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Looking for alternative spellcasting systems...
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<blockquote data-quote="Guilt Puppy" data-source="post: 461476" data-attributes="member: 6521"><p>...either ones which already exist, or suggestions for creating a new one.</p><p></p><p>My problems with the existing spell-casting system:</p><p></p><p>- The whole spell-level system doesn't scale too effectively, and it's too full of quantum leaps... It limits the value you can place upon a spell (if it's a first level spell, it costs you as much as any other first-level spell... trag). I'd like to be able to have, for instance, powerful spells that a lower-level character could cast, but require a greater investment...</p><p></p><p>- The complete restriction of spell-casting to spell-casting classes doesn't fit the way I look at magic IMC's... Granted, they should have the <em>most</em> spell-casting ability, but it would be nice to be able to pick up some magical ability as a feat. (Again, this is just a personal campaign thing: I like my worlds to be high-magic, and for magic to be no more or less exotic than, say, a spiked chain.)</p><p></p><p>- Having a number of spells/day doesn't fit into the time scale of my campaign, which varies between days of dense combat to weeks of light combat. There's no hesitation to throw out a crapload of spells when you're not in the middle of combat.</p><p></p><p>- Multi-classing into spell-casting classes currently just doesn't work... The current spell system is balanced under the assumption that a character will take only that class... First level spells are useful for the first few levels, but at higher levels, you have proportionally less to show for taking a spell-casting class than other classes.</p><p></p><p>Now, let me clarify that I don't think these are out-right <em>problems</em> with the D&D magic system... I'm not saying it's broken, I'm just saying it doesn't quite fit the sort of fantasy that I'd like to run under D&D (and yes, it's the optimum system: for one, I have all the materials, for another, I have little problem with the game mechanics.)</p><p></p><p>Currently, I'm thinking a Magic Point system modelled after the hit point system <em>could</em> work effectively. You know, 1dX+Wis per level (dependent on class), restoring a certain point per night (total hit dice? hit dice plus wisdom?)</p><p></p><p>Spells would be rewritten: Instead of levels and times per day, they would have a flat cost. Most casting would be spontaneous: However, this would be limited by spells known. Wizards would have the ability to prepare spells from a spellbook, effectively increasing their spell-casting ability, but they would have a limit on the total MP invested in prepared spells based on level. Clerics likewise would have a prayerbook, same effect. Sorcerors would have a greater number of spells known to them, and a slightly better spell list.</p><p></p><p>Now, regarding "spell lists"... I'm thinking of treating every single spell as a feat, and giving each one prereqs to limit the level it can be taken at. "Spell lists" would simply be the spells you could take as bonus feats for your Wizard/Sorceror/Cleric/Whatever level. Prepared spells would still force you to know the prereqs, but they'd also give you more versatility.</p><p></p><p>Also, I want the spells themselves to be more generalized... For instance, there would be one Cure spell, and its power would vary dependent on the MP expended (4 MP per d8, plus 1 per extra point, for example, with certain limits attached).</p><p></p><p>Further, this opens up the option of "crafting" spells on the fly... Say what you want to do, DM specifies a price for it... Since you don't actually know the spell, it forces a spellcraft roll of some sort. If you fail, the cost is expended, but the spell does not occur. Same principle could be applied to existing spells that aren't known.</p><p></p><p>Now, one problem with this is, non-casters don't have anything to do with their MP's unless they take feats. However, you can make certain unique class features MP-dependent: Paladin's Lay on Hands, for instance, or even the barbarian's rage... although this raises some BIG problems with characters taking classes with a higher magic die simply to power their own class abilities.</p><p></p><p>...</p><p></p><p>Now, I figure other systems like this have probably been written... If you could point me to some, I'd be grateful lots. However, critique of the above is also highly appreciated (I'm fully aware of how much it starts to mess with a lot of other game mechanics, but since I don't want to use published monsters much any more, there's some relief). Finally, totally new ideas which resolve the four problems I have with the system as-is are also superb.</p></blockquote><p></p>
[QUOTE="Guilt Puppy, post: 461476, member: 6521"] ...either ones which already exist, or suggestions for creating a new one. My problems with the existing spell-casting system: - The whole spell-level system doesn't scale too effectively, and it's too full of quantum leaps... It limits the value you can place upon a spell (if it's a first level spell, it costs you as much as any other first-level spell... trag). I'd like to be able to have, for instance, powerful spells that a lower-level character could cast, but require a greater investment... - The complete restriction of spell-casting to spell-casting classes doesn't fit the way I look at magic IMC's... Granted, they should have the [i]most[/i] spell-casting ability, but it would be nice to be able to pick up some magical ability as a feat. (Again, this is just a personal campaign thing: I like my worlds to be high-magic, and for magic to be no more or less exotic than, say, a spiked chain.) - Having a number of spells/day doesn't fit into the time scale of my campaign, which varies between days of dense combat to weeks of light combat. There's no hesitation to throw out a crapload of spells when you're not in the middle of combat. - Multi-classing into spell-casting classes currently just doesn't work... The current spell system is balanced under the assumption that a character will take only that class... First level spells are useful for the first few levels, but at higher levels, you have proportionally less to show for taking a spell-casting class than other classes. Now, let me clarify that I don't think these are out-right [i]problems[/i] with the D&D magic system... I'm not saying it's broken, I'm just saying it doesn't quite fit the sort of fantasy that I'd like to run under D&D (and yes, it's the optimum system: for one, I have all the materials, for another, I have little problem with the game mechanics.) Currently, I'm thinking a Magic Point system modelled after the hit point system [i]could[/i] work effectively. You know, 1dX+Wis per level (dependent on class), restoring a certain point per night (total hit dice? hit dice plus wisdom?) Spells would be rewritten: Instead of levels and times per day, they would have a flat cost. Most casting would be spontaneous: However, this would be limited by spells known. Wizards would have the ability to prepare spells from a spellbook, effectively increasing their spell-casting ability, but they would have a limit on the total MP invested in prepared spells based on level. Clerics likewise would have a prayerbook, same effect. Sorcerors would have a greater number of spells known to them, and a slightly better spell list. Now, regarding "spell lists"... I'm thinking of treating every single spell as a feat, and giving each one prereqs to limit the level it can be taken at. "Spell lists" would simply be the spells you could take as bonus feats for your Wizard/Sorceror/Cleric/Whatever level. Prepared spells would still force you to know the prereqs, but they'd also give you more versatility. Also, I want the spells themselves to be more generalized... For instance, there would be one Cure spell, and its power would vary dependent on the MP expended (4 MP per d8, plus 1 per extra point, for example, with certain limits attached). Further, this opens up the option of "crafting" spells on the fly... Say what you want to do, DM specifies a price for it... Since you don't actually know the spell, it forces a spellcraft roll of some sort. If you fail, the cost is expended, but the spell does not occur. Same principle could be applied to existing spells that aren't known. Now, one problem with this is, non-casters don't have anything to do with their MP's unless they take feats. However, you can make certain unique class features MP-dependent: Paladin's Lay on Hands, for instance, or even the barbarian's rage... although this raises some BIG problems with characters taking classes with a higher magic die simply to power their own class abilities. ... Now, I figure other systems like this have probably been written... If you could point me to some, I'd be grateful lots. However, critique of the above is also highly appreciated (I'm fully aware of how much it starts to mess with a lot of other game mechanics, but since I don't want to use published monsters much any more, there's some relief). Finally, totally new ideas which resolve the four problems I have with the system as-is are also superb. [/QUOTE]
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