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Per-encounter Simple-Complex-Exotic Magic System for d20?
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<blockquote data-quote="Henry" data-source="post: 3481609" data-attributes="member: 158"><p>Thing is, in practice for something like Book of 9 swords, the user typically takes the hammer maneuver, the hammer-launcher maneuver, and the "my foot turns into a hammer" maneuver and even though they're different maneuvers, they all do the same thing - namely, equivalent dice of damage. I'd rather have a system where the caster would actually DO some different things, or pay if he's going to do the same trick over and over again. Back in 2nd edition, I played with a spell system that said, "if you want to cast different spells, you don't have to memorize, but if you are casting the same spell twice or more, you have to note it on your sheet." At the very least, people who were blast-happy loaded up with blast spells, but left the last one or two slots open for different tricks.</p><p></p><p>By the way, EXCELLENT breakdown of the Initial cost, scaling cost, and boom cost. I never realized it, but True Sorcery/Black Company does this with Spell Energy Points; higher casters, having gained more spell energy points, have a larger damage buffer for their minor spells to cast. A mid-level True Sorcery cast could go generating single-target-swift-action force damage effects almost all day long, but if he shoots off some godawful spell with a high cast DC, he not only can possibly fail if he tries something too tough for his level, he will drain himself into unconsciousness.</p></blockquote><p></p>
[QUOTE="Henry, post: 3481609, member: 158"] Thing is, in practice for something like Book of 9 swords, the user typically takes the hammer maneuver, the hammer-launcher maneuver, and the "my foot turns into a hammer" maneuver and even though they're different maneuvers, they all do the same thing - namely, equivalent dice of damage. I'd rather have a system where the caster would actually DO some different things, or pay if he's going to do the same trick over and over again. Back in 2nd edition, I played with a spell system that said, "if you want to cast different spells, you don't have to memorize, but if you are casting the same spell twice or more, you have to note it on your sheet." At the very least, people who were blast-happy loaded up with blast spells, but left the last one or two slots open for different tricks. By the way, EXCELLENT breakdown of the Initial cost, scaling cost, and boom cost. I never realized it, but True Sorcery/Black Company does this with Spell Energy Points; higher casters, having gained more spell energy points, have a larger damage buffer for their minor spells to cast. A mid-level True Sorcery cast could go generating single-target-swift-action force damage effects almost all day long, but if he shoots off some godawful spell with a high cast DC, he not only can possibly fail if he tries something too tough for his level, he will drain himself into unconsciousness. [/QUOTE]
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Per-encounter Simple-Complex-Exotic Magic System for d20?
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