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*Pathfinder & Starfinder
A new spell system: a "token" based wizard
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<blockquote data-quote="Sadrik" data-source="post: 2459165" data-attributes="member: 14506"><p>I thought I would give you some of my critiques of your system before you "go to print" so to speak.</p><p></p><p>Preparing Spells: </p><p>3 + int of every level is too much. I also don't like that you get 3 + int as soon as you gain access to that spells level. I think something like 5 + int +2 for every level you are and then abiding by your table: 1. Or use the spells memorized chart out of the PHB and add 1 or 2 to every level. So a first level caster would be able to prepare 3 first level spells etc.</p><p></p><p>Casting Spells:</p><p>Why make the caster level of effect more expensive token wise? It also is not real clear how much things cost because of the language. Does the math work like this:</p><p>9th level caster</p><p></p><p>She wants to cast magic missile and get 5 missiles. It will cost her:</p><p>1 (caster level 2) + 4 (to get +8 caster level capped at 9th)= 6 tokens or</p><p>1 (caster level 2) + 7 (to get +7 caster level)= 8 tokens or</p><p>1 (caster level 2) + 2 (to cast at maximum caster level)= 3 tokens or</p><p>1 (caster level 2) + 1 (to cast at maximum caster level)= 2 tokens</p><p></p><p>She wants to cast a fireball and get 9d6 damage. It will cost her:</p><p>3 (caster level 6) + 1 (to get +6 caster level capped at 9th)= 4 tokens or</p><p>3 (caster level 6) + 3 (to get +3 caster level)= 6 tokens or</p><p>3 (caster level 6) + 6 (to cast at maximum caster level)= 9 tokens or</p><p>3 (caster level 6) + 1 (to cast at maximum caster level)= 4 tokens</p><p></p><p>Is there a reason you want to complicate the costs casting of the spells. Psionicist don't scale for free because they have too many power points. With this system that is not the case. A 20th level caster who has 26 tokens casts a 9th level spell and bam they are 17 another and bam they are at 8. I think it is pretty limited already without adding in extra costs. (I am sure I dont need to remind you what a standard 20th level wizard could cast.)</p><p></p><p>Casting 0 level spells:</p><p>I think you should cost all of the spells as spell level +1 (1-10). It would put a very definate cap on the number of 0 level spells per encounter.</p><p></p><p>Casting into negative tokens:</p><p>Let people cast into the negatives but make the penalties real and dangerous for doing so.</p><p></p><p>Spell DC's:</p><p>Way out of control. These need to be reined in. Depending on what the above token thing counts out as the worst case scenario is you want a ninth level spell to have a DC of 28 + int modifier (say a conservative 24 int, thats a DC of 35). Obviously that is not right. I would go with the standard method of determining DC (10 + spell level + int mod).</p><p></p><p>Recovering tokens in combat:</p><p>I am weary of this. I think if a caster does not access their pool for a while then it fills back up. Or even just have it regenerate 1 token per minute or something. But in combat regeneration by making a concentration check. Mmm, na.</p><p></p><p>Specialist wizard tokens:</p><p>Maybe they should be more dramatic than this with more gradations. Not 100% sure about that though.</p><p></p><p>Its a great idea and it gives me a lot of ideas. Look at my earlier post, it is how I might impliment it. Some of the casting times and recovery times might change.</p></blockquote><p></p>
[QUOTE="Sadrik, post: 2459165, member: 14506"] I thought I would give you some of my critiques of your system before you "go to print" so to speak. Preparing Spells: 3 + int of every level is too much. I also don't like that you get 3 + int as soon as you gain access to that spells level. I think something like 5 + int +2 for every level you are and then abiding by your table: 1. Or use the spells memorized chart out of the PHB and add 1 or 2 to every level. So a first level caster would be able to prepare 3 first level spells etc. Casting Spells: Why make the caster level of effect more expensive token wise? It also is not real clear how much things cost because of the language. Does the math work like this: 9th level caster She wants to cast magic missile and get 5 missiles. It will cost her: 1 (caster level 2) + 4 (to get +8 caster level capped at 9th)= 6 tokens or 1 (caster level 2) + 7 (to get +7 caster level)= 8 tokens or 1 (caster level 2) + 2 (to cast at maximum caster level)= 3 tokens or 1 (caster level 2) + 1 (to cast at maximum caster level)= 2 tokens She wants to cast a fireball and get 9d6 damage. It will cost her: 3 (caster level 6) + 1 (to get +6 caster level capped at 9th)= 4 tokens or 3 (caster level 6) + 3 (to get +3 caster level)= 6 tokens or 3 (caster level 6) + 6 (to cast at maximum caster level)= 9 tokens or 3 (caster level 6) + 1 (to cast at maximum caster level)= 4 tokens Is there a reason you want to complicate the costs casting of the spells. Psionicist don't scale for free because they have too many power points. With this system that is not the case. A 20th level caster who has 26 tokens casts a 9th level spell and bam they are 17 another and bam they are at 8. I think it is pretty limited already without adding in extra costs. (I am sure I dont need to remind you what a standard 20th level wizard could cast.) Casting 0 level spells: I think you should cost all of the spells as spell level +1 (1-10). It would put a very definate cap on the number of 0 level spells per encounter. Casting into negative tokens: Let people cast into the negatives but make the penalties real and dangerous for doing so. Spell DC's: Way out of control. These need to be reined in. Depending on what the above token thing counts out as the worst case scenario is you want a ninth level spell to have a DC of 28 + int modifier (say a conservative 24 int, thats a DC of 35). Obviously that is not right. I would go with the standard method of determining DC (10 + spell level + int mod). Recovering tokens in combat: I am weary of this. I think if a caster does not access their pool for a while then it fills back up. Or even just have it regenerate 1 token per minute or something. But in combat regeneration by making a concentration check. Mmm, na. Specialist wizard tokens: Maybe they should be more dramatic than this with more gradations. Not 100% sure about that though. Its a great idea and it gives me a lot of ideas. Look at my earlier post, it is how I might impliment it. Some of the casting times and recovery times might change. [/QUOTE]
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A new spell system: a "token" based wizard
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