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D&D Magic -- how would you fix it?
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<blockquote data-quote="dougmander" data-source="post: 2573807" data-attributes="member: 14375"><p>I wouldn't change the current system -- it's one of those hoary old game elements that feels cozy and familiar to me.</p><p></p><p>However, if I were designing a d20 magic system from the ground up, I would not set absolute limits on the number of spells you can cast per day, just a fatigue check/mana check/faith check with a DC that climbs depending on how many spells of each level you've cast since you rested/studied/prayed. As long as you keep making the check, you can cast the spell; fail once, and you've burned out for the day, unless, maybe, you're willing to "buy" the spell with your own hit points/sanity points/corruption points. Evil magic users might be able to buy spells with <em>other</em> creatures' hit points, either by spilling the blood of a creature of good alignment, or by sacrificing them outright as part of the casting ritual. Hey, maybe clerics could buy spells by doing good works, such as healing wounded NPCs or giving alms.</p><p></p><p>Certain magic items would give you a bonus to your mana check, or a one-time boost.</p><p>I could see spell components working to lower the DC for the mana check of a particular spell, rather than being strictly necessary to cast it.</p></blockquote><p></p>
[QUOTE="dougmander, post: 2573807, member: 14375"] I wouldn't change the current system -- it's one of those hoary old game elements that feels cozy and familiar to me. However, if I were designing a d20 magic system from the ground up, I would not set absolute limits on the number of spells you can cast per day, just a fatigue check/mana check/faith check with a DC that climbs depending on how many spells of each level you've cast since you rested/studied/prayed. As long as you keep making the check, you can cast the spell; fail once, and you've burned out for the day, unless, maybe, you're willing to "buy" the spell with your own hit points/sanity points/corruption points. Evil magic users might be able to buy spells with [i]other[/i] creatures' hit points, either by spilling the blood of a creature of good alignment, or by sacrificing them outright as part of the casting ritual. Hey, maybe clerics could buy spells by doing good works, such as healing wounded NPCs or giving alms. Certain magic items would give you a bonus to your mana check, or a one-time boost. I could see spell components working to lower the DC for the mana check of a particular spell, rather than being strictly necessary to cast it. [/QUOTE]
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