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Help me write up a dice system for spells
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<blockquote data-quote="Stormonu" data-source="post: 6050202" data-attributes="member: 52734"><p>So, I'm somewhat riffing off of 5E's expertise dice for a "module" where spells are done as a dice pool/point sort of system.</p><p></p><p>This is the basics:</p><p></p><p>0th/Cantrip Circle spells cost 0 points; they are the wizard's at-will/basic attack.</p><p>1st Circle cost 1 points</p><p>2nd Circle cost 3 points</p><p>3rd Circle cost 5 points</p><p>4th Circle cost 7 points</p><p>5th Circle cost 9 points</p><p>6th Circle cost 11 points</p><p>7th Circle cost 13 points</p><p>8th Circle cost 15 points</p><p>9th Circle cost 17 points</p><p></p><p>- You can't put more points into a spell than you have levels.</p><p>- If you're doing a damage spell, each point converts into 1d6 damage.</p><p>- If you want to affect more than one target, each point you put into a spell (seperate from the base spell cost) lets you affect +1d4 targets (+2, if you don't want to roll).</p><p>- If you want the spell to "persist", each point you spend beyond the base spell cost extends the spell's length by +1d4 rounds (+2, if you don't want to roll). How to do spells that deal damage over time? Break the damage dice over the # of rounds with a 50% bonus?</p><p></p><p>The caster gains 2d/points per level. Is this too much or too little (with buying extra targets/time, I'm pretty sure it is)? Would it be a good idea to have a low maximum and allow for dice to be refreshed after a short rest (say, 1/2 level in points/dice) and a long rest (either all or points/dice equal to level so it takes a spellcaster up to two full days of rest to be at full strength again)?</p><p></p><p>For instance, an 17th level caster would be able to do two 9th circle spells, but then he's basically done for the day having only cantrips. Assuming a 6 encounter adventure, he could cast six 6th circle spells if he wanted to do the most powerful spell available for each encounter. That's be 11d6 damage per combat (to a single target) or in older versions throwing out a Circle of Death each combat.</p><p></p><p>Conversely, a 5th level caster could throw two 3rd level spells and be done for the day or on a 6-encounter adventure would be throwing only 1st level spells for five of the encounters, and 0th circle for one of the encounters and all other times.</p><p></p><p>Likewise, a 10th level caster (or name-level caster) could throw two 5th circle spells (and two 1st circle spells) and be done. Over a 6 encounter adventure, he'd be throwing one 3rd circle spell per encounter, with an extra 1st circle spells thrown in up to two additional encounters. All other times he'd be relying on 0th circle spells.</p></blockquote><p></p>
[QUOTE="Stormonu, post: 6050202, member: 52734"] So, I'm somewhat riffing off of 5E's expertise dice for a "module" where spells are done as a dice pool/point sort of system. This is the basics: 0th/Cantrip Circle spells cost 0 points; they are the wizard's at-will/basic attack. 1st Circle cost 1 points 2nd Circle cost 3 points 3rd Circle cost 5 points 4th Circle cost 7 points 5th Circle cost 9 points 6th Circle cost 11 points 7th Circle cost 13 points 8th Circle cost 15 points 9th Circle cost 17 points - You can't put more points into a spell than you have levels. - If you're doing a damage spell, each point converts into 1d6 damage. - If you want to affect more than one target, each point you put into a spell (seperate from the base spell cost) lets you affect +1d4 targets (+2, if you don't want to roll). - If you want the spell to "persist", each point you spend beyond the base spell cost extends the spell's length by +1d4 rounds (+2, if you don't want to roll). How to do spells that deal damage over time? Break the damage dice over the # of rounds with a 50% bonus? The caster gains 2d/points per level. Is this too much or too little (with buying extra targets/time, I'm pretty sure it is)? Would it be a good idea to have a low maximum and allow for dice to be refreshed after a short rest (say, 1/2 level in points/dice) and a long rest (either all or points/dice equal to level so it takes a spellcaster up to two full days of rest to be at full strength again)? For instance, an 17th level caster would be able to do two 9th circle spells, but then he's basically done for the day having only cantrips. Assuming a 6 encounter adventure, he could cast six 6th circle spells if he wanted to do the most powerful spell available for each encounter. That's be 11d6 damage per combat (to a single target) or in older versions throwing out a Circle of Death each combat. Conversely, a 5th level caster could throw two 3rd level spells and be done for the day or on a 6-encounter adventure would be throwing only 1st level spells for five of the encounters, and 0th circle for one of the encounters and all other times. Likewise, a 10th level caster (or name-level caster) could throw two 5th circle spells (and two 1st circle spells) and be done. Over a 6 encounter adventure, he'd be throwing one 3rd circle spell per encounter, with an extra 1st circle spells thrown in up to two additional encounters. All other times he'd be relying on 0th circle spells. [/QUOTE]
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