tingbudong
First Post
Hi,
I am sure the idea of spellpoints has frequently been discussed on these and other boards, but I recently got another idea, which in itself is not that original but which I have not seen put into d20 rules so far.
Now while both spell slots and spell points are a good and valid approach, they both have the (minor) flaw that they are a new element introduced into the basic rules, giving spellcasting characters a different rules mechanic for their abilities than other classes. Surely this is not dramatic in any way, but I like symmetry and coherence in rules, so I thought about a variant similar to hit dice: the mana dice.
Hit dice reflect a pool of points whose size indicates a character's competence in battle (i.e. how many blows he can take before he drops). Why not use a similar mechanic to indicate a character's competence in manipulating magical energies? Every class would be given a mana dice value just as it has a hit dice value. Classes without magical capabilities would have very low magical skills (i.e. barbarians or fighters), while classes that focus on spellcasting have a higher mana dice.
Spells are cast by spending mana points which regenerate at a daily level, just like hit points. On each mana dice, characters gain a bonus amount equal to their wisdom, as it represents spirituality and, well, wisdom. Each spell costs an amount of mana equal to twice its spell level (level 0 spells cost 1 mana). Metamagic feats only affect the spell's level in terms of mana, so even a first level spellcaster can cast a quickened spell, but it will drain him of mana for most of the day.
A rough sketch of the mana dice for the base classes might be:
Barbarian: d4
Bard: d6
Cleric: d8
Druid: d8
Fighter: d4
Monk: d4
Paladin: d6
Ranger: d6
Rogue: d4
Sorceror: d12
Wizard: d8
So a wizard with wisdom 14 would have 10 mana points at first level, so he could cast 10 0th-level spells, 5 1st-level spells or any combination of the two. Under the core magic rules, this compares to 3 0th-level spells (3 mana) and two 1st-level spells (4 mana).
The main consequence is that spellcasters are more flexible in their spellcasting. Divine spellcasters probably need some rules changes as to what spells they can cast (maybe more restrictive lists according to domain plus a few elective spells - would have the side effect of not all clerics knowing the same spells). Also, multiclass spellcasters would increase their mana even when advancing in nonmagical classes, although at a much slower rate. This could soften the problems spellcasters face when multiclassing while keeping most of the balancing drawbacks.
Also there could be interesting magical items which store the knowledge of one spell which could be used like a potion except that it is not consumed and drains mana from its user.
So what do you think? Are there any serious metagame implications that I have overlooked? Could this system work with some finetuning?
tbd
I am sure the idea of spellpoints has frequently been discussed on these and other boards, but I recently got another idea, which in itself is not that original but which I have not seen put into d20 rules so far.
Now while both spell slots and spell points are a good and valid approach, they both have the (minor) flaw that they are a new element introduced into the basic rules, giving spellcasting characters a different rules mechanic for their abilities than other classes. Surely this is not dramatic in any way, but I like symmetry and coherence in rules, so I thought about a variant similar to hit dice: the mana dice.
Hit dice reflect a pool of points whose size indicates a character's competence in battle (i.e. how many blows he can take before he drops). Why not use a similar mechanic to indicate a character's competence in manipulating magical energies? Every class would be given a mana dice value just as it has a hit dice value. Classes without magical capabilities would have very low magical skills (i.e. barbarians or fighters), while classes that focus on spellcasting have a higher mana dice.
Spells are cast by spending mana points which regenerate at a daily level, just like hit points. On each mana dice, characters gain a bonus amount equal to their wisdom, as it represents spirituality and, well, wisdom. Each spell costs an amount of mana equal to twice its spell level (level 0 spells cost 1 mana). Metamagic feats only affect the spell's level in terms of mana, so even a first level spellcaster can cast a quickened spell, but it will drain him of mana for most of the day.
A rough sketch of the mana dice for the base classes might be:
Barbarian: d4
Bard: d6
Cleric: d8
Druid: d8
Fighter: d4
Monk: d4
Paladin: d6
Ranger: d6
Rogue: d4
Sorceror: d12
Wizard: d8
So a wizard with wisdom 14 would have 10 mana points at first level, so he could cast 10 0th-level spells, 5 1st-level spells or any combination of the two. Under the core magic rules, this compares to 3 0th-level spells (3 mana) and two 1st-level spells (4 mana).
The main consequence is that spellcasters are more flexible in their spellcasting. Divine spellcasters probably need some rules changes as to what spells they can cast (maybe more restrictive lists according to domain plus a few elective spells - would have the side effect of not all clerics knowing the same spells). Also, multiclass spellcasters would increase their mana even when advancing in nonmagical classes, although at a much slower rate. This could soften the problems spellcasters face when multiclassing while keeping most of the balancing drawbacks.
Also there could be interesting magical items which store the knowledge of one spell which could be used like a potion except that it is not consumed and drains mana from its user.
So what do you think? Are there any serious metagame implications that I have overlooked? Could this system work with some finetuning?
tbd