to keep those ripples under control.
That is one way to go. I don't have Mystic Earth yet, but earlier Elements of Magic products were excellent. My problem with letting you use an unlimited number of low level cure spells is that it effectively means you can still heal up entirely between battles, it just takes a little longer. That might be what some GMs are looking for, but without some kind of long-term damage effects it really turns a battle into an all or nothing affair. Is that a bad thing, I wonder?I've just ordered Elements of Magic: Mystic Earth which I understand has its own take on magic. I gather that low level cure spells can be used indefinitely, but high level spells are liable to cause cumulative penalties to the caster that can be removed only by rest.
I think that is going to be the default option I go with for the rules, because you're right: any medium to high level party has enough resources to fully regain HP between battles. I will still have a series of options for the GM who does not like this.My suggestion is that you allow infinite curing of small amounts of damage at mid to high levels. Sure it will allow parties to recover completely from combats, given time to rest, but that is what currently happens when plentiful wands of cure light wounds are available. People who want to play a grim n gritty campaign where curing is scarce shouldn't be using token casters.
At mid to high levels the most important kind of curing is the kind that occurs in combat. Mass Heals and the like. That is something that the limited size of the token pool can handle well.
Not a bad idea. It will go into the idea mill along with the rest of the excellent suggestions I've received...I hope I will be able to update the document shortly.Here's a suggestion that limits cures (including spells that raise the dead, remove blindness or disease, curses, and so on): have the default option be that they expend tokens. If you use all your tokens on cures, they can be recovered only by 8 hours rest. But have a mechanism whereby some low level cures can become "signature spells" - these tokens will recover in a few minutes like most tokens do. That allows a caster to cast cure light wounds at will at higher levels, and maybe cure disease as well. But they won't be casting heal dozens of times a day until they hit epic levels.