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Epic spell system...how would you fix it?
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<blockquote data-quote="Kerrick" data-source="post: 1487683" data-attributes="member: 4722"><p>First thing I did was bang my head against a wall for a couple days after I read through it. </p><p> </p><p> After I got over my period of temporary insanity, I went back and changed the whole thing to a level-based system. Then I sat down and went through all the seeds (I renamed them elements, since they're building blocks - it sounds more appropriate, ne?), adjusting those that seemed to need adjustment, adding more where some were needed. The major change I did was that I based the elements on the <em>highest</em>-level spell of that type, not the lowest. My rationale for this was that an epic spell should be able to do anything a lower-level spell of that type can do, and more.</p><p></p><p> Then I added more factors (that list was pathetically small and didn't cover nearly all the things I wanted to do with a spell) and the mitigating factors (to eliminate the "huge XP cost" and "I'll get a million of my apprentices to help me cast this spell!" problems). We had a new ruleset for ritual spells already, which I implemented - this also cuts down on the "I'll get a million of my apprentices to help me cast this spell!" problem. </p><p></p><p> The rest was merely a matter of creating new spells and using them to test the system, making tweaks and adjustments where necessary. The system is on its 5th ot 6th version now; I've got neaerly 100 spells, and I think it's as close to good as it'll get. I'm trying to get some people to playtest it (make the most outlandish spells they can to see if they can break the system), but so far I've had little interest - I guess people have been so turned off by the epic spell system that they won't even consider an alternative, though some have said they don't see the need for a level-based system. *Shrug* YMMV...</p></blockquote><p></p>
[QUOTE="Kerrick, post: 1487683, member: 4722"] First thing I did was bang my head against a wall for a couple days after I read through it. After I got over my period of temporary insanity, I went back and changed the whole thing to a level-based system. Then I sat down and went through all the seeds (I renamed them elements, since they're building blocks - it sounds more appropriate, ne?), adjusting those that seemed to need adjustment, adding more where some were needed. The major change I did was that I based the elements on the [i]highest[/i]-level spell of that type, not the lowest. My rationale for this was that an epic spell should be able to do anything a lower-level spell of that type can do, and more. Then I added more factors (that list was pathetically small and didn't cover nearly all the things I wanted to do with a spell) and the mitigating factors (to eliminate the "huge XP cost" and "I'll get a million of my apprentices to help me cast this spell!" problems). We had a new ruleset for ritual spells already, which I implemented - this also cuts down on the "I'll get a million of my apprentices to help me cast this spell!" problem. The rest was merely a matter of creating new spells and using them to test the system, making tweaks and adjustments where necessary. The system is on its 5th ot 6th version now; I've got neaerly 100 spells, and I think it's as close to good as it'll get. I'm trying to get some people to playtest it (make the most outlandish spells they can to see if they can break the system), but so far I've had little interest - I guess people have been so turned off by the epic spell system that they won't even consider an alternative, though some have said they don't see the need for a level-based system. *Shrug* YMMV... [/QUOTE]
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Epic spell system...how would you fix it?
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