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How would you handle an MP system? (Not retrofitting to vancian or anything like that)

Evenglare

Adventurer
So I've been working on a complete setting with new classes and all of that for 13th age. I really really - really- want to use a magic point system. At least for my main 3 spellcasting classes. (binary/cleric, Primus/Druid, Ethereal/Wizard). Other classes will use powers similar to what is already established, but im going to be making new spells so if that's going to happen then I want to use my own system. So what do you think would be a good way of approaching this, given that I can make the spells any way I want.

Originally I had my MP (in my game it's TP) scale similarly in the way that HP scales. But looking it over I think that it ramps up pretty quickly doing a (number + mod) x character level. This means that a level 1 character may have 8 tp while a level 2 would have 16. Ramping up the spell cost per level seems to favor casting multiple lower level spells rather than using high level spells. So after that option I figure I could possibly just ADD the level to the TP pool. But even then there are only 10 levels to the game, giving them what is essentially +10 TP at max level. This makes TP much more important and limits spells to a very small TP cost range. Another idea would be to allow a multiplier per tier, essentially first tier would be (# + mod) x1 , second tier x2, etc etc. I suppose I would add the level as well in this case.

So with all of that to think about, now I need to think about how to design my spells. I certainly enjoy the way that 5e scales with level, I especially like this "If you cast this at a higher level add an additional d6" and stuff like that. It seems like a more elegant version of the 13th age spell level system, uses less space). This I think would make the spells a bit less powerful than 13th age proper, but with a magic point system I think this might be alright.

Anyway, what's your thoughts on this? Any pitfalls you have seen with other MP systems? Thanks for your time.
 

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Try this:

Your casters get TP equal to the sum of two ability scores.

Each spell costs 4+spell level TP to cast.

Then borrow 5e's healing hit dice, and allow a caster to choose if he wants to heal HP or TP with those hit dice.

Access to higher level spells unlocks every two levels.
 

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