Alternate Magic System (Bye-Bye Spells Per Day!)

Angcuru

First Post
I've been frustrated with the spells per day system ever since the days of 2nd edition for various reasons that would take too long to explain. To solve this problem, I devised an alternate magic system that runs off of mana/spirit points similar to the power points used by Psionic characters. It provides more flexibility to casters and makes playing them a whole lot easier and generally more fun. Overall, it speeds up and simplifies spellcasting and makes the game run better when spellcasting is involved, especially in combat.

I've updated all of the spellcasting classes as well as the addtional spells by ability score chart, so it's fairly easy to understand.

I plan on updating the standard 3rd Edtion Char sheet to fit the new system, and will probably get around to it by this Saturday.

Anyhoo, give it a look-see and tell me what you think!:D

EDIT: I made some changes to the original file. The updated version can be found on one of my later posts in the thread. Keeping the original file here for comparison and backup reasons.
 
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Are you sure a straight spell level to mana points conversion is a good idea? It seems as though a 9th level spell is more than 9 times better than a 1st level spell.

Also, allowing a 20th level sorcerer access to 28+ 9th level spells per day seems a bit over the top.
 
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Kraedin said:
Are you sure a straight spell level to mana points conversion is a good idea? It seems as though a 9th level spell is more than 9 times better than a 1st level spell.

Also, allowing a 20th level sorcerer access to 28+ 9th level spells per day seems a bit over the top.
What would you suggest otherwise?

The sorcerer COULD cast that many 9th level spells, but would he really want to? Otherwise, what would you suggest?
 

What would you suggest otherwise?
Um, a level based casting system... since that was the way it was designed...


To do this right, you will have to go through and revamp all the spells to give them specific point values, and look at the new balance issues.

As of now, when a specialist wizard hits 11th level, they can cast 2 5th level spells, with your system, they could cast about 10. That is a HUGE balance issue.

The alternative is to switch the points, to something like 1st level is one point, 2 is two, third is 4, 4th = 8, etc. But then you can cast eight fireballs instead of an 6th level spell. This will bring up some additional balance issues I think.

I would suggest trying two things.
One is the system you are suggesting, but 1st level is 1pt, 2nd is 3, 3rd is 6, 4th is 10, 5th is 15, etc. I don't think that will work either, but it may have a chance.

Otherwise, I would suggest just 'tweaking' the core system. Something like:
You can use a spell slot to cast a spell one level lower. You can cast two spells if they are both at least two levels lower, you can cast three is they are at least 4 levels lower.
ie. Instead of using a 6th level spell, you could cast:
one 5th level
two 4th level
a 4th and a 3rd
a 3rd and a 1st
a 2nd and two 1st
three 1sts
a 2nd and a 4th

I think something like this will give you some added flexiblity, without unbalancing things too much.
 

If you're going to use a point-based system, just use the Psionics Handbook. There's really no need to create a new homebrew system if it's going to be functionally similar to something WotC has already published. If the official Psionics rules aren't to your tastes, try the If Thoughts Could Kill variants, or whatever.

Besides, I've played both Psionic classes. It's nice to have that flexibility, but it's not really that different than the old "spell slot" system. You still can't keep going indefinitely, for one thing, and it's very easy to overspend.
That's been the inherent flaw with D&D magic, IMO: spellcasters have far more "bang" than other classes, but have to pace themselves. If the caster chooses not to pace himself and throws too many spells in the first encounter of the day, what happens in the later ones? Does the DM pull punches, or does the caster end up dying? Either way isn't fun.
 

In all the games I've encountered, there seems to be a trend. Magic systems can either have flexibility or power.

The D&D magic system has power. You can do some major things at high levels and even some of the low level stuff is pretty good. Add in item creation and a wizard can blast things pretty much all day. The penalty is that you are sharply limited in when you can cast what, how many spells you get per day, components, etc.

Mage: the Ascension is a system that has flexibility. There are no spells required (although some do exist), components are fixed and mutable, and there is theoretically no limit on how much you can do each day. In trade, there are sharp limits on what can be accomplished. There are five ranks, each geometrically harder to get than the previous and the first rank gives nothing but sensory powers. Creating a fireball requires 2 areas of study (one at rank 3), personal energy, and is likely to get you killed by the forces of the universe.

The problem is that "fantasy" magic generally falls somewhere in between these. Wizards cast pretty much all day until overexerting themselves in a heroic death scene. Their spells are powerful (exactly powerful enough to move the plot forward), there is rarely a limit on "spells known" or "preparation."

The problem is, this can't be made into a balanced system with anyone other than magic-users present.


Now on this system: I agree with the others. Swipe the PsH power points and progressions. If you don't have the book the formula is (level*2)-1 points. 0 levels are much like yours.

Another problem with spell point systems is that they often have wizards casting on the fly (as yours seems to) which blows the sorcerer out of the water.

DC
 

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