airwalkrr
Adventurer
This thread is inspired by Vyvyan Basterd's thread here. I wish to take a different approach. As I noted in that thread, the ideal spellcasting system would encourage casters to conserve their power while not depleting them of their ability to cast. In other words, magic should be taxing enough to discourage its use unless absolutely necessary, such as combat.
The D&D (Vancian) spellcasting system does one thing well (at least regarding classes like the cleric and the wizard); it explains why spellcasters do not rule the world. As a mage, you might be able to cast fireball and take out a battalion, but if you only memorized one fireball, you are in trouble when the next battalion crests the hill. But a wizard apparently uses just as much effort to cast magic missile as he does to cast meteor swarm. The Vancian system fails to provide a way to fatigue clerics and wizards other than simply making them run out of spells to cast.
Suppose there were a system that balanced spellcasters by measuring the amount of fatigue that character had suffered as a result of spellcasting. This fatigue could weaken and eventually incapacitate or even kill the spellcaster depending upon the power of the magical energy the spellcaster was trying to use. The only way to end this fatigue is rest. Here is my prototype for such a system:
Spellcasters each receive a number of Fatigue Points (FP) equal to their hit points. When casting a spell, the spellcaster loses a number of FP equal to 4 x spell level. Casting a 0-level spell costs 2 FP. Once a character is out of FP, he becomes fatigued. This fatigue can only be removed with 8 hours of rest. Each time a character who is out of FP casts a spell, he must make a Fortitude saving throw with a DC equal to 15 + (spell level x 2). A successful save means the character takes nonlethal damage equal to half the FP cost of the spell. A failed save means the character takes hit point damage equal to the full FP cost of the spell. A character who takes hit point damage from a failed saving throw to cast a spell becomes exhausted. Although the nonlethal damage and hit point damage can be cured normally, this exhaustion can only be removed with 1 hour of rest. An exhausted character who fails a saving throw to cast a spell falls unconscious for 1 hour unless he is healed to full hit points. A character can continue to become exhausted until his FP is restored to full. A character resting for 8 hours restores his FP total to full. Bards receive half their hp in FP. Sorcerers receive double their hp in FP. Undead and construct spellcasters make Will saves in place of Fortitude saves and cannot become fatigued or exhausted, however all damage received for spellcasting is lethal damage.
This system has several advantages. First, it encourages spellcasters to save their highest level spells for when they are truly needed, because if they do not, they might be fatigued or exhausted by that time. Second, it allows casters to continue casting spells as long as they can pass their Fortitude saves. However, it usually won't allow them to go on for long, even with healing, unless they wish to travel while exhausted, and even then they are likely to pass out from time to time, even with high Fortitude save since a '1' still threatens to knock them out. Third, it preserves the idea that clerics can cast more spells per day than wizards (they have better hit points, and therefore more FP, plus they have better Fortitude saving throws).
This system probably has flaws too since I have not given it much thought, but it is an intriguing idea. Does anyone have any comments or suggestions for improving it?
The D&D (Vancian) spellcasting system does one thing well (at least regarding classes like the cleric and the wizard); it explains why spellcasters do not rule the world. As a mage, you might be able to cast fireball and take out a battalion, but if you only memorized one fireball, you are in trouble when the next battalion crests the hill. But a wizard apparently uses just as much effort to cast magic missile as he does to cast meteor swarm. The Vancian system fails to provide a way to fatigue clerics and wizards other than simply making them run out of spells to cast.
Suppose there were a system that balanced spellcasters by measuring the amount of fatigue that character had suffered as a result of spellcasting. This fatigue could weaken and eventually incapacitate or even kill the spellcaster depending upon the power of the magical energy the spellcaster was trying to use. The only way to end this fatigue is rest. Here is my prototype for such a system:
Spellcasters each receive a number of Fatigue Points (FP) equal to their hit points. When casting a spell, the spellcaster loses a number of FP equal to 4 x spell level. Casting a 0-level spell costs 2 FP. Once a character is out of FP, he becomes fatigued. This fatigue can only be removed with 8 hours of rest. Each time a character who is out of FP casts a spell, he must make a Fortitude saving throw with a DC equal to 15 + (spell level x 2). A successful save means the character takes nonlethal damage equal to half the FP cost of the spell. A failed save means the character takes hit point damage equal to the full FP cost of the spell. A character who takes hit point damage from a failed saving throw to cast a spell becomes exhausted. Although the nonlethal damage and hit point damage can be cured normally, this exhaustion can only be removed with 1 hour of rest. An exhausted character who fails a saving throw to cast a spell falls unconscious for 1 hour unless he is healed to full hit points. A character can continue to become exhausted until his FP is restored to full. A character resting for 8 hours restores his FP total to full. Bards receive half their hp in FP. Sorcerers receive double their hp in FP. Undead and construct spellcasters make Will saves in place of Fortitude saves and cannot become fatigued or exhausted, however all damage received for spellcasting is lethal damage.
This system has several advantages. First, it encourages spellcasters to save their highest level spells for when they are truly needed, because if they do not, they might be fatigued or exhausted by that time. Second, it allows casters to continue casting spells as long as they can pass their Fortitude saves. However, it usually won't allow them to go on for long, even with healing, unless they wish to travel while exhausted, and even then they are likely to pass out from time to time, even with high Fortitude save since a '1' still threatens to knock them out. Third, it preserves the idea that clerics can cast more spells per day than wizards (they have better hit points, and therefore more FP, plus they have better Fortitude saving throws).
This system probably has flaws too since I have not given it much thought, but it is an intriguing idea. Does anyone have any comments or suggestions for improving it?