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*Dungeons & Dragons
instead of using spells slots ...
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<blockquote data-quote="Thunderfoot" data-source="post: 8538170" data-attributes="member: 34175"><p>Yep, all of the 'utility' magic would be very much like traditional fantasy magic. Cauldrons, incantations, material co mponents, etc. These would be cost free BUT would require the caster to set-up and perform the ritual to cast. (So non combat spells). </p><p></p><p>Meanwhile, everything else is pretty much business as usual you just remove a portion of point from the spell pool (usually 1/4 to a 1/2) and run combat spells as a point system. And yes it works yes I've done it. One cool thing is it allows for different play styles ie, say you DON'T want to RP the ritualistic magic. DM hand waves and advances the campaign clock like character training. Want a full RP experience, it allows for that too. Want a mix where you hand wave except for special encounters or events, also possible. </p><p></p><p>Most folks here know I love massive story but I always look for innovation. This was one way. Another good thing is you can tailor which spells are in which category, and under what circumstances. This system also lends to another variation, the spell power system. The best example for this system is the various 'Hand' spells. Instead of different spells at different levels, you have a basic spell 'Mage Hand' that allows you to scale as you level -want to cast Mage Hand to move a lever at 1st level 1 point. Want to use Mage Hand to punch the opposing mage to ruin his casting, 5 points to cast and so on. This also allows for fewer spells and more utility from those spells. Fire spell.. 1 point burning hands. 15 points fireball. etc. Can also use points to alter range, damage bonuses, area of effect, etc.</p></blockquote><p></p>
[QUOTE="Thunderfoot, post: 8538170, member: 34175"] Yep, all of the 'utility' magic would be very much like traditional fantasy magic. Cauldrons, incantations, material co mponents, etc. These would be cost free BUT would require the caster to set-up and perform the ritual to cast. (So non combat spells). Meanwhile, everything else is pretty much business as usual you just remove a portion of point from the spell pool (usually 1/4 to a 1/2) and run combat spells as a point system. And yes it works yes I've done it. One cool thing is it allows for different play styles ie, say you DON'T want to RP the ritualistic magic. DM hand waves and advances the campaign clock like character training. Want a full RP experience, it allows for that too. Want a mix where you hand wave except for special encounters or events, also possible. Most folks here know I love massive story but I always look for innovation. This was one way. Another good thing is you can tailor which spells are in which category, and under what circumstances. This system also lends to another variation, the spell power system. The best example for this system is the various 'Hand' spells. Instead of different spells at different levels, you have a basic spell 'Mage Hand' that allows you to scale as you level -want to cast Mage Hand to move a lever at 1st level 1 point. Want to use Mage Hand to punch the opposing mage to ruin his casting, 5 points to cast and so on. This also allows for fewer spells and more utility from those spells. Fire spell.. 1 point burning hands. 15 points fireball. etc. Can also use points to alter range, damage bonuses, area of effect, etc. [/QUOTE]
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