Non-Vancian System Inspired by B9S

I hate recharge magic.
nuke, different nuke, third nuke, fourth nuke, oh, first nuke is ready...

In standard games, characters have as many buffs running as they can, then rush in and drop nukes anyway.

Now, they'd have to trade off buffs for nukes, or pace themselves. The melee and ranged attackers still get their fun. Book of Nine Swords mixes well with this change. Nonstop action is the staple of adventure movies/stories.
 

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Kmart Kommando said:
I hate recharge magic.
nuke, different nuke, third nuke, fourth nuke, oh, first nuke is ready...

Then you can understand why I stopped using it after two or three sessions. :) It might fit an epic campaign, but not a normal campaign.

Kmart Kommando said:
In standard games, characters have as many buffs running as they can, then rush in and drop nukes anyway.

I think the buffs issue is a serious problem with the game. D&D has become a game of stacking as many effects on top of each other as allowable to create the most unbeatable character possible. Things like metamagic rods and sudden metamagic feats have served to encourage the nuking mentality as well. I find myself more and more turned away from D&D because of these things.

Kmart Kommando said:
Now, they'd have to trade off buffs for nukes, or pace themselves. The melee and ranged attackers still get their fun. Book of Nine Swords mixes well with this change. Nonstop action is the staple of adventure movies/stories.

I think the idea of trading buffs for nukes has a lot of merit, as casters in the game today seem to want to have their cake and eat it too and the game has gotten quite complicated with characters who run around with 20 different buff spells up.
 

I have two things here- the critical mechanic that limits a caster (negative caster levels) and a list of problematic spells when using a system like this.

If anyone has any suggestions on the "degradation" system (NCL's) I have here. I would love to here them.

Additionally, if we could discuss the spells I have outlined from PHB as a problem then we could make a completed system! Please add spells that are problematic with endless castings that I missed or take ones away that are not.

Basically, I see information gathering divinations as problems and teleportations as problems and permanent alterations and creations as problems.

Sadrik

Negative Caster Levels
Every negative caster level that a caster has lowers their available magic pool size by 1. If a caster lowers their maximum available magic pool size to zero or below with negative caster levels, he or she becomes unconscious.

Spell Point Recovery
Spell point recovery transfers spell points from the spent magic pool to the available magic pool. Casters recover all of their spell points after five minutes of uninterrupted time to do their recovery method. They cannot take any other actions while doing this and they gain 1 negative caster level. Divine casters pray and plea with their deity to get their power back, arcane casters draw back their magical energies from around them, innate casters focus their inner strength and psionic casters meditate and rebuild their mental wills.

Problematic Spells
Whenever a caster casts a spell that the DM sees as problematic, it takes something out of the caster to do it. To show this, the caster gets a negative caster level, depending on the spell level of the spell.

Code:
[B]Problematic Spells Chart
Spell	Negative Caster
Level	Levels Gained[/B]
0-2	1
3-4	2
5-6	3
7-8	4
9-Epic	5

Recovering Negative Caster Levels
It takes 8 hours of rest to get rid of all negative caster level. Restoration spell removes negative caster levels as if they were negative levels.

Problematic Spell List
Animate Dead
Arcane Mark
Astral Projection
Atonement
Augury
Awaken
Baleful Polymorph
Banishment
Bestow Curse
Binding
Blasphemy
Blindness/Deafness
Clone
Commune
Commune with Nature
Consecrate
Continual Flame
Control Weather
Create Greater Undead
Cure Critical Wounds
Cure Light Wounds
Cure Minor Wounds
Cure Moderate Wounds
Cure Serious Wounds
Desecrate
Detect Chaos
Detect Evil
Detect Good
Detect Law
Detect Magic
Detect Poison
Detect Secret Doors
Detect Snares and Pits
Dictum
Dimensional Door
Disintegration
Dismissal
Divination
Fabricate
Feeblemind
Find the Path
Flesh to Stone
Forbiddance
Gate
Geas/Quest
Glyph of Warding
Glyph of Warding, Greater
Hallow
Heal
Holy Word
Identify
Illusionary Wall
Imprisonment
Insanity
Legend Lore
Limited Wish
Magic Jar
Magic Mouth
Modify Memory
Move Earth
Nightmare
Permanency
Permanent Image
Planar Ally
Planar Ally, Greater
Planar Ally, Lesser
Planar Binding
Planar Binding, Greater
Planar Binding, Lesser
Plane Shift
Programmed Image
Raise Dead
Refuge
Regenerate
Reincarnation
Remove Blindness/Deafness
Remove Disease
Remove Paralysis
Restoration
Restoration, Greater
Restoration, Lesser
Resurrection
Sepia Snake Sigil
Simulacrum
Spellstaff
Teleport
Teleport Object
Teleport, Greater
Teleportation Circle
Temporal Stasis
Time Stop
True Resurrection
Unhallow
Vision
Wall of Iron
Wall of Stone
Wish
Word of Chaos
Word of Recall
 

Sadrik said:
Problematic Spell List
Arcane Mark
Baleful Polymorph
Bestow Curse
Blindness/Deafness
Continual Flame
Create Greater Undead
Disintegration
Flesh to Stone
Identify
Planar Ally
Planar Ally, Greater
Planar Ally, Lesser
Planar Binding
Planar Binding, Greater
Planar Binding, Lesser

Okay, I'll bite -- what's wrong with Arcane mark? It's limited by a material component of gem powder for the effect that can't be duplicated by a pot of paint, IIRC. Give it to 'em.

Similarly, Baleful Polymorph and Blindness/Deafness are alternatives to fireballs or empowered scorching rays, etc -- and much kinder, as such things go.

Why is Disintegration bad and not Finger of Death -- because it can move mountains? easier solution is possibly that the spell leaves behind a quantity of dust equal in mass to the original object, so it's still a great attack spell and can knock down walls, but doesn't drill through mountains, since it leaves behind a sand dune the size of a mountain.

Remember that Identify takes 100 gp and 1 hour to cast -- if the party has 1600 gp in pearls and a free 16 hours, I'm glad to let them ID 16 items; the spell is somewhat self limited.

Don't the planar binding/ally spells have xp/gp costs? If so, they're limited along that axis, and that might be enough.

These spells might deserve to remain on the list, but I'm not certain they're terrible.
 

I agree with your assessment. When I made that list of spells. I was not looking at potential XP, GP or casting time requirements but only if it were an information gathering divination, a teleportation effect, a healing effect, a permanent alteration or creation.

I thought, "Should characters lose some of their spell power for the day when they cast a heavy XP, GP, casting time cost spell?" I told myself, sure but I am not so "sure" about that.
 

Sadrik said:
I made something very similar last year.


Sadrik, I based my own system on your ideas. Thanks for the thread (even if it didn't survive the crash).

-------------------------

Note: My group has made some significant modifications to the core rules to simplify gameplay. I'm only posting the spell system, plus some quick background.

Only three classes (Fighter, Rogue, Sorcerer) with some minor tweaks (such as d6 hit points for the sorcerer). All classes gain a feat at every level (fighters still get their bonus feats). [Creatures also gain a feat for every HD and level.] Sorcerers can learn spells from the Sor/Wiz, Cleric, and Druid spell lists. If a spell is on more than one list, they can learn it at the lowest level available. Sorcerers can apply metamagic feats on the fly.

Spells known are increased, as sorcerers have to cover many more roles than normal (blaster, buffer, healer, divinations, etc). Use sorcerer progression for when casters gain a new spell level (thus a caster has to be 4th-level to cast 2nd-level spells).

No spells per day. Instead use the Token Pool.

Max Caster Rate
This is the most critical piece, as it places a limit on how much power a caster has with any one spell or ability. Max caster rate is equal to the highest level spell the caster can cast and is the maximum number of tokens which may be spent for any one spell or ability.

A spell costs a number of tokens equal to its level. If a metamagic feat is applied, each additional level imposed by the feat costs one token. Thus a Silent spell costs +1 token, a Quickened spell costs +4 tokens. If tokens are spent for an ability, e.g., Turn Undead, max caster rate applies to that ability also.

Token Pool
The Token pool is divided into three sub-pools: Free, Used, Held. Free tokens can be used to power spells and abilities. Used tokens are tokens that have been spent on spells or abilities, but not yet recovered. Held tokens are tokens spent for currently active spells and abilities, e.g., mage armor. If a spell has a duration, the tokens are Held until the spell ends, at which point those tokens become Used. Spells with a Permanent duration cause those tokens to be Held until the character rests for eight hours, which may be done only once in any 24 hours period.

Note: Any spell that a GM considers “problematic” can be declared as Permanent, causing those tokens to be Held until the character rests. Thus if a GM wants teleport to be used sparingly, just treat it as duration: Permanent. If a GM doesn’t want infinite healing, treat healing spells as duration: Permanent.

Tokens can be recovered. As a full-round action, a caster may recover one Used token. A chain of feats can speed up this recovery to a Standard action, Move action, and finally, a Swift action. A character may never recover more than one token in a round, nor may a token be recovered in the same round in which it is spent. Held tokens cannot be recovered.

The token pool starts at 4 tokens for a 1st-level sorcerer and increases at a fixed rate. The caster gains +1 token for each new caster level, and gains an extra token at every fourth caster level. Here's the base progression, starting at 1st-level and finishing at 20th-level:


4-5-6-8-9-10-11-13-14-15-16-18-19-20-21-23-24-25-26-28

A caster may take the Token Pool feat which currently adds +2 tokens to the pool (with testing, we may lower this to +1 token). A caster may take this feat more than once, but no more often than half his caster level (thus a 4th-level sorcerer could take the feat twice).

Spells Known
At first level, a caster knows 5 0-level spells and 3 1st-level spells. This increases by one with each new caster level, up to a maximum of nine spells known of each spell level. When a caster gains a new level of spells, he starts with 3 known. A caster may take a feat that allows him to learn an extra spell. In addition, feats such as Insightful add spells to the caster’s known spell list. Lastly, if the character takes a race that grants spell use on a limited basis, such as gnomes with prestidigitation, etc., those spells are instead added to the caster’s spells known.

Example: A 4th level sorcerer knows 8 0-level spells, 6 1st-level spells, and 3 2nd-level spells. If she is a gnome, she also knows prestidigitation, ghost sound, and dancing lights.

Turn Undead
Casters must take the Turn Undead feat to be able to use this ability. We’ve changed this ability to simply causing positive energy damage to undead. As a standard action, a caster may spend a number of tokens up to his max caster rate. Roll 1d6 for each token spent, then add the caster’s Cha Mod to the total. This is the amount of damage undead within 40’ of the caster sustain. Turn Resistance subtracts from the total and can reduce the damage to zero.

Divine Feats
A caster can take feats that require turn attempts if the caster has taken the Turn Undead feat. The number of turn attempts required by the divine feat are converted to a token cost and is limited by the caster’s max caster rate. Thus Divine Vigor costs one token, which is Held while the feat is in effect.

Domains
Domains add an ability that almost always costs one or more tokens to use. For instance, the Strength domain allows a caster to spend tokens to increase his Strength for one round, +2 Strength per token spent. The Trickery domain allows a caster to spend one token as a swift action to gain a +4 bonus to any Bluff, Disguise, or Hide skill check. The Sun domain allows a caster to spend up to 50% more tokens when using Turn Undead (this is the only instance where a caster can exceed his max caster rate). Domains do not add any spells to a caster’s Spells Known.

--------------------------------------------------------------

What we’ve found is that this makes spellcasters much easier to play, yet they’re still challenging. We use poker chips and Dixie cups to track the three token sub-pools – the player can tell at a glance how many tokens he has available. No choosing spells before an adventure. The limited number of spells known means a player can focus on knowing those spells thoroughly, rather than having to master every spell in the PHB (plus other sources). Tokens seem plentiful, but tend to run out quickly if a player isn’t careful. Balancing Instantaneous-duration spells with those with a longer duration can be tricky, as Held tokens often take up a significant portion of a caster’s token pool. Best of all, most feats and spells work just fine with this system, usually with little or no tweaking.

What can I say – it works for us.

One caveat: My group doesn’t tend to abuse the rules too badly (no polymorph issues, no scry-buff-teleport tactics), but this system could be abused by players so inclined. I’ve tested a few such abuses and modified the system to limit such things, but really, the best solution is a cooperative effort between players and GM.
 
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I really like your concept of "held" tokens. It mirrors my negative caster levels. The difference is my NGC's get added to the pool (different color token) So your token pools should always add up to your maximum magic pool size. How do you differentiate held tokens for spells that are being powered and held tokens that were spent on a "problematic" spell? When a duration expires move them to used pile?

Your system also holds the overall spell level. If you cast a "problematic" 5th level spell you hold 5 tokens from your pool an mine you hold 3 (1/2 rounded up). Your system gives the characters a few more spell points, is this to balance this effect out?

In that old post that got eaten I had something like your turn undead, divine feat and domain stuff that you added. I like it.

Agreed, the system could be abused. However, if the DM uses the "problematic" spell rule liberally this should prevent too many abuses.

Oh, another rule that I changed was: characters recover all of his magic points after five minutes of studying/pleading/meditating but they gain 1 NGC or under your rules 1 token would be held.

Sadrik
 

Sadrik said:
I really like your concept of "held" tokens. It mirrors my negative caster levels. The difference is my NGC's get added to the pool (different color token) So your token pools should always add up to your maximum magic pool size. How do you differentiate held tokens for spells that are being powered and held tokens that were spent on a "problematic" spell? When a duration expires move them to used pile?

I left out NGC's because I felt it added another layer of complexity. Instead everything is dependent on just two factors: available tokens and max caster rate. We use two colors for tokens, white (Free and Used) and red (Held). If a caster uses tokens for an instantaneous spell, he just moves the tokens directly from the Free pool to the Used pool. If he casts a spell with a longer duration, he swaps out those white tokens for red and moves them to the Used pool. Ditto with problematic spells. When a spell with a longer duration ends, the caster swaps out those red tokens for white, but leaves them in the Used pool until recovered.

I like the idea of using a third color for Held tokens that are Held until resting, but I only have two colors. :p


Sadrik said:
Your system also holds the overall spell level. If you cast a "problematic" 5th level spell you hold 5 tokens from your pool an mine you hold 3 (1/2 rounded up). Your system gives the characters a few more spell points, is this to balance this effect out?

Well, time will tell. We've tested it a bit at up to 8th level characters, but we may have to tweak the overall token pool size once we see how things work out. I like the size right now because casters never have enough tokens - every use has to be considered, or the caster won't have enough when he really needs them. Whether or not the current limits are too low we'll see in play.

BTW, we don't add tokens based on the caster's primary stat. This is for two reasons: one, we'd just have to take that in consideration when balancing the token pool size, so the average caster wouldn't gain anything and, two, I personally think raising the spell DC's is more than enough encouragement to have a high primary stat. Anything else is gravy.


Sadrik said:
In that old post that got eaten I had something like your turn undead, divine feat and domain stuff that you added. I like it.

Yeah, this system avoids the whole problem with Divine Metamagic, as well providing a simple, unified way of limiting a host of abilties. I've even created some magic items that require the expenditure of tokens to use, so their more powerful effects have a temporary cost to the owner.


Sadrik said:
Oh, another rule that I changed was: characters recover all of his magic points after five minutes of studying/pleading/meditating but they gain 1 NGC or under your rules 1 token would be held.

We don't penalize characters for recovering tokens, but if a GM wants to simulate the slow weakening of spell power over an entire day, then Holding some tokens would have that effect. If we run into problems with too much token recovery, this might be a simple solution.
 

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