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how about this mana point version?
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<blockquote data-quote="evilbob" data-source="post: 3398242" data-attributes="member: 9789"><p>Damn it, I'm going to have to make a chart. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Well, I don't like the idea of 1/2 CL because that makes leveling up more meaningless and aquiring +stat gear more important. (<em>Eagle's splendor</em> suddently becomes worth 4 sorcerer levels.) That's just something I feel needs avoiding.</p><p></p><p>As for regen, another thought I had was that a level 18 sorc suddenly has no incentive to gain those last two levels. (+2 mana points? Pff.) So, instead of "access to spell levels," I thought why not throw it back to caster level again? I was thinking about this type of regen rule, modeled on yours above:</p><p>regeneration rate = (caster level / 5) per round (aka the "sorcs need a d6 to count with" rule)</p><p>--> lvl 1 = 1 / 5 rounds</p><p>--> lvl 2 = 1 / 4 rounds</p><p>--> lvl 3 = 1 / 3 rounds</p><p>--> lvl 4 = 1 / 2 rounds</p><p>--> lvl 5 = 1/round</p><p>--> lvl 10 = 2/round</p><p>--> lvl 15 = 3/round</p><p>--> lvl 20 = 4/round</p><p></p><p>Add to this making it a class feature and not inherent to "spellcasting," and that gives one hell of an incentive to straight-class up to 20 (since you'd only get your regen rate from your straight-class, even if you received more spell points from PrCs).</p><p></p><p></p><p>That seems like the only way it'd be possible to get close to your ideas about casts per battle. I was thinking about this recently too, because I realized I'd been taking it for granted in the calculations I've been making... 27 points + (cost = spell level) + regen 3/round = <em>four</em> level 9 casts in a row, not three. And a <em>fireball</em> every round, ever. Yeah, no regen on rounds you cast... that's really the only way it could work. (Plus, that makes sense in an RP sort of way, right? ...Right?) And that counts for any round you would normally count toward regen as above - meaning, level 1 guys can't cast 5 <em>magic missles</em> and then regen a point, they'd have to wait 5 more rounds. (Although I'm not opposed to allowing staggering - meaning, you could shoot a <em>missle</em>, wait 3 rounds, shoot another <em>missle</em>, then wait 2 more rounds and get a point back. Plus it sort of follows that way.)</p><p></p><p>As for cantrips not costing mana... Lemme check... Yep, I still don't like it. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>Ok, so here's my chart, based on "average" sorc progression (btw, I have no idea how to do the nifty "insert text" trick where you can control text font and make it all courier - any tips on that are appreciated):</p><p>Sorc lvl + stat mod = total points (regen rate / rounds)</p><p>1 + 3 = 4 (1/5)</p><p>2 + 3 = 5 (1/4)</p><p>3 + 3 = 6 (1/3)</p><p>4 + 4 = 8 (1/2)</p><p>5 + 4 = 9 (1/1)</p><p>6 + 4 = 10</p><p>7 + 4 = 11</p><p>8 + 5 = 13</p><p>9 + 5 = 14</p><p>10 + 6 = 16 (2/1)</p><p>11 + 6 = 17</p><p>12 + 6 = 18</p><p>13 + 6 = 19</p><p>14 + 7 = 21</p><p>15 + 7 = 22 (3/1)</p><p>16 + 7 = 23</p><p>17 + 7 = 24</p><p>18 + 7 = 25</p><p>19 + 8 = 27</p><p>20 + 8 = 28 (4/1)</p><p></p><p>If spells cost (spell level + 1) mana, that means a level 18 sorc can get 2 level nines, and a level 4 off before bottoming out. Getting back a third level 9 spell would take 4 rounds, or 2 rounds if she didn't fire the level 4 (meaning round-by-round: 1: 9th, 2: 9th, 3: none, 4: none, 5th: 9th). Considering that a sorc should have 3 level 9s and a huge host of lower spells (but then again due to regen always be pre-buffed) at that level, it seems a little overly restrictive. ...Certainly within the guidelines you stated above, but perhaps a bit restrictive. (Another rule I just thought of: <em>time stop</em> doesn't allow regen during the spell's effect.)</p><p></p><p>On the other end, a level 2 sorc would have 2 firsts, and then 4 rounds later a 3rd first. Considering that same sorc would normally get 5 firsts including bonus spells, that seems about right.</p><p></p><p>In the middle, we have a level 6 with 2 3rds and another 3rd after 2 rounds. A level 10 would have just barely 3 5ths, but 1 point left over and it would take 3 rounds to get another 5th. Not too shabby, but still perhaps a bit on the restrictive side. A level 20 would be able to fire 2 9ths, then wait just 1 round for another one. If they were really maxed out, they could get 3 in a row before bottoming out. This seems fine, or if anything a bit low-powered (compared to having 6-8 of every level spell that must last the whole day).</p><p></p><p>Overall, I'd say that method would at best cause the sorc to lose power overall, especially in "boss fights," but still retain full usefulness at least two or three rounds into any battle, especially against random trash mobs. (And at level 20 they can shoot a fireball every <em>other</em> round. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />) At worst it makes them very useless very quickly.</p><p></p><p></p><p>More questions: does regen work while stunned/incapacitated/etc.? I'm thinking the old "while you're awake" rule works here, which helps because stunning a sorc for a round doesn't hurt him as much as other chars.</p></blockquote><p></p>
[QUOTE="evilbob, post: 3398242, member: 9789"] Damn it, I'm going to have to make a chart. :) Well, I don't like the idea of 1/2 CL because that makes leveling up more meaningless and aquiring +stat gear more important. ([I]Eagle's splendor[/I] suddently becomes worth 4 sorcerer levels.) That's just something I feel needs avoiding. As for regen, another thought I had was that a level 18 sorc suddenly has no incentive to gain those last two levels. (+2 mana points? Pff.) So, instead of "access to spell levels," I thought why not throw it back to caster level again? I was thinking about this type of regen rule, modeled on yours above: regeneration rate = (caster level / 5) per round (aka the "sorcs need a d6 to count with" rule) --> lvl 1 = 1 / 5 rounds --> lvl 2 = 1 / 4 rounds --> lvl 3 = 1 / 3 rounds --> lvl 4 = 1 / 2 rounds --> lvl 5 = 1/round --> lvl 10 = 2/round --> lvl 15 = 3/round --> lvl 20 = 4/round Add to this making it a class feature and not inherent to "spellcasting," and that gives one hell of an incentive to straight-class up to 20 (since you'd only get your regen rate from your straight-class, even if you received more spell points from PrCs). That seems like the only way it'd be possible to get close to your ideas about casts per battle. I was thinking about this recently too, because I realized I'd been taking it for granted in the calculations I've been making... 27 points + (cost = spell level) + regen 3/round = [I]four[/I] level 9 casts in a row, not three. And a [I]fireball[/I] every round, ever. Yeah, no regen on rounds you cast... that's really the only way it could work. (Plus, that makes sense in an RP sort of way, right? ...Right?) And that counts for any round you would normally count toward regen as above - meaning, level 1 guys can't cast 5 [I]magic missles[/I] and then regen a point, they'd have to wait 5 more rounds. (Although I'm not opposed to allowing staggering - meaning, you could shoot a [I]missle[/I], wait 3 rounds, shoot another [I]missle[/I], then wait 2 more rounds and get a point back. Plus it sort of follows that way.) As for cantrips not costing mana... Lemme check... Yep, I still don't like it. :) Ok, so here's my chart, based on "average" sorc progression (btw, I have no idea how to do the nifty "insert text" trick where you can control text font and make it all courier - any tips on that are appreciated): Sorc lvl + stat mod = total points (regen rate / rounds) 1 + 3 = 4 (1/5) 2 + 3 = 5 (1/4) 3 + 3 = 6 (1/3) 4 + 4 = 8 (1/2) 5 + 4 = 9 (1/1) 6 + 4 = 10 7 + 4 = 11 8 + 5 = 13 9 + 5 = 14 10 + 6 = 16 (2/1) 11 + 6 = 17 12 + 6 = 18 13 + 6 = 19 14 + 7 = 21 15 + 7 = 22 (3/1) 16 + 7 = 23 17 + 7 = 24 18 + 7 = 25 19 + 8 = 27 20 + 8 = 28 (4/1) If spells cost (spell level + 1) mana, that means a level 18 sorc can get 2 level nines, and a level 4 off before bottoming out. Getting back a third level 9 spell would take 4 rounds, or 2 rounds if she didn't fire the level 4 (meaning round-by-round: 1: 9th, 2: 9th, 3: none, 4: none, 5th: 9th). Considering that a sorc should have 3 level 9s and a huge host of lower spells (but then again due to regen always be pre-buffed) at that level, it seems a little overly restrictive. ...Certainly within the guidelines you stated above, but perhaps a bit restrictive. (Another rule I just thought of: [I]time stop[/I] doesn't allow regen during the spell's effect.) On the other end, a level 2 sorc would have 2 firsts, and then 4 rounds later a 3rd first. Considering that same sorc would normally get 5 firsts including bonus spells, that seems about right. In the middle, we have a level 6 with 2 3rds and another 3rd after 2 rounds. A level 10 would have just barely 3 5ths, but 1 point left over and it would take 3 rounds to get another 5th. Not too shabby, but still perhaps a bit on the restrictive side. A level 20 would be able to fire 2 9ths, then wait just 1 round for another one. If they were really maxed out, they could get 3 in a row before bottoming out. This seems fine, or if anything a bit low-powered (compared to having 6-8 of every level spell that must last the whole day). Overall, I'd say that method would at best cause the sorc to lose power overall, especially in "boss fights," but still retain full usefulness at least two or three rounds into any battle, especially against random trash mobs. (And at level 20 they can shoot a fireball every [I]other[/I] round. :)) At worst it makes them very useless very quickly. More questions: does regen work while stunned/incapacitated/etc.? I'm thinking the old "while you're awake" rule works here, which helps because stunning a sorc for a round doesn't hurt him as much as other chars. [/QUOTE]
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