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[Dusk] The spell point system
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<blockquote data-quote="gpetruc" data-source="post: 763567" data-attributes="member: 2255"><p><strong>Summary</strong></p><p>I'm writing down a short summary on what appeared in this discussion, before posting additional opinions.</p><p></p><p>There are some problems in designing a simple spellpoint system for D&D spells, and expecially:</p><p>(1) Level Shifting upwards: using most of the spell points to cast spells of the highest level one can cast)</p><p>(2) Level Shifting downwards: people casting lots of level-based damage spells (such as <em>fireball</em>) with a much cheaper cost than the possible higher level variants (such as <em>cone of cold</em>, <em>delayed blast fireball</em>)</p><p></p><p>If one chooses a spell point cost that grows quickly the (1) becomes less important, but the (2) becomes more (unless special precautions are taken)</p><p></p><p>Let's divide the vast maiority of the D&D spells in three broad category:</p><p>A) <strong>Damage spells</strong>: doing some kind of damage based on the level, with possibly a cap to the maximum damage (such as <em>fireball</em>)</p><p>The Damage spells are our main problem: while the psionics have FIXED damage spells, most D&D spells simply do 1d6 damage/caster level up to some cap: higher level spell mostly means a higher cap, and maybe a better range, damage type or secondary effects.</p><p></p><p>B) <strong>Death spells</strong>: spells that kill or defeat the enemy without doing damage (such as <em>disintegrate, power work kill, dominate monster</em>). </p><p>The Death spells usually become more powerful by raising in level because they have a more difficult save (or no save at all) and/or more deadly effects. Usually they don't depend heavily on caster level.</p><p></p><p>C) <strong>Utility spells</strong> (<em>fly, teleport</em>, divinations, buffing spells and so on)</p><p>The Utility spells should not give problems: even if they become very cheap when many levels below the highest level someone can cast this is rarely a problem, ad the character could afford either a magic item or some permanent/peristsent spell.</p><p></p><p>The main idea is to have spells cast at the possible minimum caster level unless an additional cost is paid. Something similar is possible also for the psionics, by using metamagic feats such as Fortify (+25% effect, level +1), Empower (+50%, level +2) and Overpower (+100%, level +3)</p><p></p><p>There are also many other options of fixing these problems by introducing other rules (such as subdual damage to the caster, fatigue, casting checks, buffer limit, ...)</p><p></p><p>-------------------------------------------</p><p></p><p>As an additional effects we would also like to have spellcasters a little less powerful at higher levels (they are considered slightly overpowered by many people) (and maybe a little better at the very first levels).</p><p></p><p>--------------</p><p>Ok. </p><p>Have I missed something ?</p></blockquote><p></p>
[QUOTE="gpetruc, post: 763567, member: 2255"] [B]Summary[/B] I'm writing down a short summary on what appeared in this discussion, before posting additional opinions. There are some problems in designing a simple spellpoint system for D&D spells, and expecially: (1) Level Shifting upwards: using most of the spell points to cast spells of the highest level one can cast) (2) Level Shifting downwards: people casting lots of level-based damage spells (such as [i]fireball[/i]) with a much cheaper cost than the possible higher level variants (such as [i]cone of cold[/i], [i]delayed blast fireball[/i]) If one chooses a spell point cost that grows quickly the (1) becomes less important, but the (2) becomes more (unless special precautions are taken) Let's divide the vast maiority of the D&D spells in three broad category: A) [b]Damage spells[/b]: doing some kind of damage based on the level, with possibly a cap to the maximum damage (such as [i]fireball[/i]) The Damage spells are our main problem: while the psionics have FIXED damage spells, most D&D spells simply do 1d6 damage/caster level up to some cap: higher level spell mostly means a higher cap, and maybe a better range, damage type or secondary effects. B) [b]Death spells[/b]: spells that kill or defeat the enemy without doing damage (such as [i]disintegrate, power work kill, dominate monster[/i]). The Death spells usually become more powerful by raising in level because they have a more difficult save (or no save at all) and/or more deadly effects. Usually they don't depend heavily on caster level. C) [b]Utility spells[/b] ([i]fly, teleport[/i], divinations, buffing spells and so on) The Utility spells should not give problems: even if they become very cheap when many levels below the highest level someone can cast this is rarely a problem, ad the character could afford either a magic item or some permanent/peristsent spell. The main idea is to have spells cast at the possible minimum caster level unless an additional cost is paid. Something similar is possible also for the psionics, by using metamagic feats such as Fortify (+25% effect, level +1), Empower (+50%, level +2) and Overpower (+100%, level +3) There are also many other options of fixing these problems by introducing other rules (such as subdual damage to the caster, fatigue, casting checks, buffer limit, ...) ------------------------------------------- As an additional effects we would also like to have spellcasters a little less powerful at higher levels (they are considered slightly overpowered by many people) (and maybe a little better at the very first levels). -------------- Ok. Have I missed something ? [/QUOTE]
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