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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Alternate Magic System (Bye-Bye Spells Per Day!)
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<blockquote data-quote="DreamChaser" data-source="post: 954656" data-attributes="member: 1190"><p>In all the games I've encountered, there seems to be a trend. Magic systems can either have flexibility or power.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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."</p><p></p><p>The problem is, this can't be made into a balanced system with anyone other than magic-users present.</p><p></p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>DC</p></blockquote><p></p>
[QUOTE="DreamChaser, post: 954656, member: 1190"] 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 [/QUOTE]
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Alternate Magic System (Bye-Bye Spells Per Day!)
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