Pyrex said:
I've always been torn on spell points. From a conceptual level it seems like a nice way to model character power. From a practical standpoint I've never really found a system that modeled my view of how arcanists should function without requiring the player to understand calculus. *shrug*
And I can safely say that Pyrex and I are in complete agreement on this point.
As for the idea you posted, I haven't completely digested it but I like how it's working. I'm not sure it's "even" enough of a slope, however, since it seems to have two giant bumps (3rd to 4th is 3 -> 8, and 6th to 7th is 12 -> 21), but it's certainly not linear, and therefore better than any of the crap I've said so far.
I will, however, put forth the idea that I've been kicking around in the back of my head. It -seems- complicated, but I promise it's not that bad...
So: we agree that one must have a non-linear progression, and that there -is- an upper bound on how quickly we can ramp up the point costs (that's what the 2^level one is saying: you'd have 1, 2, 4, 8, 16, 32, 64, 128, 256, and 512, which is just way too fast). It is my belief that you MUST also start with your point cost system to define the overall workings (this is the base upon which you must build), and I now believe that once you have a good point system, you can FIND the math to create a good "mana pool" system to suit it - with the "mana pool" system rules being defined by Pyrex above.
If we know we want something non-linear but short of "power of 2," we need to look at something that ramps quickly, but doesn't get as high as fast - AND it has to stay somewhat simple, and maybe even be something that folks are familiar with. So... What about squares?
Squares themselves are rather messy (64, 81, and 36 do not make for easy math), but there's a fun fact about squares: they are all at most 1 number away from a power of 5.
cost per spell = (spell level + 1)^2, then rounded to the nearest 5
As I said, seems bad, but the rounding part is simple and just makes all the numbers easier to work with. You end up with a spell cost system as such:
Code:
level cost cost/5
0 1 1/5
1 5 1
2 10 2
3 15 3
4 25 5
5 35 7
6 50 10
7 65 13
8 80 16
9 100 20
Now that there is a smooth progression. (4,) 5, 5, 10, 10, 15, 15, 15, 20. Seems nice and easy. You could even divide the whole thing by 5 and use those numbers, except that zero-level spells still cause a problem. That progression is also listed above.
It's not very far from linear, but it makes a good start. (I think there's a name for this kind of sequence, actually... Any high-school math team geeks wanna pitch in?

) In fact, the "regen" numbers I suggested above are not that bad for the "1 to 20" progression (or "spell level plus one squared, rounded to the nearest five, then divided by five"). Now it just needs a "mana pool" that makes sense... More to come.
