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Changing the sorcerers spellcasting, allow to burn hp for spells
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<blockquote data-quote="Spatzimaus" data-source="post: 2539642" data-attributes="member: 3051"><p>I like flexible systems, and IMC we've used a Channeler class for a while now. But really, IMO there are three problems with what you've described:</p><p></p><p>First, what you've described is a lot of rolling; rolling 9d4 for a big spell, followed by a d20 check, followed by more d4s to reduce the damage, plus the usual saving throw and/or damage dice... it's a lot of dice, and that slows things down. Especially since most people don't have a lot of d4s around, and they're not fun dice to roll.</p><p></p><p>Second, having a separate "mana pool" means you're basically duplicating the existing Psionics rules, except with more rolling.</p><p></p><p>Third, you have the spell DC getting HIGHER as your CHA goes up. Encouraging players to NOT raise a stat (especially CHA) is just a bad idea.</p><p></p><p>IMC, our system was more like this:</p><p>> Channeler class: d6 HP, 2+INT skill points, CHA is the stat for spellcasting DC, but INT determines spells known. (Actually, we use 4+INT for skills, but that's because we've added a few extra skills in our campaign. For instance, the Manifestation (CHA) skill replaces caster level for some spell effects, and casters can use a Manifestation skill check instead of the save for some spells.)</p><p>> Each spell does 4 points of lethal damage per level (cantrips are 2 points), counting metamagics as levels. You can choose to simply pay this cost, which makes the spell uninterruptible, or you can choose to Channel the spell (see below).</p><p>> At each level, you get a certain number of points that are spent buying caster levels in each of the schools of magic. Max caster level = character level. (We use an elemental split, but you could stick with the standard seven schools.) This caster level also applies to any spell effects. Typically, you'll have 1-2 schools maxxed out, and a couple others at a lower level.</p><p>> To channel a spell, do a caster level check, with DC 5+spell level (cantrips 0), and you use your caster level in the appropriate school. So, it's d20+(caster level) vs 5+spell level.</p><p>> For every point you beat the DC by, 2 points of lethal damage are converted to 1 point of "mental" damage (acts like subdual, but it doesn't heal with cure spells, there's a separate line of spells for that and they don't work instantaneously); once the lethal's all gone, each additional point reduces the mental by 1 (to a minimum of 1 damage). It sounds more complex than it is, really.</p><p></p><p>Anyway, these systems have one big thing in common: once you get to high levels, you can just sit there and spam low-level spells pretty much nonstop, never really taking drain. This has a HUGE effect on a game world; if you can cast <em>cure light wounds</em> at will (or really, any sort of heal/repair skill, since CLW isn't normally a Sorcerer spell), then the party ends up fully recovered after every fight without expending any resources.</p><p>Take your system as example. I get my character to 15th level. He's got a Concentration mod of +18. I want to cast the CLW my Cleric friend knows, so under your system, that's DC 21. I spend 1d4 HP, but since I'll succeed by 7, on average, I then subtract 1d4. Since I'm healing 9.5 damage per cast, on average, even if I roll badly I can just heal myself and come out ahead. Even if you remove the ability to cast healing spells, my 15th level Sorcerer could cast 2nd level Sorcerer spells at will this way; DC 14, succeed by 14, 2d4 minus at least 2d4 means no mana cost. It's bad enough when someone has an at-will spell-like ability, but to be able to do this to ANY first, second, or even third-level spell? It really changes the nature of spellcasting in the world.</p><p></p><p>If you want to avoid this problem, add a hard minimum, like "you can't reduce the mana cost to less than 1 point per spell level".</p></blockquote><p></p>
[QUOTE="Spatzimaus, post: 2539642, member: 3051"] I like flexible systems, and IMC we've used a Channeler class for a while now. But really, IMO there are three problems with what you've described: First, what you've described is a lot of rolling; rolling 9d4 for a big spell, followed by a d20 check, followed by more d4s to reduce the damage, plus the usual saving throw and/or damage dice... it's a lot of dice, and that slows things down. Especially since most people don't have a lot of d4s around, and they're not fun dice to roll. Second, having a separate "mana pool" means you're basically duplicating the existing Psionics rules, except with more rolling. Third, you have the spell DC getting HIGHER as your CHA goes up. Encouraging players to NOT raise a stat (especially CHA) is just a bad idea. IMC, our system was more like this: > Channeler class: d6 HP, 2+INT skill points, CHA is the stat for spellcasting DC, but INT determines spells known. (Actually, we use 4+INT for skills, but that's because we've added a few extra skills in our campaign. For instance, the Manifestation (CHA) skill replaces caster level for some spell effects, and casters can use a Manifestation skill check instead of the save for some spells.) > Each spell does 4 points of lethal damage per level (cantrips are 2 points), counting metamagics as levels. You can choose to simply pay this cost, which makes the spell uninterruptible, or you can choose to Channel the spell (see below). > At each level, you get a certain number of points that are spent buying caster levels in each of the schools of magic. Max caster level = character level. (We use an elemental split, but you could stick with the standard seven schools.) This caster level also applies to any spell effects. Typically, you'll have 1-2 schools maxxed out, and a couple others at a lower level. > To channel a spell, do a caster level check, with DC 5+spell level (cantrips 0), and you use your caster level in the appropriate school. So, it's d20+(caster level) vs 5+spell level. > For every point you beat the DC by, 2 points of lethal damage are converted to 1 point of "mental" damage (acts like subdual, but it doesn't heal with cure spells, there's a separate line of spells for that and they don't work instantaneously); once the lethal's all gone, each additional point reduces the mental by 1 (to a minimum of 1 damage). It sounds more complex than it is, really. Anyway, these systems have one big thing in common: once you get to high levels, you can just sit there and spam low-level spells pretty much nonstop, never really taking drain. This has a HUGE effect on a game world; if you can cast [i]cure light wounds[/i] at will (or really, any sort of heal/repair skill, since CLW isn't normally a Sorcerer spell), then the party ends up fully recovered after every fight without expending any resources. Take your system as example. I get my character to 15th level. He's got a Concentration mod of +18. I want to cast the CLW my Cleric friend knows, so under your system, that's DC 21. I spend 1d4 HP, but since I'll succeed by 7, on average, I then subtract 1d4. Since I'm healing 9.5 damage per cast, on average, even if I roll badly I can just heal myself and come out ahead. Even if you remove the ability to cast healing spells, my 15th level Sorcerer could cast 2nd level Sorcerer spells at will this way; DC 14, succeed by 14, 2d4 minus at least 2d4 means no mana cost. It's bad enough when someone has an at-will spell-like ability, but to be able to do this to ANY first, second, or even third-level spell? It really changes the nature of spellcasting in the world. If you want to avoid this problem, add a hard minimum, like "you can't reduce the mana cost to less than 1 point per spell level". [/QUOTE]
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Changing the sorcerers spellcasting, allow to burn hp for spells
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