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<blockquote data-quote="Aelryinth" data-source="post: 8289348" data-attributes="member: 10515"><p>Excellent and thoughtful article.</p><p>I will note that a different spell point system is the psionic system, which has been replicated by WoTC in several editions for points. In that one, 1st level = 1 point, every additional level is 2 points. It seems to represent the scaling idea of magic better. You might even wish to go three points, and have uncommon, rare, and very rare spells be 'higher level' within a certain level, i.e. a Spark might cost 1, but a Lightning bolt might cost 2, but both are first level spells.</p><p></p><p>Note that power/toughness actually maps to about 3 HD per avg Toughness, and Power is just a measure of offensive capability. Thus a 5/5 Shivan Dragon is a 15 HD creature with great offensive power, while a 2/4 Icatian Legion is tough, but doesn't have a lot of offensive power compared to a dragon.</p><p></p><p>Also, humans are the dominant White based race, just saying. The fact they are found in other Elements doesn't change the fact that they are the major White Race, too. Angels run a very distant second.</p><p></p><p>That MoTG translates decently to D&D should be no surprise, as the original characters were based on the creator's D&D campaign! I would also say those heroes are the 'ancient' and thus powerful and experienced Planeswalkers, while the modern ones are younger and thus weaker.</p><p></p><p>Good contribution, overall. I think putting a power gradient in each spell level might satisfy your 'spell rarity' idea, and giving more mana out to pump up the 'X damage' effects is not bad if spells cost more base anyways.</p><p></p><p>I'd also have to suggest time limits on enchantments, or players WILL abuse them. Tons of buffs is a quick road to victory, akin to starting a game with artifacts and enchantments out, and your opponent having none.</p></blockquote><p></p>
[QUOTE="Aelryinth, post: 8289348, member: 10515"] Excellent and thoughtful article. I will note that a different spell point system is the psionic system, which has been replicated by WoTC in several editions for points. In that one, 1st level = 1 point, every additional level is 2 points. It seems to represent the scaling idea of magic better. You might even wish to go three points, and have uncommon, rare, and very rare spells be 'higher level' within a certain level, i.e. a Spark might cost 1, but a Lightning bolt might cost 2, but both are first level spells. Note that power/toughness actually maps to about 3 HD per avg Toughness, and Power is just a measure of offensive capability. Thus a 5/5 Shivan Dragon is a 15 HD creature with great offensive power, while a 2/4 Icatian Legion is tough, but doesn't have a lot of offensive power compared to a dragon. Also, humans are the dominant White based race, just saying. The fact they are found in other Elements doesn't change the fact that they are the major White Race, too. Angels run a very distant second. That MoTG translates decently to D&D should be no surprise, as the original characters were based on the creator's D&D campaign! I would also say those heroes are the 'ancient' and thus powerful and experienced Planeswalkers, while the modern ones are younger and thus weaker. Good contribution, overall. I think putting a power gradient in each spell level might satisfy your 'spell rarity' idea, and giving more mana out to pump up the 'X damage' effects is not bad if spells cost more base anyways. I'd also have to suggest time limits on enchantments, or players WILL abuse them. Tons of buffs is a quick road to victory, akin to starting a game with artifacts and enchantments out, and your opponent having none. [/QUOTE]
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