Unlimited Mana
I have to say that Brother MacLaren has effectively spoken for me -- so, instead of arguing for or against "low" magic, I'd like to further explore one possible "straightforward, easy-to-adjudicate way to get that 'plot device' magic feel -- without losing game-ability":
mmadsen said:
GURPS' alternate
unlimited mana rules offer a surprisingly elegant solution: instead of providing spellcasters with a hard limit (whether in terms of fatigue points, power points, or spell slots), it gives them a soft limit they can cross -- with (random) consequences.
Also -- and this may sound trivial -- it gives spellcasters quite a bit of power, but power that does not return completely overnight. Much of the mundane nature of gaming magic is in its trivial cost. If you make a D&D spellcaster's slot
monthly rather than daily, you don't change his adventuring behavior much, but you explain why magic isn't quite so ubiquitous.
GURPS' normal magic system has spells costing a few power points to cast (e.g., three for a fireball), and those points count as fatigue (i.e., strength drain). A high enough skill level with a particular spell reduces its fatigue cost. A typical character has 10 points of strength, and those points return fairly quickly.
Not very dramatic, but D&D could obviously use a similar system instead of fatigue-free spell slots -- and it would fit Raistlin, Gandalf, and other fictional wizards fairly well.
GURPS' alternative Unlimited Mana rules give wizards a much, much bigger pool of power points to play with (e.g., 30, rather than 10), but those power points don't return within minutes or hours; the wizard only recovers eight per day. Under such a system, wizards can cast really big spells when they need to -- and they can even cast multiple really big spells in a row -- but they can't cast spells, day in, day out.
This actually makes wizards
more powerful than under the normal system, at least in the course of a typical adventure -- it makes magic use rarer in the world at large, yet more common "on screen" with our heroes.
D&D could obviously use a similar system, with spellcasters getting their spell slots with the new moon, or only after special ceremonies, or whatever.
But that's just the first facet of Unlimited Mana. The other important aspect is that the pool of power points doesn't set a hard limit. You can keep spending power way past your threshold -- but bad things
might happen. Roll 3d6 (we'd use 1d20) on the Calamity Check table, and add 1 for each five points you've gone over your threshold:
CALAMITY TABLE (3d + Excess/5)
3,4 Nothing bad happens, AND the mage's gets (1d x 5) points of free, instant Recovery!
5-9 Nothing happens - this time.
10 The mage's skin and clothing crawl with strange energies, sparks, or other visual effect for 3d minutes, and his eyes glow bright, making Stealth impossible and frightening small animals and many "mundanes."
11 The mage is struck with violent headaches that prevent any action other than suffering (treat as physical stun) which lasts 3d turns (Or a number minutes equal to the cost of the spell that triggered the calamity, if a HT roll is failed - minimum 5 minutes). Result 10 also applies.
12 The mage becomes horribly nauseous and weak, taking a -4 to DX, IQ, ST and skills. This lasts a number of hours equal to the cost of the spell (minimum 2), after which the mage must make a HT-4 roll every hour to get over the sickness.
13 The mage is cursed with nightmares for 3d days (plus a number of days equal to the spell cost). After the first night, the mage is at -2 to DX, IQ, ST, and skills. The penalties last until the mage gets a normal night's sleep!
14 Any failed casting roll that the mage makes is treated as a critical failure! This lasts for 1d+1 weeks.
15 The mage's mind is bent. The GM should assign one debilitating (15-point) mental disad by fiat. It takes effect immediately, and lasts 1 day. Each day thereafter, the mage may make a Will roll to shake it off. If the spell cost was higher than 25, the disad lasts for (spell cost/25) days, rounded up.
16 The mage has weakened the binding forces around him. His Threshhold for the next 1d weeks is reduced by 2d+5. The mage is aware of a drop, but not of it's severity! Result 10 also applies.
17 The caster gains a 5-point disadvantage. After 3d days have passed, the mage has the option of buying it off (it will simply fade away). If the mage does not wish to, or doesn't have the points, then it becomes permanent. ANY disad is legal; the mage can get ugly, go insane, and so on.
18 The mage's Threshold is reduced by 4d+(the spell cost); the change lasts 1d months, after which the Thresh "heals" back to normal at a rate of 1 point per day. Thresh cannot be reduced below zero. In addition, the mage's spellcasting will be at a -3 penalty for 2d weeks. Result 10 also applies.
19 As per 17, but the disad is worth either 10 or 15 points (50/50 chance of either).
20 The mage is aged 2d+13 years, or a number of years equal to the energy cost of the triggering spell, whichever is worse!
...
This gives spellcasters
more power -- but it also gives them enough rope to hang themselves. Naturally, D&D could use a similar system, letting spellcasters cast even once they're out of spell slots -- at the risk of calling down a calamity.
I hope this example of
one possible alternative demonstrates how a system can be as straightforward as D&D's current system while being more dramatic -- and all without "nerfing" spellcasters.