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*Pathfinder & Starfinder
Drain-based Magic System (a la Shadowrun)
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<blockquote data-quote="Radiating Gnome" data-source="post: 411232" data-attributes="member: 150"><p>You make some good points -- and I had considered the problem of the system favoring healthier spellcasters. </p><p></p><p>Actually, part of my model to build this is the Star Wars Force system -- the force abilities (read:spells) cost vitality points to use -- with no opportunity to resist the drain. Those force-enabled characters have higher hit dice, too -- d8 and d10's, I think. </p><p></p><p>This system also grants some advantage to characters that take a lever or two of fighter, or maybe barbarian, every once in a while, so they can gain a lot of hit points to cast spells with. And this may seriously boost the number of spells they can cast without rest, but it doesn't improve their spellcasting ability -- they sacrifice the ability to cast a wider variety of higher level spells for this boost in the number of spells. And I anticipate there will be characters who take these fighter levels from time. Still, they delay access to the much more powerful spells by doing so, and that will become a serious problem as they advance. </p><p></p><p>Take, as an example, the 10th level character who has 9 levels of fighter and one level of Believer. He may well have as much as 100 hit points (with a high constitution and good rolls), and be able to cast his selection of first level spells all day long without rest, but who really cares? He'll be casting magic missile, producing one missile a round, and missing out on the real action. In the long run, a character with this sort of imbalance will end up giving up on the spellcasting and focussing on his sword. </p><p></p><p>So, yes, with this system, health will be important to a spellcaster. I don't know if I would use this system as a parallel to other magic systems in a D&D world. But as the only system for magic in a world, it won't be unfair, everyone would be playing by the same set of rules.</p></blockquote><p></p>
[QUOTE="Radiating Gnome, post: 411232, member: 150"] You make some good points -- and I had considered the problem of the system favoring healthier spellcasters. Actually, part of my model to build this is the Star Wars Force system -- the force abilities (read:spells) cost vitality points to use -- with no opportunity to resist the drain. Those force-enabled characters have higher hit dice, too -- d8 and d10's, I think. This system also grants some advantage to characters that take a lever or two of fighter, or maybe barbarian, every once in a while, so they can gain a lot of hit points to cast spells with. And this may seriously boost the number of spells they can cast without rest, but it doesn't improve their spellcasting ability -- they sacrifice the ability to cast a wider variety of higher level spells for this boost in the number of spells. And I anticipate there will be characters who take these fighter levels from time. Still, they delay access to the much more powerful spells by doing so, and that will become a serious problem as they advance. Take, as an example, the 10th level character who has 9 levels of fighter and one level of Believer. He may well have as much as 100 hit points (with a high constitution and good rolls), and be able to cast his selection of first level spells all day long without rest, but who really cares? He'll be casting magic missile, producing one missile a round, and missing out on the real action. In the long run, a character with this sort of imbalance will end up giving up on the spellcasting and focussing on his sword. So, yes, with this system, health will be important to a spellcaster. I don't know if I would use this system as a parallel to other magic systems in a D&D world. But as the only system for magic in a world, it won't be unfair, everyone would be playing by the same set of rules. [/QUOTE]
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