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General Tabletop Discussion
*Pathfinder & Starfinder
Drain-based Magic System (a la Shadowrun)
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<blockquote data-quote="Radiating Gnome" data-source="post: 411521" data-attributes="member: 150"><p>An interesting idea, but IMO there are some problems with it. For one thing, it adds an unnecessary layer of complexity to the game. Why track a new attribute, Drain Buff, and Fatigue points, when that's uneccessary? </p><p></p><p>While it's true that the fatigue point system you propose is a bit closer to Shadowrun, with the penaties to abilities and actions, that was one of the things about the shadwrun system that I always found hard to manage (more bookkeeping) and run right. In the end, I think this system will be more playable. </p><p></p><p>AS for the drain buff of 2 + Bonus per level, that will come in as less than a sorcerer's standard hit points (avg per level of 2.5, with the starting 4 as a boost), so will offer less power and do just about the same thing as subdual damage does, but do it more complexly. </p><p></p><p>What's nice is that there are also good rules in the PhB for recovering Subdual damage that are pretty friendly to this system -- a character recovers 1 point per level, per hour -- so a fifth leve character, in three hours rest, can recover 15 points of subdual damage -- for a 5th level spellcaster, without constitution bonuses, that is more than enough to restore his entire casting pool (4+(4x2.5)=14). </p><p></p><p>I would consider changing the base HD for these classes, though -- make it a D6, maybe, but no more than that. It quickly looks like these characters are going to be able to cast spells all day, but don't forget that this system asks them to make a spellcraft roll to get the spell off correctly in the first place -- making individual spells a little less effective (because they might fail).</p><p></p><p></p><p></p><p>Would this not also be the case for regular damage? Again, this adds an unecessary level of bookkeeping that would only server to slow the game down. </p><p></p><p>-rg</p></blockquote><p></p>
[QUOTE="Radiating Gnome, post: 411521, member: 150"] An interesting idea, but IMO there are some problems with it. For one thing, it adds an unnecessary layer of complexity to the game. Why track a new attribute, Drain Buff, and Fatigue points, when that's uneccessary? While it's true that the fatigue point system you propose is a bit closer to Shadowrun, with the penaties to abilities and actions, that was one of the things about the shadwrun system that I always found hard to manage (more bookkeeping) and run right. In the end, I think this system will be more playable. AS for the drain buff of 2 + Bonus per level, that will come in as less than a sorcerer's standard hit points (avg per level of 2.5, with the starting 4 as a boost), so will offer less power and do just about the same thing as subdual damage does, but do it more complexly. What's nice is that there are also good rules in the PhB for recovering Subdual damage that are pretty friendly to this system -- a character recovers 1 point per level, per hour -- so a fifth leve character, in three hours rest, can recover 15 points of subdual damage -- for a 5th level spellcaster, without constitution bonuses, that is more than enough to restore his entire casting pool (4+(4x2.5)=14). I would consider changing the base HD for these classes, though -- make it a D6, maybe, but no more than that. It quickly looks like these characters are going to be able to cast spells all day, but don't forget that this system asks them to make a spellcraft roll to get the spell off correctly in the first place -- making individual spells a little less effective (because they might fail). Would this not also be the case for regular damage? Again, this adds an unecessary level of bookkeeping that would only server to slow the game down. -rg [/QUOTE]
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Drain-based Magic System (a la Shadowrun)
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