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Towards 5E - An Advanced Ruleset
Making Spellcasting and the Arcane Work
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<blockquote data-quote="LotusBlossom" data-source="post: 4505954" data-attributes="member: 78402"><p>A couple notes after reading the above:</p><p></p><p>- I kind of like the wizard having to roll a to hit for attack spells like in 4e, which works for Magic Missile, Acid Arrow, and such. A more reflexive target is harder to hit. It means less that AOE spells, though and I'm not pushing this or anything. It just adds a nice symmetry for the classes. For a very 'reflexive' target, everyone is going to have a hard time hitting if they try their 'standard' attacks.</p><p></p><p>- Instead of spell levels, have the effect of spells be determined by the amount of 'Manna' points a wizard pumps into the spell. Thus a higher level wizard can do more damage since he has more manna at his disposal. Also, want to trip a giant? That requires more magical energy than tripping a orc, so requires more manna. Perhaps more manna needs to be pumped into the spell to raise the bonus on the attack roll to overcome the required DC for the action.</p><p></p><p>- If you want a fatigue effects after casting spells, then just tie Manna to Combat Points. As the wizard casts spells throughout combat, his uses up his Combat Points making him more vulnerable to attacks. (I like the idea of Fighters, etc. Feats -- not skills -- costing Combat Points as well).</p><p></p><p>- It's possible, depending on how the magic ends up being structured, that the only difference between a Wizard and Sorcerer is the spells they have chosen or their specializations or such.</p><p></p><p>- I ran one campaign where the magic system was based upon command words and each word used in a spell had a Manna cost. The size, duration, etc., were also tied to the amount of Manna put into the spell. This allowed mages to cast whatever they wanted at anytime, provided they had the Manna and the magical knowledge of the elements they needed for the spell. Also, any spell created on the spot cost more than one that was in the wizards spell book (to simulate the lack of refinement, research, etc for the spell). A couple times during that campaign I saw some nifty uses of being able to create a new spell on the spot. Once, a bard created an ornate carriage to take the whole party to a noble's seasonal ball (using the 'create' and 'shape' magic words and the element 'wood'). Another time, a wizard saved a party from a dungeon room with a descending ceiling by boring a long hole through one of the walls until they hit another room in the dungeon (and it used up almost all of his Manna in the process -- unfortunately, a Minnotaur was waiting for them on the other side as they crawled through the hole) This spell used the 'destroy' magic word, the 'rock' element, and extra manna for the size and length of the tunnel.</p><p></p><p>Anyways, just some ideas to get people thinking.</p></blockquote><p></p>
[QUOTE="LotusBlossom, post: 4505954, member: 78402"] A couple notes after reading the above: - I kind of like the wizard having to roll a to hit for attack spells like in 4e, which works for Magic Missile, Acid Arrow, and such. A more reflexive target is harder to hit. It means less that AOE spells, though and I'm not pushing this or anything. It just adds a nice symmetry for the classes. For a very 'reflexive' target, everyone is going to have a hard time hitting if they try their 'standard' attacks. - Instead of spell levels, have the effect of spells be determined by the amount of 'Manna' points a wizard pumps into the spell. Thus a higher level wizard can do more damage since he has more manna at his disposal. Also, want to trip a giant? That requires more magical energy than tripping a orc, so requires more manna. Perhaps more manna needs to be pumped into the spell to raise the bonus on the attack roll to overcome the required DC for the action. - If you want a fatigue effects after casting spells, then just tie Manna to Combat Points. As the wizard casts spells throughout combat, his uses up his Combat Points making him more vulnerable to attacks. (I like the idea of Fighters, etc. Feats -- not skills -- costing Combat Points as well). - It's possible, depending on how the magic ends up being structured, that the only difference between a Wizard and Sorcerer is the spells they have chosen or their specializations or such. - I ran one campaign where the magic system was based upon command words and each word used in a spell had a Manna cost. The size, duration, etc., were also tied to the amount of Manna put into the spell. This allowed mages to cast whatever they wanted at anytime, provided they had the Manna and the magical knowledge of the elements they needed for the spell. Also, any spell created on the spot cost more than one that was in the wizards spell book (to simulate the lack of refinement, research, etc for the spell). A couple times during that campaign I saw some nifty uses of being able to create a new spell on the spot. Once, a bard created an ornate carriage to take the whole party to a noble's seasonal ball (using the 'create' and 'shape' magic words and the element 'wood'). Another time, a wizard saved a party from a dungeon room with a descending ceiling by boring a long hole through one of the walls until they hit another room in the dungeon (and it used up almost all of his Manna in the process -- unfortunately, a Minnotaur was waiting for them on the other side as they crawled through the hole) This spell used the 'destroy' magic word, the 'rock' element, and extra manna for the size and length of the tunnel. Anyways, just some ideas to get people thinking. [/QUOTE]
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