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Another shot at nerfing casters for balance
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<blockquote data-quote="StreamOfTheSky" data-source="post: 5809806" data-attributes="member: 35909"><p>Hmm, I just had another idea...</p><p></p><p>A videogame I really like, Baten Kaitos Origins, has MP for magic/technique use. Each fight it starts at 0, and just about any combat action at all adds to it. The entire group shares the MP meter, both building it up and using it. Magic is basically unlimited use, aside from needing the MP (like D&D, it's organized by level, requiring an amount of MP equal to the level) and only being able to know so many different spells/techniques at a time.</p><p></p><p>Something like that might be pretty awesome, albeit a lot of work to implement. That way noncasters contribute to the casting (especially if each attack added say...+1/2 point to MP or whatever; slightly less than a typical standard action but close enough that a TWF or AoO machine would be uber MP fuel for a party, figuring out exact numbers can come later) and having a lot of casters means more drains on the precious shared resource. All spellcasters would be spontaneous and choose a certain number of spells known from their class list, but I'd let them change the selections daily (iirc, that's how it works in Arcana Evolved). In addition to the MP-costing spells, they'd get some infinite use at-will abilities similar in power to a 1st level spell like magic missle or a lesser orb spell or silent image, whatever that can be used to build up the MP gauge.</p><p></p><p>Issues: How things work out of combat would require thought; I certainly don't want to do a 4E thing where you need rituals for most out-of-combat spellcasting. I'd only worry about actual utility spells, though; I'm perfectly fine with requiring combat to use any buff spell, even the ones that are currently "all day." Spell levels would need to be re-assessed (direct damage evocations should probably be relegated to the low/mid levels and have damage not cap, such as at CL 10 like fireball currently is, for example). Mass combat / war battles would simply be unmanageable using the system. But 3E combat rules are already pretty unwieldy to use unmodified in war battles anyway.</p><p></p><p>Baten Kaitos Origins also has a cap to how far you can charge your MP (level 5; and the max spell level in the game is 4) but has an "MP Burst" option to have infinite MP to blow for a single round by the entire party...but then it goes back to 0 and doesn't refill at all for a while and does so more slowly afterwards. It adds a lot of excitement to pull off the super combos while wtill requiring caution and waiting to use since it leaves you in a bad spot if the foes are still standing, but I'm not sure such a feature would translate well into D&D.</p><p></p><p>But yeah, I think that could be cool.</p></blockquote><p></p>
[QUOTE="StreamOfTheSky, post: 5809806, member: 35909"] Hmm, I just had another idea... A videogame I really like, Baten Kaitos Origins, has MP for magic/technique use. Each fight it starts at 0, and just about any combat action at all adds to it. The entire group shares the MP meter, both building it up and using it. Magic is basically unlimited use, aside from needing the MP (like D&D, it's organized by level, requiring an amount of MP equal to the level) and only being able to know so many different spells/techniques at a time. Something like that might be pretty awesome, albeit a lot of work to implement. That way noncasters contribute to the casting (especially if each attack added say...+1/2 point to MP or whatever; slightly less than a typical standard action but close enough that a TWF or AoO machine would be uber MP fuel for a party, figuring out exact numbers can come later) and having a lot of casters means more drains on the precious shared resource. All spellcasters would be spontaneous and choose a certain number of spells known from their class list, but I'd let them change the selections daily (iirc, that's how it works in Arcana Evolved). In addition to the MP-costing spells, they'd get some infinite use at-will abilities similar in power to a 1st level spell like magic missle or a lesser orb spell or silent image, whatever that can be used to build up the MP gauge. Issues: How things work out of combat would require thought; I certainly don't want to do a 4E thing where you need rituals for most out-of-combat spellcasting. I'd only worry about actual utility spells, though; I'm perfectly fine with requiring combat to use any buff spell, even the ones that are currently "all day." Spell levels would need to be re-assessed (direct damage evocations should probably be relegated to the low/mid levels and have damage not cap, such as at CL 10 like fireball currently is, for example). Mass combat / war battles would simply be unmanageable using the system. But 3E combat rules are already pretty unwieldy to use unmodified in war battles anyway. Baten Kaitos Origins also has a cap to how far you can charge your MP (level 5; and the max spell level in the game is 4) but has an "MP Burst" option to have infinite MP to blow for a single round by the entire party...but then it goes back to 0 and doesn't refill at all for a while and does so more slowly afterwards. It adds a lot of excitement to pull off the super combos while wtill requiring caution and waiting to use since it leaves you in a bad spot if the foes are still standing, but I'm not sure such a feature would translate well into D&D. But yeah, I think that could be cool. [/QUOTE]
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