A Spell Burn Mod

Wulf Ratbane said:
I think a better approach, if you want to play around with it (which, of course, if fine), is to key the spell burn to the school of magic being cast. If Evocations always burn STR, for example, then you have a better rationale for a "beefy" caster, and so on down the line for different archetypical spellcasters from different schools-- dextrous transmuters, charismatic enchanters, wise diviners, etc.

Wulf

I think that's the way to go. I propose a list of school/stat equivalency things...

Abjuration: Intelligence?
Conjuration: Wisdom?
Divination: Wisdom?
Enchantment: Charisma?
Evocation: Strength
Illusion: Charisma?
Necromancy: Constitution?
Transmutation: Dex?
 

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Galethorn said:
Abjuration: Intelligence?
Conjuration: Wisdom?
Divination: Wisdom?
Enchantment: Charisma?
Evocation: Strength
Illusion: Charisma?
Necromancy: Constitution?
Transmutation: Dex?

If you still have access to any 2e stuff, there were some guidelines as to what secondary stat was appropriate for which school. For example, Dexterity was long tied to Illusion.

I would tend to keep Constitution off the list since it's the fallback stat for untrained casters, and try to make sure the rest of the list is balanced out fairly evenly.

If the 3.5 designers are correct, all of the schools (save Divination) are now balanced, and I'd go a step further to suggest that all attributes (particularly in GT) have more equivalent values.
 

Wulf Ratbane said:
If I understand you correctly, you have two concerns:

1) Players putting too high a priority on STR and,

I would say it is more a matter of the rules putting pressure on the players than the players doing anything. Players can do whatever they want.

2) Players "taking themselves out of the fight" and leaving themselves with nothing to do.

Not exactly. That is not a problem. But I am just pointing out that this price can be just as bad as the price of using WIS.

Ah, but you'll notice a nice side effect to my method:

Spellcasters won't wear armor, and they'll abhor physical combat.

But, as you already pointed out, my method will turn STR into a dump stat, thus also achieving this same goal.

There's no arcane spell failure in Grim Tales, yet spellcasters are still unlikely to wear armor as they'd collapse under the weight of their own gear.
This is the EXACT reasoning given to me for why GURPS was better than D&D when I first encountered GURPS 16 years ago. Not terribly relevent to the matter at hand, just struck me as very funny how far we can go and end up where we started.

Why does the archetypical mage wear robes? So that he can, actually, remain quite competently in the fight all the way down 1 STR. Depending on the campaign (the frequency of other spellcasters and/or Horror), they are a lot better off with low STR than they are with low WIS.

Well, the occasional archetype of magi going nuts from using to much magic is fine with me. And I think that perhaps being down to Heavy Encumbrance at 7 pounds (STR 1) would be a greater drawback in my mind than you seem to see it.

Your method only encourages ALL spellcasters to put their lowest stat in STR (which, actually, is an acknowledgement that spellcasters suffer LESS from loss of Strength than from any other ability score). If you're truly concerned about spellcasters retaining their competency, that should be an indication that STR is an appropriate place to direct spell burn.

I don't see that. A WIS 1 Arcane mage is fully compentent mage who happend to be temporarily insane. Yeah, they have lost a good deal of will save and that is a harsh price. But they can still run away. Which is a good idea being as they are out of mana. At STR 1 they are out of mana AND in serious danger on being unable to do anything at all.

A spellcaster with even 7 points of STR to play with (having put an 8 in STR and burning down to 1) is still better off than a caster with 7 points of WIS to play with (17 reduced to 10, in your example). The spellcaster losing 7 points of STR feels less of an impact to his overall competency than a spellcaster losing 7 points of WIS (an assessment, admittedly, based largely on Will saves-- but it's a relevant assessment).
I don't see how getting your max carry knocked down to 10 lbs is less of a penalty than getting a -3 to your Will Save.
A WIS 10 Divine Caster will still have a better WILL save than most strong characters. If that is going to incapacitate them, then the party toughs are going to be in deep trouble when their tourn to make a WILL save comes around. An 8th level dedicated with 17 WIS = +7 Will save, would go down to +4; 8th level strong with 10 WIS is only +2.

You WIS 17 STR 12 STR-burn divine caster has 5 more points to work with than my WIS 17 WIS-burn caster. They each have 3 points of mana burn resistance. Using d6 burn they each burn 1.17 points per spell level.
You can cast 10 spell levels before your are lying unconcious. I can only cast 6, but I am still in complete control of my faculties and body when I am done.

That seems in the ballpark of a fair trade-off. Which is all I am seeking.
I'm not trying to "fix" your system. I'm trying to get an equivalent mod that gets away from Buff mages. After all, Buffy is the slayer, not the witch.

In terms of heroic action, I disagree here. The character who pursues spellcasting has made a choice: that when the time comes, he will willingly "take himself out of the fight" in order to cast his spells. It's an important choice to allow him. The character who suffers STR burn says, "I forgo my physical body in exchange for mental strength."

"I can maybe save the day here, but you guys are gonna have to carry me out of here."

VS.

"Ok, now I pull a gun and chip in."
Sure, but that argument pre-supposes one magic system over another.
If the character can choose between the two systems it may be more heroic in the paladin code of lawful stupid way to sacrifice yourself to the cause. But the other party members might actually prefer that you shoot your spells off and then actually continue to help achieve the goal.

And a character at 0 STR is not necessarily out of the fight. He can lie there helpless and his mind is still sharp (he might even, in fact, be able to cast some spells direct from his CON). The point is, his greatest asset-- his mind-- is intact.
I think where your assessment is really breaking down is assuming that a character at 5, 3, 1, or even 0 STR (in rare cases) is "out of the fight."
Fair point.

One last time, hopefully without beating a dead horse:

Changing the burn stat to WIS and effectively encouraging all spellcasters to dump into an 8 STR takes away important options/decisions during character creation. In practice, all this will do is allow the (divine) spellcasters to cast from 17 to 10 WIS (instead of from 8 to 1 STR, same amount of spells) with the difference being that you gave the player a free "out" during character creation by way of a dump stat.

Disagree. Using STR not only encourages padding STR, in pretty well requires it. I really doubt that a caster using STR would put and 8 in STR. Allowing a dump stat is less bad than forcing multiple ability dependency.

Using WIS actually frees up the player to put their stats where they want.

You also allow divine spellcasters to get double duty out of their Wisdom-- they have a higher prime spellcasting attribute, AND they can cast more spells.

I think that's poor balance.

That is not correct. They can not cast more spells. Once their WIS drops below 10 they can not cast any more spells. So they do not gain any more power. If anything they have less. A STR12 WIS17 divine mage would have 12 points your way and 7 mine. So you balance concern is not there.

I also think this is another benefit. It adds further separation between the arcane and divine casters. Arcane casters are more volatile. They can blast more, but at the risk of doing more damage to themselves. Divine casters sell off some power for insurance against self destruction.


Where we differ is in the assessment of the price. I don't agree it's equivalent from a number of perspectives.

I don't want to discourage tinkering around under the hood, but I do think you should give the STR version a run in actual playtest before you start worrying about players buffing up their spellcasters with super strength (again, ignoring the fact that using the elite array, there is no super stat). In actual play I think you'll find STR relegated to no better than the 3rd best stat, and to call this an "Arnold" mage is to overlook wherever his 1st and 2nd best stats are applied.

Obviously I have not been able to play GT much yet. But I did play GURPS for many years, and I see the same road markers here on this one issue.

One last thing to consider (again, assuming you'll actually be playing rather than just a thinking exercise) is simply not to tell your players that spellcasting is even going to be an option. Let them place their ability scores without the foreknowledge that they may someday regret being pencil-necked STR 8 geeks.

That is a good point.

Good discussion so far-- you can count on a lot of this showing up in a Spellcasting supplement!

Wulf
Glad you are finding it worht the time.
 

BryonD said:
Disagree. Using STR not only encourages padding STR, in pretty well requires it.

So you would rather require padding WIS? Which is already a no-brainer choice for spellcasters (divine or not)?

I really doubt that a caster using STR would put and 8 in STR.

Do you doubt that in the WIS-burn model a spellcaster will always choose to put an 8 in STR? Or that he will always choose to put one of his top 2 stats in WIS?

You doubt because you don't know. You don't know because it's not guaranteed what they will want to do with their stats. It's not guaranteed because they have multiple stat dependency. It's hard giving over your 2nd highest stat to STR when you'd like to have the hit points (CON) or DEX (armor class) or WIS (will save) instead.

Allowing a dump stat is less bad than forcing multiple ability dependency.

Well, just to say it again, using the elite array doesn't allow for "padding" as the stats simply aren't there to do it. A 14, 13, or 12 is very nearly statistically transparent and hardly constitutes "padding."

The elite array becomes difficult when assigning the 8 and the 10. If those choices are easy (STR and CHA, here we come!) then there is very little to distinguish the multitude of min/maxxed spellcasters you fear: Their remaining stats are 15, 14, 13, and 12, and with great regularity you can predict where the top stat will be (primary spellcasting attribute), where the next stat will be (WIS), leaving really only a 13 and a 12, statistically indistinguishable, to the task of distinguishing characters.

And "forcing multiple ability dependency" is, as stated in Chapter One, a design directive.

Using WIS actually frees up the player to put their stats where they want.

I fail to see how forcing the player to choose WIS over STR generates any real "freedom" of choice.

"Putting the stats where you want" should not mean "min/maxing" which is far more likely when you offer a dump stat.

I think it just makes it more likely you'll have an 8 STR and WIS as your highest (divine) or second highest (arcane) stat.

I maintain that it's not a given that the second highest stat will go into STR in the STR-burn model, because other than "mana," STR serves little purpose to the typical spellcaster. You can more easily sacrifice a couple of points of STR during character creation, and if you DO pad it out, you still have to deal with that 8.

And here we have a philosophical difference. I consider multiple stat dependency a strength of any character creation system. It encourages choice-- hard choices-- rather than no-brainer stat assignment.

You may think that putting your second highest stat into STR (forcing "padding") is a no-brainer, but I assure you it is not nearly the slam-dunk no-brainer than offering them an 8 STR will be. It is very, very hard to assign the elite array, the moreso as all stats approach equal importance.

Run your system past a handful of players, ask them to build a Smart hero spellcaster, to see how long it takes them to assign the stats and how homogenous they come back. Then do the same with the STR-burn model and you'll see that not only will they make harder choices and take longer to do it, you'll see a greater variety of stat assignments.

Wulf
 

Wulf Ratbane said:
So you would rather require padding WIS? Which is already a no-brainer choice for spellcasters (divine or not)?

If the choice is between that and STR for a wizard?
Any day of the week, absolutely 100% yes.

Do you doubt that in the WIS-burn model a spellcaster will always choose to put an 8 in STR? Or that he will always choose to put one of his top 2 stats in WIS?

You doubt because you don't know. You don't know because it's not guaranteed what they will want to do with their stats. It's not guaranteed because they have multiple stat dependency. It's hard giving over your 2nd highest stat to STR when you'd like to have the hit points (CON) or DEX (armor class) or WIS (will save) instead.

Well, just to say it again, using the elite array doesn't allow for "padding" as the stats simply aren't there to do it. A 14, 13, or 12 is very nearly statistically transparent and hardly constitutes "padding."

The elite array becomes difficult when assigning the 8 and the 10. If those choices are easy (STR and CHA, here we come!) then there is very little to distinguish the multitude of min/maxxed spellcasters you fear: Their remaining stats are 15, 14, 13, and 12, and with great regularity you can predict where the top stat will be (primary spellcasting attribute), where the next stat will be (WIS), leaving really only a 13 and a 12, statistically indistinguishable, to the task of distinguishing characters.

Low STR wizards have been standard fare for as long as D&D has been around and it has never been a problem.

Also, I think you are missing the distinction between allowing a dump stat and forcing multiple stats. Allowing a dump stat allows the player to choose. Forcing a requirement takes that choice away. There will be an 8 in elite array. So there will be exactly one dump stat for every character. The more stats they can viable choose for that dump, the more variety of builds you will see.

Your way pretty much demands the prime stat, STR and WIS. CON is universal so CHR and DEX will get dumped.
Just putting demands on prime stat and WIS will free up players to make a much wider variety of casters.

And "forcing multiple ability dependency" is, as stated in Chapter One, a design directive.

That does not make it a good thing.

I fail to see how forcing the player to choose WIS over STR generates any real "freedom" of choice.

"Putting the stats where you want" should not mean "min/maxing" which is far more likely when you offer a dump stat.

There is always going to be a grey area between "min/maxing" (which generally implies a negative connotation) and making a reasonably effective build.

I think it just makes it more likely you'll have an 8 STR and WIS as your highest (divine) or second highest (arcane) stat.
Fine. That is no worse than forcing STR and avoids the Buff Mage syndrom.
A net positive in my experience.

I make no claim that all degree of predictability in stat assignment will be eliminated. What would be the point in that? But I am honestly surprised that you think my system would be more predictable than yours.

I maintain that it's not a given that the second highest stat will go into STR in the STR-burn model, because other than "mana," STR serves little purpose to the typical spellcaster. You can more easily sacrifice a couple of points of STR during character creation, and if you DO pad it out, you still have to deal with that 8.

And here we have a philosophical difference. I consider multiple stat dependency a strength of any character creation system. It encourages choice-- hard choices-- rather than no-brainer stat assignment.
I think you are significantly over-rating MAD and at the same time under-rating the amount of thought that would go into my version.

You may think that putting your second highest stat into STR (forcing "padding") is a no-brainer, but I assure you it is not nearly the slam-dunk no-brainer than offering them an 8 STR will be. It is very, very hard to assign the elite array, the moreso as all stats approach equal importance.

So, are you really saying that STR should approach equal importance to a wizard as INT? To me that is putting the rules before the game.

Run your system past a handful of players, ask them to build a Smart hero spellcaster, to see how long it takes them to assign the stats and how homogenous they come back. Then do the same with the STR-burn model and you'll see that not only will they make harder choices and take longer to do it, you'll see a greater variety of stat assignments.

Wulf
I am very confident that you are wrong on this count as far as my main group is concerned. I will see a string of 14 and 13 STR wizards.
And yes, my way I will see a string of 8 STR wizards.
But I will see a much wider variety of 8 STR wizards than I will 13/14 STR wizards.
My players will feel forced to go with INT and STR, then CON and WIS, then CHR and DEX will be dumped.
Take the pressure off STR and INT will be the prime and WIS and CON will be second, more WIS than CON, Then they will be free to make choices as to which of the remaining stats to dump. STR will be the most common choice, but they will still have that 12 left and they will need to decide if they want a little DEX or CHR, or even, on occasion, STR.
Force STR though and it all falls into place. Almost a no-brainer.

A required stat is a constant and a dump stat is a degree of freedom. Turning a required stat into a dump stat increases degrees of freedom.
 

My homebrew system requires a caster level check to cast a spell. Each spell you've attempted in a day increases the DC of these checks by +1. So, if you've attempted to cast 4 spells in a day, your 5th spell's caster level check DC will be increased by +4.

I'm still tinkering with the base DCs, so I won't post those.

Anyhow, after three failures in day, your character becomes fatigued, as per the rules in the DMG.

Three more failures leaves you exhausted.

Three more and you're staggered.

One failure after that leaves you unconscious.

Obviously, I'm not allowing any magical means of getting around these conditions, and so far the spellcaster in my group has never let herself get past the point of fatigue.

The system has worked so far, but it's still in the testing stages. It originally was going to make use of ability damage, but I could never quite balance that system. Hit points didn't work either, because it made classes like the ranger and paladin better spellcasters than the wizard. Anyhow, the fatigue-exhaustion-staggered-unconscious chain worked for me because it was temporary (i.e. after resting for the night you could begin again the next day, refreshed), and the penalties involved were big enough to have an impact. The net result is casters who can cast more at low levels, when they need it, and less at high levels, when it becomes unbalancing.
 


One test complete:

Based on your system only:
With minimum hesitation the reply was:
INT
STR
CON
DEX
WIS
CHR

They felt +1 AC was more important than +1 to Will saves.

(And I still think if you are right about Will saves, then Strong characters will be dead meat.)

Anyway, I don't claim 1 test is exactly conclusive (or even unexactly... heh). But 1 out of 1 try went as I expected.
 
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