evilbob
Adventurer
Ok, I just thought of a mostly easy solution... Which pretty much just marries this system to Fibonacci completely. Your mana pool on even numbers is (caster level / 2's Fibonacci sequence number, using the same sequence as the spell level cost) * 2. (On odd numbers, we just pick a nice filler that is less than or equal to halfway to the next level, so that you're always getting the same or more points each level.) So a level 6 sorc has 4 (or 3) * 2 = 8 mana (or 6).
Then, you add points based on your ability score... except that this part gets tricky. It mostly works just like the PHB's chart, where you get x points for each y level spell you would normally gain - but you divide the total by 4 and round down. So, our level 6 friend with 18 in CHA gets 1 bonus 1st, 2nd, and 3rd level spell - thus gaining 1 + 2 + 4 (or 3) = 7 (or 6) points. Divide that by 4, and you get 1 (always rounding down), which leaves us with +1 point. Total = 9 (or 7). More calculations are (using just the "Two" sequence, since the math should work closely either way):
Level 2: 1 * 2 = 2 + ((1 = 1) / 4 = 0) = 2
Level 6: 4 * 2 = 8 + ((1 + 2 + 4) / 4 = 1)) = 9
Level 10: 10 * 2 = 20 + ((2 + 4 + 4 + 6 + 10 = 24) / 4 = 6) = 26
Level 14: 25 * 2 = 50 + ((2 + 4 + 8 + 6 + 10 + 15 + 25 = 70) / 4 = 17) = 67
Level 18: 65 * 2 = 130 + ((2 + 4 + 8 + 6 + 10 + 15 + 25 = 70) / 4 = 17) = 147
Why does dividing the bonus number by 4 work? I have no idea. But it really seems to. (Probably cause I said "2.25" - or 2 and 1/4.) The most interesting thing is that when you use the "Two" sequence, which has a slightly higher cost in the middle-level spells, you gain slightly more mana points in the middle levels. But, it evens out again in the end.
So, the final un-modified number for each level would be, with example fillers, and the estimated stat bonus and estimated totals:
Edit: As for the regen rate... I'm starting to like 1 point / round per 5 levels. So you get:
lvl 1 = 1/round
lvl 5 = 2/round
lvl 10 = 3/round
lvl 15 = 4/round
lvl 20 = 5/round
Seems to work well. It still takes less than 5 minutes to completely recharge a fully loaded level 20 character, and you'll never get enough in one battle to shoot another very high level spell. Then again, if nothing else is linear, this probably shouldn't be, either...
Maybe something like another sequence?
lvl 1 = 1/round
lvl 7 = 2/round
lvl 12 = 4/round
lvl 16 = 6/round
lvl 20 = 10/round
This just gets dangerous when you realize that 10/round means "a lvl 5 spell every 12 seconds."
Another edit: If zero-level spells cost nothing, we should specify you still can't regen while casting them. That's probably enough "cost" in and of itself during battle.
Another random thought: If some casters never run out of mana, then this should change the makeup of the world... Either sorcs are super-rare, or magic -is- the technology of the land, and you see it constantly.
Then, you add points based on your ability score... except that this part gets tricky. It mostly works just like the PHB's chart, where you get x points for each y level spell you would normally gain - but you divide the total by 4 and round down. So, our level 6 friend with 18 in CHA gets 1 bonus 1st, 2nd, and 3rd level spell - thus gaining 1 + 2 + 4 (or 3) = 7 (or 6) points. Divide that by 4, and you get 1 (always rounding down), which leaves us with +1 point. Total = 9 (or 7). More calculations are (using just the "Two" sequence, since the math should work closely either way):
Level 2: 1 * 2 = 2 + ((1 = 1) / 4 = 0) = 2
Level 6: 4 * 2 = 8 + ((1 + 2 + 4) / 4 = 1)) = 9
Level 10: 10 * 2 = 20 + ((2 + 4 + 4 + 6 + 10 = 24) / 4 = 6) = 26
Level 14: 25 * 2 = 50 + ((2 + 4 + 8 + 6 + 10 + 15 + 25 = 70) / 4 = 17) = 67
Level 18: 65 * 2 = 130 + ((2 + 4 + 8 + 6 + 10 + 15 + 25 = 70) / 4 = 17) = 147
Why does dividing the bonus number by 4 work? I have no idea. But it really seems to. (Probably cause I said "2.25" - or 2 and 1/4.) The most interesting thing is that when you use the "Two" sequence, which has a slightly higher cost in the middle-level spells, you gain slightly more mana points in the middle levels. But, it evens out again in the end.
So, the final un-modified number for each level would be, with example fillers, and the estimated stat bonus and estimated totals:
Code:
Sorc lvl pool (Two) stat bonus est. total
1 1 0 1
2 2 0 2
3 3 0 3
4 4 0 4
5 6 0 6
6 8 1 9
7 10 1 11
8 12 3 15
9 15 3 18
10 20 6 26
11 24 6 30
12 30 9 39
13 38 9 47
14 50 17 67
15 64 17 81
16 80 17 97
17 100 17 117
18 130 17 147
19 165 27 192
20 210 27 237
Edit: As for the regen rate... I'm starting to like 1 point / round per 5 levels. So you get:
lvl 1 = 1/round
lvl 5 = 2/round
lvl 10 = 3/round
lvl 15 = 4/round
lvl 20 = 5/round
Seems to work well. It still takes less than 5 minutes to completely recharge a fully loaded level 20 character, and you'll never get enough in one battle to shoot another very high level spell. Then again, if nothing else is linear, this probably shouldn't be, either...
Maybe something like another sequence?
lvl 1 = 1/round
lvl 7 = 2/round
lvl 12 = 4/round
lvl 16 = 6/round
lvl 20 = 10/round
This just gets dangerous when you realize that 10/round means "a lvl 5 spell every 12 seconds."
Another edit: If zero-level spells cost nothing, we should specify you still can't regen while casting them. That's probably enough "cost" in and of itself during battle.
Another random thought: If some casters never run out of mana, then this should change the makeup of the world... Either sorcs are super-rare, or magic -is- the technology of the land, and you see it constantly.
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