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Making my own system; suggestions for spell effects?
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<blockquote data-quote="Memnoch3434" data-source="post: 6084712" data-attributes="member: 6676476"><p>I'm sure you have a group that has experienced players, but it seems to me that newbie players hate restrictive magic systems. You could try to simplify by giving each effect a number. So for each 1dx damage of fire (starting as a touch) is 1 point. each enhancement of that same "fire" could cost so many points, maybe to throw the fire is another point, to cone the fire is a few points maybe 2. Then you can metamagic the fire as well, enhancing the distace is a few points, maximizing is alot of points, changing the casting time is a few points. Then as characters grow they can cast any number of spells and as they advance they can increase the maximum number of points alotted. Something like this.</p><p></p><p>I also really Like what DMMike came up with that's pretty cool.</p><p></p><p>Anyway I always think of magic in d&d at least in being in terms of the following.</p><p>The cost: What am I paying for this? (This is why I HATE all of the low level summoning spells) Is the price worth what I am paying for this? </p><p>The effects: What is it doing? What can I do to make this spell better than it's intended purpose. Shrink armor is a great spell with the right dm and the wrong armored guy walking around.</p><p>The impact: How will this help my party succeed? (if this particular character cares) Is it really that important to use this spell now?</p><p></p><p>You want characters to feel like they can accomplish at least a few of these things at their respective level because nothing is worse than feeling you aren't accomplishing anything.</p><p></p><p></p><p>There could be some cool effects your casters could do too. Maybe a blood ritual enhances the magic at the cost of con or the lives of others (and possibly a good alignment to, as a cost that is). Maybe some sort of good kharma enhances spells, so you can reward characters of the right alignment by giving them temporary enhancements too. You should have shields to protect casters and their allies from all the different types of magic that is mental shields and physical shields. There should be things that enhance characters, like increasing "strength" and the like. There should be things that make spell effects feel "unnatural" like rope trick and bags of holding. And of course Illusions too.</p></blockquote><p></p>
[QUOTE="Memnoch3434, post: 6084712, member: 6676476"] I'm sure you have a group that has experienced players, but it seems to me that newbie players hate restrictive magic systems. You could try to simplify by giving each effect a number. So for each 1dx damage of fire (starting as a touch) is 1 point. each enhancement of that same "fire" could cost so many points, maybe to throw the fire is another point, to cone the fire is a few points maybe 2. Then you can metamagic the fire as well, enhancing the distace is a few points, maximizing is alot of points, changing the casting time is a few points. Then as characters grow they can cast any number of spells and as they advance they can increase the maximum number of points alotted. Something like this. I also really Like what DMMike came up with that's pretty cool. Anyway I always think of magic in d&d at least in being in terms of the following. The cost: What am I paying for this? (This is why I HATE all of the low level summoning spells) Is the price worth what I am paying for this? The effects: What is it doing? What can I do to make this spell better than it's intended purpose. Shrink armor is a great spell with the right dm and the wrong armored guy walking around. The impact: How will this help my party succeed? (if this particular character cares) Is it really that important to use this spell now? You want characters to feel like they can accomplish at least a few of these things at their respective level because nothing is worse than feeling you aren't accomplishing anything. There could be some cool effects your casters could do too. Maybe a blood ritual enhances the magic at the cost of con or the lives of others (and possibly a good alignment to, as a cost that is). Maybe some sort of good kharma enhances spells, so you can reward characters of the right alignment by giving them temporary enhancements too. You should have shields to protect casters and their allies from all the different types of magic that is mental shields and physical shields. There should be things that enhance characters, like increasing "strength" and the like. There should be things that make spell effects feel "unnatural" like rope trick and bags of holding. And of course Illusions too. [/QUOTE]
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