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Non-Vancian System Inspired by B9S
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<blockquote data-quote="Lackhand" data-source="post: 3058012" data-attributes="member: 36160"><p>The only thing I don't agree with is the "double penalty" for metamagic -- with the exception of putting metamagic on spells already more powerful than their level, metamagic'd spells are weaker than the slot they're in.</p><p></p><p>Sorta.</p><p></p><p>The save is lower, the damage is lower (actually, that one I'm just making up -- it probably isn't, comparing things like fireball to delayed blast fireball, but there's magic with the damage caps, etc), etc -- I'd say just pay for it as though it's a spell of the level you're about to cast anyway (<em>i.e. spell level + metamagic adjustment</em>)</p><p></p><p>I agree that counting 0 level spells is both dumb and trivial, but this system has one interesting side effect.</p><p></p><p>In first edition, the party wondered whether items were magical, because detect magic took up the same slot as magic missile -- and when you're contending for one of a limited number of slots, the one that can blast often wins out. Thus wands, rods, and scrolls of detect magic; thus memorizing it *anyway* because it's such a powerful utility spell.</p><p></p><p>In 3.x ed, detect magic is already much cheaper, but it's still an issue of resource management -- there are no other 0 level spells whose utility approaches it (in a 'functional' party, where the mage is willing to be sidelined or use a crossbow instead of casting acid splash -- if everyone has to deal damage every round, something's wrong in my book!).</p><p></p><p>In this system, the kings and queens of 0 level -- detect magic, detect poison, and cure minor wounds -- become essentially free.</p><p></p><p>This might be bad.</p><p>If using this system, the easiest fix is probably to bump those spells back to first level, and make everything else free.</p><p></p><p>The reasoning being that the party can now tell whether food is poisoned or magic is present from first level for essentially no cost above an action, with no chance of failure (barring countermeasures, which realistically shouldn't *always* be present) -- removing these as interesting challenges.</p><p></p><p><em>Actually, I can't read -- clerics actually need to *do stuff* to get back slots. Whoops. My mistake! Though you might also want to restore their slots at the appropriate prayer time and/or when able to pray in an appropriate place?</em></p><p></p><p>And just remove cure minor wounds from the game -- or make its effect "you autopass a heal check" -- because healing is already going to be fun to watch.</p><p></p><p>Remember: 10 minutes after every fight, the party will (now) be fresh, albeit out any one-shot items or charges they used -- 5 minutes to heal up, 5 minutes to restore clerical slots.</p><p></p><p>There's gotta be a better way to restrict buffs, but I'm not seeing it yet.</p></blockquote><p></p>
[QUOTE="Lackhand, post: 3058012, member: 36160"] The only thing I don't agree with is the "double penalty" for metamagic -- with the exception of putting metamagic on spells already more powerful than their level, metamagic'd spells are weaker than the slot they're in. Sorta. The save is lower, the damage is lower (actually, that one I'm just making up -- it probably isn't, comparing things like fireball to delayed blast fireball, but there's magic with the damage caps, etc), etc -- I'd say just pay for it as though it's a spell of the level you're about to cast anyway ([i]i.e. spell level + metamagic adjustment[/i]) I agree that counting 0 level spells is both dumb and trivial, but this system has one interesting side effect. In first edition, the party wondered whether items were magical, because detect magic took up the same slot as magic missile -- and when you're contending for one of a limited number of slots, the one that can blast often wins out. Thus wands, rods, and scrolls of detect magic; thus memorizing it *anyway* because it's such a powerful utility spell. In 3.x ed, detect magic is already much cheaper, but it's still an issue of resource management -- there are no other 0 level spells whose utility approaches it (in a 'functional' party, where the mage is willing to be sidelined or use a crossbow instead of casting acid splash -- if everyone has to deal damage every round, something's wrong in my book!). In this system, the kings and queens of 0 level -- detect magic, detect poison, and cure minor wounds -- become essentially free. This might be bad. If using this system, the easiest fix is probably to bump those spells back to first level, and make everything else free. The reasoning being that the party can now tell whether food is poisoned or magic is present from first level for essentially no cost above an action, with no chance of failure (barring countermeasures, which realistically shouldn't *always* be present) -- removing these as interesting challenges. [I]Actually, I can't read -- clerics actually need to *do stuff* to get back slots. Whoops. My mistake! Though you might also want to restore their slots at the appropriate prayer time and/or when able to pray in an appropriate place?[/I] And just remove cure minor wounds from the game -- or make its effect "you autopass a heal check" -- because healing is already going to be fun to watch. Remember: 10 minutes after every fight, the party will (now) be fresh, albeit out any one-shot items or charges they used -- 5 minutes to heal up, 5 minutes to restore clerical slots. There's gotta be a better way to restrict buffs, but I'm not seeing it yet. [/QUOTE]
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