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<blockquote data-quote="Sadrik" data-source="post: 2707606" data-attributes="member: 14506"><p>I read it all and there is a lot to comment on here. Maybe too much!</p><p></p><p>The zero level rule- Why?</p><p></p><p>Wound point system is good. The changes to it seem ok to me too.</p><p></p><p>Magic points- The concept that charisma is magic's equivlent of strength and wisdom is magic's con and intelligence is magic's dexterity is interesting. The MP cost of spells doesnt seem correct. a 1st level spell costs 0? What does a 0 level spell cost then -1? I think you should just remove the "-1" and Just do the "squared of the spell level"</p><p>-Possibly something more interesting- the spells do 1d6 MP damage to the character per spell level they cast. So a 6th level spell would do 6d6 MP of damage to them when they cast it. Then they make a save for half damage and apply that to their MP total.</p><p>-Back to your system- the problem I see is the huge gradiation of spells 1st cost 1(0) and 9th cost 81(80). It means that for the cost of a single high level spell the caster could cast 81(80) first level spells. You have an augmenting mechanic which the caster will dump so points into... but still...</p><p></p><p>Proficiencies- fine. Good system- better than the basic game, imo.</p><p></p><p>Chakras- I dont know about adopting 2 new stats to justify using this system. </p><p></p><p>Besides I would be more inclined to combining two stats before creating two more. Combine Wisdom and Charisma into MIND and then combine strenth and con into Body. Body and Mind are just generic tags and could be switched to different names like brains and muscle or whatever.</p><p></p><p>So, characters have 4 stats: Body, Dexterity, Mind and Wisdom</p><p></p><p>Then do this:</p><p></p><p>Air- Wis and Dex</p><p>Earth- Body and Wis</p><p>Fire- Body and Mind</p><p>Water- Dex and Mind</p><p></p><p>Then you dont have to come up with anything to go with int in you magic point system. Wisdom would control DC and Mind would control MP bonus points.</p></blockquote><p></p>
[QUOTE="Sadrik, post: 2707606, member: 14506"] I read it all and there is a lot to comment on here. Maybe too much! The zero level rule- Why? Wound point system is good. The changes to it seem ok to me too. Magic points- The concept that charisma is magic's equivlent of strength and wisdom is magic's con and intelligence is magic's dexterity is interesting. The MP cost of spells doesnt seem correct. a 1st level spell costs 0? What does a 0 level spell cost then -1? I think you should just remove the "-1" and Just do the "squared of the spell level" -Possibly something more interesting- the spells do 1d6 MP damage to the character per spell level they cast. So a 6th level spell would do 6d6 MP of damage to them when they cast it. Then they make a save for half damage and apply that to their MP total. -Back to your system- the problem I see is the huge gradiation of spells 1st cost 1(0) and 9th cost 81(80). It means that for the cost of a single high level spell the caster could cast 81(80) first level spells. You have an augmenting mechanic which the caster will dump so points into... but still... Proficiencies- fine. Good system- better than the basic game, imo. Chakras- I dont know about adopting 2 new stats to justify using this system. Besides I would be more inclined to combining two stats before creating two more. Combine Wisdom and Charisma into MIND and then combine strenth and con into Body. Body and Mind are just generic tags and could be switched to different names like brains and muscle or whatever. So, characters have 4 stats: Body, Dexterity, Mind and Wisdom Then do this: Air- Wis and Dex Earth- Body and Wis Fire- Body and Mind Water- Dex and Mind Then you dont have to come up with anything to go with int in you magic point system. Wisdom would control DC and Mind would control MP bonus points. [/QUOTE]
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