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Elements of Magic: Questions for the Designer
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<blockquote data-quote="Primitive Screwhead" data-source="post: 1630479" data-attributes="member: 20805"><p><strong>Possible Options</strong></p><p></p><p>Greetings.</p><p></p><p> First off, thanks for working on this system, I like the concept and so far it seems fairly well balanced. Not having the next version yet (willing to proof-read tho <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> ) I had some thoughts on balance and potential changes.</p><p></p><p> For balance, I think the base damage of 1D6 gets to be too much too soon. I lost a mummy in 3 rounds of combat courtesy of a magic missile spell. I would suggest lowering this to 1D4. </p><p></p><p> Of course, it does not have to stay that low. In an effort to emulate the Sorcerer concept of less spell options and more power, I have developed a house rule that allows the character to trade in spell lists for enhancements. This can be done in a couple areas:</p><p></p><p> Damage increases. Select the same list multiple times to increase the base damage. 1D6 costs 2 lists, 1D8 costs 6 lists, 1D10 costs 14 lists, 1D12 costs 30 lists, 1D20 costs 60 lists.</p><p> When trading dice for effects, such as in Heal, higher die types are worth more. D8's are worth 2 dice, D12's are worth 3 dice, and D20's are worth 4 dice. </p><p></p><p> List enhancements. Use 2 lists to gain a 1MP enhancement for a specific list. You can choose to use these enhancements when casting a spell that is exclusively from that list. You do not actually pay the MP costs of these enhancements, altho the spell MP total remains the same. The caster is still limited from casting higher MP spells.</p><p></p><p> FX, Carl selects the Evoke:Acid list 4 times, once as an initial selection, once to increase the base damage to 1D6, and twice for the 1MP side effect of continuing damage for 1 round. Now when Carl casts an Evoke:Acid cantip, it deals 1D6 damage for 2 rounds just as a Evoke:Acid1/Gen0 but only costs Carl 0 MP.</p><p></p><p> FX, Carl selects Abjure:Undead list 7 times, once as an initial selection, and six times for the 3 MP increase of duration 1 hour. The spell, Protection from Undead Abjure:Undead4/gen3 provides an hours worth of protection, and Carl would only have to pay 4 MPs to cast it.</p><p></p><p>These extra selections of the same list do not count towards Specialization, Mastery, or for the increase of mana limits. A Fire Mage who has spent all his lists on Evoke:Fire may be able to toss around spells that deal 1D20 damage, but would still have the 5 MP limit due to not knowing any other Evoke spell lists. Not that this doesn't make him *really* dangerous... an Evoke:fire4/gen16 that burns a 80' radius for a day dealing 1D20 each round is, well, nasty.</p><p></p><p></p><p> I am not sure how/if this meshes with the upcoming rules, but its what I intend on doing with my game.</p><p></p><p>Incidently, I tend to prefer formula's to tables, mainly due to wanting to make an excell spreadsheet to handle all these options, and some of your tables defy my limited math skills. Do you have formula's for these things?</p><p> Like the mana points per caster level.. can't get that at all.</p><p></p><p>Thanks!</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 1630479, member: 20805"] [b]Possible Options[/b] Greetings. First off, thanks for working on this system, I like the concept and so far it seems fairly well balanced. Not having the next version yet (willing to proof-read tho :) ) I had some thoughts on balance and potential changes. For balance, I think the base damage of 1D6 gets to be too much too soon. I lost a mummy in 3 rounds of combat courtesy of a magic missile spell. I would suggest lowering this to 1D4. Of course, it does not have to stay that low. In an effort to emulate the Sorcerer concept of less spell options and more power, I have developed a house rule that allows the character to trade in spell lists for enhancements. This can be done in a couple areas: Damage increases. Select the same list multiple times to increase the base damage. 1D6 costs 2 lists, 1D8 costs 6 lists, 1D10 costs 14 lists, 1D12 costs 30 lists, 1D20 costs 60 lists. When trading dice for effects, such as in Heal, higher die types are worth more. D8's are worth 2 dice, D12's are worth 3 dice, and D20's are worth 4 dice. List enhancements. Use 2 lists to gain a 1MP enhancement for a specific list. You can choose to use these enhancements when casting a spell that is exclusively from that list. You do not actually pay the MP costs of these enhancements, altho the spell MP total remains the same. The caster is still limited from casting higher MP spells. FX, Carl selects the Evoke:Acid list 4 times, once as an initial selection, once to increase the base damage to 1D6, and twice for the 1MP side effect of continuing damage for 1 round. Now when Carl casts an Evoke:Acid cantip, it deals 1D6 damage for 2 rounds just as a Evoke:Acid1/Gen0 but only costs Carl 0 MP. FX, Carl selects Abjure:Undead list 7 times, once as an initial selection, and six times for the 3 MP increase of duration 1 hour. The spell, Protection from Undead Abjure:Undead4/gen3 provides an hours worth of protection, and Carl would only have to pay 4 MPs to cast it. These extra selections of the same list do not count towards Specialization, Mastery, or for the increase of mana limits. A Fire Mage who has spent all his lists on Evoke:Fire may be able to toss around spells that deal 1D20 damage, but would still have the 5 MP limit due to not knowing any other Evoke spell lists. Not that this doesn't make him *really* dangerous... an Evoke:fire4/gen16 that burns a 80' radius for a day dealing 1D20 each round is, well, nasty. I am not sure how/if this meshes with the upcoming rules, but its what I intend on doing with my game. Incidently, I tend to prefer formula's to tables, mainly due to wanting to make an excell spreadsheet to handle all these options, and some of your tables defy my limited math skills. Do you have formula's for these things? Like the mana points per caster level.. can't get that at all. Thanks! [/QUOTE]
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