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<blockquote data-quote="Aleolus" data-source="post: 3956007" data-attributes="member: 53423"><p>OK, I have never really liked the spells-per-day system that D&D uses. It's been explained to me in a way that makes sense and is logical, I just don't really like it all that much, so here's a different system that I came up with, and would like to get some critiques on. First, I'll describe it from an 'in-game' perspective, then I'll explain how the mechanics work.</p><p></p><p>Every person who utilizes magic channels their power from a specific source. Clerics and Paladins channel it directly from the Gods, Druids and Rangers channel it from nature, Wizards get it from the arcane weave that ties everything together, Sorcerers from their extraordinary blood, and Bards from the power innate in words themselves. Because of this, those classes have an innate tie to the powers they gain power from, which they then must draw that power from, and shape it into whatever form they desire.</p><p></p><p>Now, for the mechanics. First off, there is no pre-made spell list. Everyone who uses magic uses it just a little differently. Casting spells is a three part process. First, you decide the effect you want to create with magic, and describe it to the DM. He then decides how difficult it would be to pull that off, and how much energy it would require, choosing an appropriate DC. You then make a Concentration check at that DC, followed by a Spellcraft check, using your primary casting stat as the ability mod. The Concentration check determines if you can draw out the power that you need to accomplish what you're wanting to, the Spellcraft if you can shape it into the form that you want. Now, there are dangers in doing it this way. If you fail your Concentration check, you can't draw the power you need and are mentally fatigued (-2 to all Int, Wis and Cha based checks, as well as Concentration checks). If you succeed at the Concentration check, but fail at the Spellcraft check, then you've pulled off the energy you need, but you didn't shape it properly, resulting in a backlash that deals nonlethal damage to you (basically, it explodes in your face). If you succeed at both, then the spell comes off, just the way you wanted it to.</p><p>Now, for describing the spell, you describe the effect from an in-game point of view, and the DM determines appropriate die damage and/or other effects. If you have something specific you want it to do (like negative levels or the like), then say so, though that will probably increase the difficulty.</p></blockquote><p></p>
[QUOTE="Aleolus, post: 3956007, member: 53423"] OK, I have never really liked the spells-per-day system that D&D uses. It's been explained to me in a way that makes sense and is logical, I just don't really like it all that much, so here's a different system that I came up with, and would like to get some critiques on. First, I'll describe it from an 'in-game' perspective, then I'll explain how the mechanics work. Every person who utilizes magic channels their power from a specific source. Clerics and Paladins channel it directly from the Gods, Druids and Rangers channel it from nature, Wizards get it from the arcane weave that ties everything together, Sorcerers from their extraordinary blood, and Bards from the power innate in words themselves. Because of this, those classes have an innate tie to the powers they gain power from, which they then must draw that power from, and shape it into whatever form they desire. Now, for the mechanics. First off, there is no pre-made spell list. Everyone who uses magic uses it just a little differently. Casting spells is a three part process. First, you decide the effect you want to create with magic, and describe it to the DM. He then decides how difficult it would be to pull that off, and how much energy it would require, choosing an appropriate DC. You then make a Concentration check at that DC, followed by a Spellcraft check, using your primary casting stat as the ability mod. The Concentration check determines if you can draw out the power that you need to accomplish what you're wanting to, the Spellcraft if you can shape it into the form that you want. Now, there are dangers in doing it this way. If you fail your Concentration check, you can't draw the power you need and are mentally fatigued (-2 to all Int, Wis and Cha based checks, as well as Concentration checks). If you succeed at the Concentration check, but fail at the Spellcraft check, then you've pulled off the energy you need, but you didn't shape it properly, resulting in a backlash that deals nonlethal damage to you (basically, it explodes in your face). If you succeed at both, then the spell comes off, just the way you wanted it to. Now, for describing the spell, you describe the effect from an in-game point of view, and the DM determines appropriate die damage and/or other effects. If you have something specific you want it to do (like negative levels or the like), then say so, though that will probably increase the difficulty. [/QUOTE]
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