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Alternate Magic System (Instead of spells per day.)
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<blockquote data-quote="Pirotess" data-source="post: 822185" data-attributes="member: 10987"><p>I played in a game where the DM used a very similar system and it was a disaster. Wizards & sorcerers had spell points based on their level and INT or CHA bonus. Each spell used 1 spell point per level of the spell and all level 0 spells cost 1 spell point. Additionally, the damage cap was removed from spells. Fireballs did 1d6 per caster level, so a 15th level caster was throwing 15d6 fireballs.</p><p></p><p>It was fairly balanced at low levels, but a higher levels it made wizards & sorcerers incredibly more powerful than the other classes.</p><p></p><p>Every encounter went something like this:</p><p></p><p>Round 1 - Wizards cast haste on themselves and fireball bad guys</p><p>Round 2 - Wizards cast 2 more fireballs on bad guys</p><p>Round 3 - Wizards cast 2 more fileballs on bad guys</p><p>etc...</p><p></p><p>Of course, if the bad guys were fire resistant, they just cast a different boom spell (ice storm, cone of cold etc.).</p><p></p><p>Essentially, the combats were pretty much over before the fighters and rogues had a chance to do much of anything. The folks playing wizards and sorcerers had a great time, while the folks playing fighters and rogues pretty much lost all interest in the game as there was really nothing for their characters to do. </p><p></p><p>Our DM at the time was a lousy tactician could not run the bad guys effectivelty agains the barrage of spells our wizards were unleashing every round. For some reason, he almost never used bad guys with high SR. We were mostly fighthing orcs and other humanoids with levels in fighter and rogue. We almost never went up against an enemy sorcerer or wizard.</p><p></p><p>Before you implement such a system, carefully consider how much more powerful you will make your arcane spell casters than your non spell casters. I'd hate for your campaign to go down the tubes like mine did.</p></blockquote><p></p>
[QUOTE="Pirotess, post: 822185, member: 10987"] I played in a game where the DM used a very similar system and it was a disaster. Wizards & sorcerers had spell points based on their level and INT or CHA bonus. Each spell used 1 spell point per level of the spell and all level 0 spells cost 1 spell point. Additionally, the damage cap was removed from spells. Fireballs did 1d6 per caster level, so a 15th level caster was throwing 15d6 fireballs. It was fairly balanced at low levels, but a higher levels it made wizards & sorcerers incredibly more powerful than the other classes. Every encounter went something like this: Round 1 - Wizards cast haste on themselves and fireball bad guys Round 2 - Wizards cast 2 more fireballs on bad guys Round 3 - Wizards cast 2 more fileballs on bad guys etc... Of course, if the bad guys were fire resistant, they just cast a different boom spell (ice storm, cone of cold etc.). Essentially, the combats were pretty much over before the fighters and rogues had a chance to do much of anything. The folks playing wizards and sorcerers had a great time, while the folks playing fighters and rogues pretty much lost all interest in the game as there was really nothing for their characters to do. Our DM at the time was a lousy tactician could not run the bad guys effectivelty agains the barrage of spells our wizards were unleashing every round. For some reason, he almost never used bad guys with high SR. We were mostly fighthing orcs and other humanoids with levels in fighter and rogue. We almost never went up against an enemy sorcerer or wizard. Before you implement such a system, carefully consider how much more powerful you will make your arcane spell casters than your non spell casters. I'd hate for your campaign to go down the tubes like mine did. [/QUOTE]
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