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Per-encounter Simple-Complex-Exotic Magic System for d20?
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<blockquote data-quote="Michael Silverbane" data-source="post: 3482200" data-attributes="member: 38016"><p>Lots of good stuff in here already.</p><p></p><p>A couple of suggestions to start...</p><p></p><p>I'd like to see this magic system tied to a new class (much like the warlock, binder, incarnum, and ToB's Initiators got their systems associated with a new class). This'll keep us from having to deal with any possible underlying balance issues with the existing classes. We certainly can freely snatch up ideas, mechanics, and baseline assumptions from the existing classes, but trying to stuff them wholesale into a new system is going to invite extra trouble, I think.</p><p></p><p>Simple Spells: I'd like these to be at-will, or almost at-will. Also, they should be very simple, dealing damage to a single target (or one square, perhaps), buffing for a very short time (1d6 rounds, maybe?), granting a single skill check (1d20 + caster level + casting modifier on Open Lock check, or similar). Stuff like that. I'd also like it to progress in such a way that a low-level character has one or two of these available, a mid level character has five or six, and a high level character has maybe a dozen of them. The initial cost for these should be almost negligible, but they should scale much, for the most part.</p><p></p><p>Complex Spells: Your run of the mill combat stuff should go in here. Your fireballs and cones of cold, (I think that healing should probably go in here, as well, but I can also see healing as exotic) your medium term (ones that'll last an hour or so) buffs, most condition removal. I like the idea of taking fifteen minutes to refresh complex spells. its not <em>exactly</em> encounter based, meaning that if you get stuck in a run and gun situation, your're not going to find yourself magically refreshed, but if you can take breather, you'll be more or less good to go.</p><p></p><p>Exotic Spells: Your real game-breakers should obviously go in here, but I'd like to see a way to make one (or more) of these complex... Like some sort of specialization feats to turn a guy into a teleporter. Boom spells that fall into the exotic category should really give you a lot of bang for your buck.</p><p></p><p>One thing that I'm not sure that I agree with is the no multiple copies restriction from Bo9S. If somebody just wants to teleport today, or if he wants to spend all day communing with higher powers, I think that he should be able to do that.</p><p></p><p>Hmm... I'll have to go back over everything some more to come up with further thoughts, or to revise my current thinking or whatever... More later.</p><p></p><p>Later</p><p>silver</p></blockquote><p></p>
[QUOTE="Michael Silverbane, post: 3482200, member: 38016"] Lots of good stuff in here already. A couple of suggestions to start... I'd like to see this magic system tied to a new class (much like the warlock, binder, incarnum, and ToB's Initiators got their systems associated with a new class). This'll keep us from having to deal with any possible underlying balance issues with the existing classes. We certainly can freely snatch up ideas, mechanics, and baseline assumptions from the existing classes, but trying to stuff them wholesale into a new system is going to invite extra trouble, I think. Simple Spells: I'd like these to be at-will, or almost at-will. Also, they should be very simple, dealing damage to a single target (or one square, perhaps), buffing for a very short time (1d6 rounds, maybe?), granting a single skill check (1d20 + caster level + casting modifier on Open Lock check, or similar). Stuff like that. I'd also like it to progress in such a way that a low-level character has one or two of these available, a mid level character has five or six, and a high level character has maybe a dozen of them. The initial cost for these should be almost negligible, but they should scale much, for the most part. Complex Spells: Your run of the mill combat stuff should go in here. Your fireballs and cones of cold, (I think that healing should probably go in here, as well, but I can also see healing as exotic) your medium term (ones that'll last an hour or so) buffs, most condition removal. I like the idea of taking fifteen minutes to refresh complex spells. its not [i]exactly[/i] encounter based, meaning that if you get stuck in a run and gun situation, your're not going to find yourself magically refreshed, but if you can take breather, you'll be more or less good to go. Exotic Spells: Your real game-breakers should obviously go in here, but I'd like to see a way to make one (or more) of these complex... Like some sort of specialization feats to turn a guy into a teleporter. Boom spells that fall into the exotic category should really give you a lot of bang for your buck. One thing that I'm not sure that I agree with is the no multiple copies restriction from Bo9S. If somebody just wants to teleport today, or if he wants to spend all day communing with higher powers, I think that he should be able to do that. Hmm... I'll have to go back over everything some more to come up with further thoughts, or to revise my current thinking or whatever... More later. Later silver [/QUOTE]
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Per-encounter Simple-Complex-Exotic Magic System for d20?
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