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Alternate spellcasting
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<blockquote data-quote="Someone" data-source="post: 2046535" data-attributes="member: 5656"><p>First, thanks for the answer.</p><p></p><p></p><p></p><p>Yep, 11 points, I edited that (stupid) mistake. The penalty is pretty harsh, and likely a thing to be changed to maybe 1/2 the spell level, rounding up, but spellcasters <em>without</em> a ton of wards and protections on them are appealing, since the system is designed for a setting with a lower magic level. </p><p></p><p></p><p></p><p>Yes. The system obviously won´t work the same. (Also, I just realized this has the less obvious side benefit of reducing the bookeeping)</p><p></p><p></p><p></p><p>In my experience, this is not true. In regular games, where the limited resources is spell slots, you can´t also buff everyone; wizards can´t Mind Blank everyone, clerics can´t cast Death Ward and Divine Power in the same round. In this system it can be advantageous to cast Haste or to cast Fireball; depends on the player and the situation.</p><p></p><p></p><p></p><p>Not exactly. Notice that you can exceed you limit of energy stored, and you don´t even have to spend any action in the following round if you cast an spell and spend them with a spell (the surplus points are spent if you <em>start</em> and <em>end</em> the round with them and fail the Concentration roll)</p><p></p><p>For example, say a 5th level spellcaster (max of 8 energy) casting Ray of Enfeeblement (caster level 5) vs Magic Missile (caster level 5). The Ray lowers your limit by 1, but in both cases you´ll have now 2 energy points. If you store energy over 7, that doesn´t really matter, because it´s very likely you´re going to spend it the next round.</p><p></p><p>But since the idea of the lower limit is that the mage has to maintain the spell continuously, it makes sense to add a (D) to all spells durations.</p><p></p><p></p><p></p><p>In a regular, dungeon crawling game, that would be of concern. The idea of the spellcaster casting, for example, Haste, every minute is somewhat worrying, but not too much. </p><p></p><p></p><p></p><p>Good point. As said before, most spells should be dismissable in this system.</p><p></p><p></p><p></p><p>I don´t see it as a bad thing; many magic systems and sources put a high importance on the endurance of the spellcaster. But Concentration isn´t actally so important: the number of times you rechanrge over the maximum and don´t cast an spell the next round shouldn´t be high.</p><p></p><p></p><p></p><p>Those spells are normally utility spells, and at higher level save or die. Supposedly, save or die spells dominate the game at higher levels, so there´s little change here. But see below. </p><p></p><p></p><p></p><p>As said before, move action to retain the energy should be rare. and yes, combat mages are reduced in power: that´s half the point. How much, the playtesting I have done says not too much, because the overall spells cast remains roughly the same, or is even higher. However, they are not able to obliterate everything in a few rounds of fireworks.</p><p></p><p></p><p></p><p>I have to work on that, sure: wands are too useful. Maybe yo have to pay a reduced cost to activate wands, in addition to spending a charge.</p><p></p><p></p><p></p><p>Notice that actually there are at least three "spellcasters" in core D&D able to do that: high level psions, Warlocks, and to a lesser extent sorcerers. In a recent pbp game I was playing the party was scattered, and my sorcerer was able to locate and gather them in a matter of seconds spending only a fraction of his available spellcasting; to disintegrate every obstacle in his path would have been a child´s play. A Warlock´s incantations are of reduced power, but he can spend invisible all day and charm everyone he wants. Psions have hundreds of power points at medium-high levels: for example a medium level Shaper can create, literally, miles of rope without real effort, and a Seer manifest Clairvoyant Sense almost at will. This system makes that available at lower levels, and as you say shift part of the power of the mage from combat to utility, and that´s the other half of the point. Of course, some spell will need tinkering and some level shifting, but I don´t think it´ll be so hard.</p></blockquote><p></p>
[QUOTE="Someone, post: 2046535, member: 5656"] First, thanks for the answer. Yep, 11 points, I edited that (stupid) mistake. The penalty is pretty harsh, and likely a thing to be changed to maybe 1/2 the spell level, rounding up, but spellcasters [i]without[/i] a ton of wards and protections on them are appealing, since the system is designed for a setting with a lower magic level. Yes. The system obviously won´t work the same. (Also, I just realized this has the less obvious side benefit of reducing the bookeeping) In my experience, this is not true. In regular games, where the limited resources is spell slots, you can´t also buff everyone; wizards can´t Mind Blank everyone, clerics can´t cast Death Ward and Divine Power in the same round. In this system it can be advantageous to cast Haste or to cast Fireball; depends on the player and the situation. Not exactly. Notice that you can exceed you limit of energy stored, and you don´t even have to spend any action in the following round if you cast an spell and spend them with a spell (the surplus points are spent if you [i]start[/i] and [i]end[/i] the round with them and fail the Concentration roll) For example, say a 5th level spellcaster (max of 8 energy) casting Ray of Enfeeblement (caster level 5) vs Magic Missile (caster level 5). The Ray lowers your limit by 1, but in both cases you´ll have now 2 energy points. If you store energy over 7, that doesn´t really matter, because it´s very likely you´re going to spend it the next round. But since the idea of the lower limit is that the mage has to maintain the spell continuously, it makes sense to add a (D) to all spells durations. In a regular, dungeon crawling game, that would be of concern. The idea of the spellcaster casting, for example, Haste, every minute is somewhat worrying, but not too much. Good point. As said before, most spells should be dismissable in this system. I don´t see it as a bad thing; many magic systems and sources put a high importance on the endurance of the spellcaster. But Concentration isn´t actally so important: the number of times you rechanrge over the maximum and don´t cast an spell the next round shouldn´t be high. Those spells are normally utility spells, and at higher level save or die. Supposedly, save or die spells dominate the game at higher levels, so there´s little change here. But see below. As said before, move action to retain the energy should be rare. and yes, combat mages are reduced in power: that´s half the point. How much, the playtesting I have done says not too much, because the overall spells cast remains roughly the same, or is even higher. However, they are not able to obliterate everything in a few rounds of fireworks. I have to work on that, sure: wands are too useful. Maybe yo have to pay a reduced cost to activate wands, in addition to spending a charge. Notice that actually there are at least three "spellcasters" in core D&D able to do that: high level psions, Warlocks, and to a lesser extent sorcerers. In a recent pbp game I was playing the party was scattered, and my sorcerer was able to locate and gather them in a matter of seconds spending only a fraction of his available spellcasting; to disintegrate every obstacle in his path would have been a child´s play. A Warlock´s incantations are of reduced power, but he can spend invisible all day and charm everyone he wants. Psions have hundreds of power points at medium-high levels: for example a medium level Shaper can create, literally, miles of rope without real effort, and a Seer manifest Clairvoyant Sense almost at will. This system makes that available at lower levels, and as you say shift part of the power of the mage from combat to utility, and that´s the other half of the point. Of course, some spell will need tinkering and some level shifting, but I don´t think it´ll be so hard. [/QUOTE]
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