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Combining Vancian and Will/Daily from 4E
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<blockquote data-quote="TimA" data-source="post: 5874364" data-attributes="member: 6690878"><p>As to how I think they should mix the 2 ideas.....</p><p></p><p>Use 4e's free cantrips and ritual concept. Both are good concepts. </p><p></p><p>Go over the spell list with a fine tooth comb and take all the game breakers, timestop, teleport, Long term flight, major summonings etc etc and make them rituals. </p><p></p><p> Rituals dont have to take a very long time though. White wolf games have an interesting mechanic where the stronger a mage is the faster he can perform ritual magic. </p><p></p><p> Maybe allow anyone to try ritual magic but if its a spell of higher level then they can cast it takes a long time and has a risk with failure associated with it. </p><p></p><p> If you remove most of the problematic spells from combat then balance is much less of an issue and you strengthen the entire theme of magic in the game. </p><p></p><p> Then you take regular casting, maneuvers, the whole thing and slap a STAMINA system on. </p><p></p><p> Let stamina be based on CON. Fighter maneuvers, non-ritual, non-cantrip spells should ALSO use CON. </p><p></p><p> That way you get the "its fatiguing" effect of daily and encounter maneuvers and spells but without the "damn I can only trip once?" game breaking stupidity. </p><p></p><p> </p><p> Hell it could even add to combat in a serious way by making defensive maneuvers more viable. </p><p></p><p> Imagine that you lose 1 stamina pt per round that you do anything but walk your normal speed. And 1 stamina per round if your taking defensive actions. </p><p></p><p> Actively fighting takes 2 per round, Spells, Maneuvers, Charging, etc etc all use up much more stamina. </p><p></p><p> Naturally these points would have recharge at a fairly quick rate once you sit still so its not too limiting. </p><p></p><p> Lets you use lighter faster combatants in a defensive way that simulates a lot of real combats and story heroes ducking and dodging a giant monster until they get tired and make an opening. </p><p></p><p> You dont really have to take it to that level. But just having a stamina count that maneuvers and spells affect might solve a lot of problems.</p></blockquote><p></p>
[QUOTE="TimA, post: 5874364, member: 6690878"] As to how I think they should mix the 2 ideas..... Use 4e's free cantrips and ritual concept. Both are good concepts. Go over the spell list with a fine tooth comb and take all the game breakers, timestop, teleport, Long term flight, major summonings etc etc and make them rituals. Rituals dont have to take a very long time though. White wolf games have an interesting mechanic where the stronger a mage is the faster he can perform ritual magic. Maybe allow anyone to try ritual magic but if its a spell of higher level then they can cast it takes a long time and has a risk with failure associated with it. If you remove most of the problematic spells from combat then balance is much less of an issue and you strengthen the entire theme of magic in the game. Then you take regular casting, maneuvers, the whole thing and slap a STAMINA system on. Let stamina be based on CON. Fighter maneuvers, non-ritual, non-cantrip spells should ALSO use CON. That way you get the "its fatiguing" effect of daily and encounter maneuvers and spells but without the "damn I can only trip once?" game breaking stupidity. Hell it could even add to combat in a serious way by making defensive maneuvers more viable. Imagine that you lose 1 stamina pt per round that you do anything but walk your normal speed. And 1 stamina per round if your taking defensive actions. Actively fighting takes 2 per round, Spells, Maneuvers, Charging, etc etc all use up much more stamina. Naturally these points would have recharge at a fairly quick rate once you sit still so its not too limiting. Lets you use lighter faster combatants in a defensive way that simulates a lot of real combats and story heroes ducking and dodging a giant monster until they get tired and make an opening. You dont really have to take it to that level. But just having a stamina count that maneuvers and spells affect might solve a lot of problems. [/QUOTE]
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