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New Design Paradigms - What are they and are they good or bad?
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 3357110" data-attributes="member: 710"><p>Balancing per Encounter instead of x/day per day abilities: </p><p>I like this choice. I dislike it when the party rests just become one character is out of his resources. There might be an alternative, though - ensure that all characters go equally fast out of resources. For non-spellcasters, the resource is usually hit points. But a Wand of Cure Light Wounds solves this issue quickly. There is no "Wand of Regaining Spells" or something like that. If you added such an item, it would probably unbalance the game, as spells are balanced differently than hitpoints. A 5th level spell cast by a 10th level Wizard is probably more powerful than a full attack from a 10th level fighter (the fighter can't fly with it, and can only deal 2 x 2d6+15 points of damage to a single target, instead of 10d6 to all targets within a cone). </p><p>If you want to retain the old spell system and the x/day abilities, you have to remove an item like a Wand of Cure Light Wounds, at least as a cheap item. (healing with spells in general is okay, though). Maybe an charged item with a spell with Instantaneous duration should cause a x10 market price modifier or something like that. Simply because it upsets the balance in such a system.</p><p></p><p>The way to retain some of the flavour of current spellcasting is to make it cost resources that can be gathered per encounter. Maybe to cast a x-level spells, a caster needs to gather x "mana tokens". Gaining such a token would cost actions.</p><p>The only problem are spells that are not cast in combat (or prior to combat). </p><p>A few options: </p><p>- Reduce durations of spells.</p><p>- Limit the number of spells that can be cast</p><p>- Spellcasting involves a risk. </p><p></p><p></p><p>I am currently working on a magic system for a possible IH campaign I want to master.</p><p>It will still retain the idea of preparing spells, but it will be balanced by encounter.</p><p>- Spell casters must prepare a spell to be able to trigger it at a later time. This represents their time spent to memorize the exact details, make the correct prayers, and prepare the right spells.</p><p>- Spell casting requires a special check. If the check fails, it will cause backlash (based on the spell level), and also a possible mishap (wrong target, opposite effect and so on). A 1 is always a failure. </p><p>- It is possible to gather mana tokens (in several ways). These tokens can be used to improve the check modifier. The DCs for spell casting will encourage gathering and using tokens.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 3357110, member: 710"] Balancing per Encounter instead of x/day per day abilities: I like this choice. I dislike it when the party rests just become one character is out of his resources. There might be an alternative, though - ensure that all characters go equally fast out of resources. For non-spellcasters, the resource is usually hit points. But a Wand of Cure Light Wounds solves this issue quickly. There is no "Wand of Regaining Spells" or something like that. If you added such an item, it would probably unbalance the game, as spells are balanced differently than hitpoints. A 5th level spell cast by a 10th level Wizard is probably more powerful than a full attack from a 10th level fighter (the fighter can't fly with it, and can only deal 2 x 2d6+15 points of damage to a single target, instead of 10d6 to all targets within a cone). If you want to retain the old spell system and the x/day abilities, you have to remove an item like a Wand of Cure Light Wounds, at least as a cheap item. (healing with spells in general is okay, though). Maybe an charged item with a spell with Instantaneous duration should cause a x10 market price modifier or something like that. Simply because it upsets the balance in such a system. The way to retain some of the flavour of current spellcasting is to make it cost resources that can be gathered per encounter. Maybe to cast a x-level spells, a caster needs to gather x "mana tokens". Gaining such a token would cost actions. The only problem are spells that are not cast in combat (or prior to combat). A few options: - Reduce durations of spells. - Limit the number of spells that can be cast - Spellcasting involves a risk. I am currently working on a magic system for a possible IH campaign I want to master. It will still retain the idea of preparing spells, but it will be balanced by encounter. - Spell casters must prepare a spell to be able to trigger it at a later time. This represents their time spent to memorize the exact details, make the correct prayers, and prepare the right spells. - Spell casting requires a special check. If the check fails, it will cause backlash (based on the spell level), and also a possible mishap (wrong target, opposite effect and so on). A 1 is always a failure. - It is possible to gather mana tokens (in several ways). These tokens can be used to improve the check modifier. The DCs for spell casting will encourage gathering and using tokens. [/QUOTE]
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New Design Paradigms - What are they and are they good or bad?
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