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Gez's Variant Magic System
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<blockquote data-quote="Spatzimaus" data-source="post: 1219373" data-attributes="member: 3051"><p>Nice. But a few suggestions:</p><p></p><p>1> Be consistent on the MM level progression. Either 1, 2/3, 1/3, 0, or 1, 3/4, 1/2, 1/4. Personally, I think there should be a FEW classes with absolutely zero increase in magical ability (Forsaker?), but it's not a big deal.</p><p></p><p>In fact, you could even tweak it a bit further. For example, how about this: Paladins and Rangers have 1/4 progression until they reach level 4 (at which point they have a +1 and can start casting 1st-level spells), then they switch to a 1/2 progression? At level 20, they'd have a +9, which'd barely give 5th-level spell slots, and since they don't gain Divine/Nature V they'd use those slots for 4th-level spells.</p><p></p><p>2> Sorcerers? I didn't see anything in there that gave them extra spells per day. Just give a flat "2 extra slots at every level they can cast"?</p><p></p><p>3> Rangers and Paladins don't get cantrips, in 3E, and have a VERY small number of spells at each level most of the time. Paladins, Bards, and Rangers also get 0 spells at some levels. Then, there's the fact that if they have a 1/3 or 1/4 MM progression they'd gain two or three slots at every 3rd or 4th level, instead of the slow trickle they get now.</p><p></p><p>-------------------</p><p>How about this:</p><p></p><p>For MM, you can get away from the +1/level max. For example, let's say "Full" MM progression is +3 per level. "Good" MM progression is +2 per level. "Poor" is +1 per level, and "Minimal" is +0.5 per level. So, it maxxes at 60. The reason I picked +3 is the average "full" class gains two or three new spell slots each level, so by inserting a step between each you can make each level give ~1 spell, and account for the "0" levels that the full classes never see.</p><p></p><p>The table might look like this:</p><p>MM 0 1 2 3</p><p>0> 2</p><p>1> 2 0</p><p>2> 3 0</p><p>3> 3 1</p><p>4> 3 1</p><p>5> 4 1</p><p>6> 4 2</p><p>7> 4 2 0</p><p>8> 4 2 0</p><p>9> 4 2 1</p><p>10> 4 3 1</p><p>11> 4 3 1</p><p>12> 4 3 2</p><p>13> 4 3 2 0</p><p>14> 4 3 2 0</p><p>15> 4 3 2 1</p><p>and so on. The ones divisible by three would be the basic Wizard progression, the ones between would be where the 0's go. While there are a few levels that give nothing, that actually stops happening as much at higher levels.</p><p></p><p>The Minimal progression caps at MM=10, which gives a single 2nd-level spell slot. The Poor progression would cap at MM=20, which'd be 4th-level spell slots with a 0 on the 5th, and the Good progression would cap at MM=40, which has one 7th-level spell.</p><p></p><p>So, for example, the Bard has a Good progression, so his MMs go 0,2,4,6,8,10,12,14 which actually matches really closely to the PHB table. He still gets all of those "0" levels in there, too.</p><p></p><p>In fact, it might better to avoid fractions altogether; maybe go 5/3/2/1, that way the max is 100 and you can use it as a percent. But then you'd have a large number of levels that gave nothing, so maybe not. Or, you could drop it to 2/1.5/1/0.5, but then you give Paladins and Rangers WAY too much spellcasting.</p></blockquote><p></p>
[QUOTE="Spatzimaus, post: 1219373, member: 3051"] Nice. But a few suggestions: 1> Be consistent on the MM level progression. Either 1, 2/3, 1/3, 0, or 1, 3/4, 1/2, 1/4. Personally, I think there should be a FEW classes with absolutely zero increase in magical ability (Forsaker?), but it's not a big deal. In fact, you could even tweak it a bit further. For example, how about this: Paladins and Rangers have 1/4 progression until they reach level 4 (at which point they have a +1 and can start casting 1st-level spells), then they switch to a 1/2 progression? At level 20, they'd have a +9, which'd barely give 5th-level spell slots, and since they don't gain Divine/Nature V they'd use those slots for 4th-level spells. 2> Sorcerers? I didn't see anything in there that gave them extra spells per day. Just give a flat "2 extra slots at every level they can cast"? 3> Rangers and Paladins don't get cantrips, in 3E, and have a VERY small number of spells at each level most of the time. Paladins, Bards, and Rangers also get 0 spells at some levels. Then, there's the fact that if they have a 1/3 or 1/4 MM progression they'd gain two or three slots at every 3rd or 4th level, instead of the slow trickle they get now. ------------------- How about this: For MM, you can get away from the +1/level max. For example, let's say "Full" MM progression is +3 per level. "Good" MM progression is +2 per level. "Poor" is +1 per level, and "Minimal" is +0.5 per level. So, it maxxes at 60. The reason I picked +3 is the average "full" class gains two or three new spell slots each level, so by inserting a step between each you can make each level give ~1 spell, and account for the "0" levels that the full classes never see. The table might look like this: MM 0 1 2 3 0> 2 1> 2 0 2> 3 0 3> 3 1 4> 3 1 5> 4 1 6> 4 2 7> 4 2 0 8> 4 2 0 9> 4 2 1 10> 4 3 1 11> 4 3 1 12> 4 3 2 13> 4 3 2 0 14> 4 3 2 0 15> 4 3 2 1 and so on. The ones divisible by three would be the basic Wizard progression, the ones between would be where the 0's go. While there are a few levels that give nothing, that actually stops happening as much at higher levels. The Minimal progression caps at MM=10, which gives a single 2nd-level spell slot. The Poor progression would cap at MM=20, which'd be 4th-level spell slots with a 0 on the 5th, and the Good progression would cap at MM=40, which has one 7th-level spell. So, for example, the Bard has a Good progression, so his MMs go 0,2,4,6,8,10,12,14 which actually matches really closely to the PHB table. He still gets all of those "0" levels in there, too. In fact, it might better to avoid fractions altogether; maybe go 5/3/2/1, that way the max is 100 and you can use it as a percent. But then you'd have a large number of levels that gave nothing, so maybe not. Or, you could drop it to 2/1.5/1/0.5, but then you give Paladins and Rangers WAY too much spellcasting. [/QUOTE]
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