Best Magic System

Best Magic System



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I'm unfamiliar with several of those mentioned so far.

I've heard some comment that the rules in Green Ronin's "Psychic's Handbook" should've been the mechanic for D&D magic from Day One, and I think I'd have enjoyed that over the Vancian system. For those unfamiliar, it's based on the psychic (or magical) effects being available based on Feats and Skills, function on Skill rolls, and are limited by costing the character in non-lethal damage. I think that's a pretty good simulation of the "I'm so physically tired from the effort of this power" model.
 

I choose option 4. I like magic to be infinite, like the Warlock's. But the warlock is easily disrupted by grapplers. :)

Basically, the thing I hate about most spellcasting is the paperwork. If there were a way to keep that down to a dull roar, I might like other choices than Warlock. The skill system comes closer, but many of them have silly prerequisites. The infinite casting model is great, since there is no more bookkeeping than a fighter swinging his sword. I assume chance to disrupt means something like a long casting time (5 rounds?) where I must not be interrupted or Bad Things happen? I'm cool with that, although I haven't encountered it.
 

interwyrm said:
I have a problem with casters being more powerful than other characters and less useful for extended adventuring. Either they run out of spells by the end of the day, or they start running out of resources like scrolls and wands during the adventure. It discourages teamwork because either the rest of the party wants to keep going and the caster has to resort to expending their costly resources, which they probably are loathe to do, or the caster insists that the party rest.

Characters IMO should have the same longevity and same power level, but be able to do distinctly different things. That's why I was looking at removing direct damage spells from casters.
If you haven't had a look at the Warlock class (in Complete Arcane), you should. It's basically a magic-using class that can use its abilities an unlimited number of times per day, balanced by a very limited number of less powerful abilities (compared to a wizard of the same level).
 

I actually just began using a new system. Where casters have to make a saving throw or take temporary intelligence damage from casting spells. Both the DC and the damage of the spell depend on the spells level. So you have the classical wizards getting tired and confused from casting and can still have exceptional wizards (high stats and thus saves) able to do great feats of magic. So far i like and i havent heard many complaints.
 

I use all of the above systems in my homebrew games - different magical traditions use different methods of spellcasting.

My favourite system has to be the one from Mage: the Ascension, though. With a Storyteller and players who grasp the ideas behind the system, it is an absolute dream. I really like the concept of paradigm and the depth and variety that it brings to a game. I never had the problem of "lightning bolts shooting out of plug sockets" - my players always took paradigm as a way to be immersive and creative as opposed to just coming up with ridiculous ways to blow stuff up.
 

interwyrm said:
I had a friend that played shadowrun and mentioned something about it draining hp or something... which I think is a great idea.
I doesn't drain hp, because SR doesn't have hp. It is tied in with the wounds system though. I'm afraid I can't give you all the details (I've never played a mage), but it seems like quite a nice system.


glass.
 


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