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Community
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*Pathfinder & Starfinder
A new spell system: a "token" based wizard
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<blockquote data-quote="SteveC" data-source="post: 2671599" data-attributes="member: 9053"><p>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.</p><p></p><p>The big point of all of this is also that I'm not presenting the system in the way that I would if it were a commercial product. I would stucture things significantly differently if that were the case, moving all of the options to the end and giving the GM a checklist to use to create the campaign model they wanted. While the token system might get there eventually, it's a long way to there from where we are now.</p><p></p><p>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?</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Thanks for all the comments!</p><p></p><p>--Steve</p></blockquote><p></p>
[QUOTE="SteveC, post: 2671599, member: 9053"] 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. The big point of all of this is also that I'm not presenting the system in the way that I would if it were a commercial product. I would stucture things significantly differently if that were the case, moving all of the options to the end and giving the GM a checklist to use to create the campaign model they wanted. While the token system might get there eventually, it's a long way to there from where we are now. 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 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. 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. Thanks for all the comments! --Steve [/QUOTE]
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A new spell system: a "token" based wizard
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