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

I have to agree with the others here. This system is not a good idea. I think what you'll find is at higher levels low level spells will never be cast. Also there will be a few spells that will have a very efficient cost/effect ratio that will be used constantly. I think in order to get a spell point based system to work you would really have revamp the whole magic system. Shoe horning spells that were designed with very different balancing factors in mind won't work well.

In general flexible magic systems seem pretty difficult to balance. I liked the Shadowrun system alright enough but you would never convince me that it was balanced.
 

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*Think think think, think think think.*

After considering the flaws pointed out in my point-based spell system, I am thinking to myself: "What was I thinking!?" I like the general idea, but now I see that I left a big gaping opportunity for powergaming. I think maybe what I'll do is increase the costs of the spells and leave the spell points per level as they are, allowing the caster to regain a few points every hour. The question is, how much regained in how much time?

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.

Hmmm.... This seems interesting. 1st spells cost 1, 2nd costs 3, 3rd costs 5, 4th costs 7, 5 costs 9, 6th costs 11, 7th costs 13, 8th costs 15, and 9th costs 17. Methinks I'll use this. Cantrips / orisons will stay the same.

I tried to beef up the sorcerer by adding a few feats, but apparently they lack in my conversion the oomph that distinguished them from the wizards. I think I'm going to snatch a few ideas from Draugin to make up for that. Credit will be given where it is due, of course.
 


I can't open your new file.

However, if you followed the other peoples advise I am sure it helps.

Elements of Magic (the Enworld companies magic book) does something similar (and uses the psionic handbook chart more or less). It is fairly well balanced. It is not a bad buy for 6 bucks. I'd look into it.


On an unrelated note, I just sent you an email about playing in a group I run.

Good luck with your system,
 

trentonjoe said:
I can't open your new file.

However, if you followed the other peoples advise I am sure it helps.

Elements of Magic (the Enworld companies magic book) does something similar (and uses the psionic handbook chart more or less). It is fairly well balanced. It is not a bad buy for 6 bucks. I'd look into it.


On an unrelated note, I just sent you an email about playing in a group I run.

Good luck with your system,

I don't know what the heck is up with that file not opening thing. Maybe because It's a Compressed Folder and not a Winzip file. or because I run Win XP. Who knows?

I'll look into that book, of course.:cool:

Stupid e-mail service not making a *PING* sound when I get an e-mail.:mad:
 

Trenton, try adding .zip to the end of the filename.

Angcuru, I still have the same problem I had before, let me elaborate:

Right now, assuming an Int of 27 (18 +3 for levels +6 for device)
a 13th level wizard can cast *two* 7th level spells
Under your system, he could cast *8*

A 13th level specialist, could cast 3 7th level spells,
under your system, he could cast 10

A 14th level Sorcerer can cast 4 7th level spells,
Under your system, he could cast *13*

While this would pretty much deplete the caster, it allows for a *very* powerful barrage. Much more powerful than the play balancing was intended for. It allows the caster to cast more 'power per round' than is assumed normal.



Also, I would make the recovery be 1/8 of what you are down. Otherwise it does things like allow the 17th level caster to cast a ninth level spell *every hour*, forever, and stay at full strength the entire time.
The current system makes you rest 8 hours to get back to full, regardless if you are tapped out, or missing only one spell. I think that is a large change you are proposing.



Now, lets look at the sorcerer vs. a specialist wizard.


At 13th level, assuming an 8 hour 'adventure day', The Sorc gets 132 spell points. The Spec wizard gets 102.

The SW gets Personal Sorcery, Spec gets Scribe scroll

The Sorc gets Channeling(etc), and two feats, the Spec gets 4 feats

But it sure seems like the Sorc is *MUCH* more limited in spell selection. I just don't think the few extra spell points are worth that much limitation, especially if you can just meditate for an hour or two and get 25% of your points back anyway.

The sorc has lost its 'niche', and is just a *really* specialized wizard.

If you are going to use this system, I would suggest losing the sorcerer; it doesn't seem to have much of a point any longer.


Hope this helps.
 


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