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Another Spell Token System
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<blockquote data-quote="Sadrik" data-source="post: 2701562" data-attributes="member: 14506"><p>IH brought the over arching idea of using tokens to power abilities/spells. Thats it (at least for me). However on the message boards for the game they have been trying to develope a new casting system for the arcanist class which is the casting class from IH. I put in a couple of ideas on that system and a couple of ideas on SteveC's system which popped up around the same time. My version differs from steveC's on the following things:</p><p></p><p>Negative spell tokens (like you already pointed out).</p><p>Regenerating spell tokens (You get 1 spell token back per minute, or faster if you take actions to recharge.)</p><p>The absence of an overarching new class that this all fits into. (My version is a template that you drop over everything.)</p><p></p><p>Negative spell tokens:</p><p>What is their purpose?</p><p>They create a system of lowering the overall caster level and power of the caster.</p><p>For each negative spell token they have-</p><p>They lower the maximum number of tokens you can spend on a single spell by 1.</p><p>They lower the maximum size of your token pool by 2.</p><p></p><p>Why?</p><p>There are three ways you gain negative spell tokens: Overcasting, Negative Casting and Permanent Spell Casting.</p><p></p><p>Overcasting- allows you to increase the maximum number of tokens you can spend on one spell. For instace if you were a 4th level wizard you could increase your caster level to 6 and the spells DC by 1. To do this you take on 1 negative spell token.</p><p></p><p>Negative Casting- allows the caster to cast into negative spell points at the cost of diminishing there over-all effectiveness for the rest of the day and beyond. For every spell point they draw from an empty spell pool they take 1 negative spell token.</p><p></p><p>Permanent Spell Casting- When a character casts a duration permanent spell they take on negative spell token depending on the level of the spell. Why- I think this was discussed in SteveC's thread pretty well but... Basically, you dont want a character running around casting a whole bunch of permanent spells without any drawback; since they essentially could do it all day.</p><p></p><p>So why use this mechanic?</p><p>I think that negative spell tokens are a hefty hit to a caster, moreso than being just "dissipated". So, it makes using an of these effects (that gain negative spell tokens) more of a last resort. That is what I wanted. They are like negative levels for casters and as such players dont want them. </p><p></p><p>As far killing themself after a few cure disease spells:</p><p>They have to lower their maximum pool size to zero. That is pretty hard unless they cast it a lot. I think that the characters wouldnt kill themself.</p><p></p><p>Spell token regeneration?</p><p>I believe if memory serves SteveC had all the spell tokens reappear after 5 minutes. He also had some action that got you spell tokens back during a battle. In this system they regenerate at a 1 per minute rate naturally and the caster can accellerate getting them back by taking actions (this is very similar to IH). </p><p></p><p>The overarching caster class thing?</p><p>I would rather just template the whole system to all casters.</p></blockquote><p></p>
[QUOTE="Sadrik, post: 2701562, member: 14506"] IH brought the over arching idea of using tokens to power abilities/spells. Thats it (at least for me). However on the message boards for the game they have been trying to develope a new casting system for the arcanist class which is the casting class from IH. I put in a couple of ideas on that system and a couple of ideas on SteveC's system which popped up around the same time. My version differs from steveC's on the following things: Negative spell tokens (like you already pointed out). Regenerating spell tokens (You get 1 spell token back per minute, or faster if you take actions to recharge.) The absence of an overarching new class that this all fits into. (My version is a template that you drop over everything.) Negative spell tokens: What is their purpose? They create a system of lowering the overall caster level and power of the caster. For each negative spell token they have- They lower the maximum number of tokens you can spend on a single spell by 1. They lower the maximum size of your token pool by 2. Why? There are three ways you gain negative spell tokens: Overcasting, Negative Casting and Permanent Spell Casting. Overcasting- allows you to increase the maximum number of tokens you can spend on one spell. For instace if you were a 4th level wizard you could increase your caster level to 6 and the spells DC by 1. To do this you take on 1 negative spell token. Negative Casting- allows the caster to cast into negative spell points at the cost of diminishing there over-all effectiveness for the rest of the day and beyond. For every spell point they draw from an empty spell pool they take 1 negative spell token. Permanent Spell Casting- When a character casts a duration permanent spell they take on negative spell token depending on the level of the spell. Why- I think this was discussed in SteveC's thread pretty well but... Basically, you dont want a character running around casting a whole bunch of permanent spells without any drawback; since they essentially could do it all day. So why use this mechanic? I think that negative spell tokens are a hefty hit to a caster, moreso than being just "dissipated". So, it makes using an of these effects (that gain negative spell tokens) more of a last resort. That is what I wanted. They are like negative levels for casters and as such players dont want them. As far killing themself after a few cure disease spells: They have to lower their maximum pool size to zero. That is pretty hard unless they cast it a lot. I think that the characters wouldnt kill themself. Spell token regeneration? I believe if memory serves SteveC had all the spell tokens reappear after 5 minutes. He also had some action that got you spell tokens back during a battle. In this system they regenerate at a 1 per minute rate naturally and the caster can accellerate getting them back by taking actions (this is very similar to IH). The overarching caster class thing? I would rather just template the whole system to all casters. [/QUOTE]
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