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Per-encounter Simple-Complex-Exotic Magic System for d20?
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<blockquote data-quote="Ltheb Silverfrond" data-source="post: 3482934" data-attributes="member: 39867"><p>After reading many of the posts here, I started crunching some numbers and polling some of my players. Here is what we came up with:</p><p>(BG Info: Our group likes gritty games, somewhat more realist games, but also wants things to be as simple as possible.)</p><p></p><p>We didn't want the game just to become a bum-rush through the dungeon in 10 minutes realtime, so we wanted to make sure Hit Points are the only real "resource" managed.</p><p>Spellcasters should have a number of spell slots available each day. How many? IDK. They could prepare any spell they know in said spell slots. Casting a spell from the spell slots does not mean they lose the spell; it just takes time to "refresh".</p><p></p><p>Spells should be divided into 3 categories - </p><p>Simple - Spells a mage could cast every turn or every other turn. - Basic, minor spells. All the "inferior" or "sub-par" spells. Example: Detect Magic, Shocking Grasp, Polar Ray.</p><p>Complex - All the good stuff. Castable once per encounter - Potent spells. Fireball, Lightning Bolt, Invisibility, Haste, Finger of Death, Hold Person, Wall of X, lesser summoning spells (like summon monster).</p><p>Exotic - As someone put it "plot spells" Would only be usable 1/day. Also includes healing magic - Cure X Wounds spells, heal, restoration, Instant-Movement spells (teleport, planeshift, Dimension door), Timestop, Wail of the Banshee, Strong summoning spells (Planar Ally), etc. - Anything that breaks the game or changes the adventure dynamic alot.</p><p></p><p>The two group members I talked with were interested in a system like this. Monte Cook's Spell Treasury already has (all?) the core spells placed in these categories (using almost the same criteria) so all that's left is any individual spell decisions and deciding how many spell slots a class gets. </p><p>I think Sorcerer should have 30-50% more slots than wizards, clerics, and druids. I don't know about the bard, paladin, or ranger. Clerics and Specialist Wizards should get a bonus spell slot to put their domain/specialty spells in, but shouldn't be restricted to that one slot. (So if a Cleric had Fireball from a domain, he could put it in a non-domain slot, but he can ONLY put a domain spell in the domain spell slot) Clerics could "spontaneously cast" healing spells, but since they are exotic, they would "lose" the slot the spell was prepared in to do so.</p><p>Negative levels wouldn't make you forget spells, but since they penalize your caster level, if you prepared a lot of high-level spells, you may find many of them unavailable after takeing 1-2 negative levels.</p><p>I don't know if having a high spellcasting ability score will grant "bonus slot" or even how that would be determined. I don't think so. Perhaps it might translate to free levels of "insta-recover" spells per day. (So if a wizard with an int mod of +9 cast timestop, he or she could "recover" the use of that timestop for later use in another encounter)</p><p></p><p>Just some things ideas I threw together.</p></blockquote><p></p>
[QUOTE="Ltheb Silverfrond, post: 3482934, member: 39867"] After reading many of the posts here, I started crunching some numbers and polling some of my players. Here is what we came up with: (BG Info: Our group likes gritty games, somewhat more realist games, but also wants things to be as simple as possible.) We didn't want the game just to become a bum-rush through the dungeon in 10 minutes realtime, so we wanted to make sure Hit Points are the only real "resource" managed. Spellcasters should have a number of spell slots available each day. How many? IDK. They could prepare any spell they know in said spell slots. Casting a spell from the spell slots does not mean they lose the spell; it just takes time to "refresh". Spells should be divided into 3 categories - Simple - Spells a mage could cast every turn or every other turn. - Basic, minor spells. All the "inferior" or "sub-par" spells. Example: Detect Magic, Shocking Grasp, Polar Ray. Complex - All the good stuff. Castable once per encounter - Potent spells. Fireball, Lightning Bolt, Invisibility, Haste, Finger of Death, Hold Person, Wall of X, lesser summoning spells (like summon monster). Exotic - As someone put it "plot spells" Would only be usable 1/day. Also includes healing magic - Cure X Wounds spells, heal, restoration, Instant-Movement spells (teleport, planeshift, Dimension door), Timestop, Wail of the Banshee, Strong summoning spells (Planar Ally), etc. - Anything that breaks the game or changes the adventure dynamic alot. The two group members I talked with were interested in a system like this. Monte Cook's Spell Treasury already has (all?) the core spells placed in these categories (using almost the same criteria) so all that's left is any individual spell decisions and deciding how many spell slots a class gets. I think Sorcerer should have 30-50% more slots than wizards, clerics, and druids. I don't know about the bard, paladin, or ranger. Clerics and Specialist Wizards should get a bonus spell slot to put their domain/specialty spells in, but shouldn't be restricted to that one slot. (So if a Cleric had Fireball from a domain, he could put it in a non-domain slot, but he can ONLY put a domain spell in the domain spell slot) Clerics could "spontaneously cast" healing spells, but since they are exotic, they would "lose" the slot the spell was prepared in to do so. Negative levels wouldn't make you forget spells, but since they penalize your caster level, if you prepared a lot of high-level spells, you may find many of them unavailable after takeing 1-2 negative levels. I don't know if having a high spellcasting ability score will grant "bonus slot" or even how that would be determined. I don't think so. Perhaps it might translate to free levels of "insta-recover" spells per day. (So if a wizard with an int mod of +9 cast timestop, he or she could "recover" the use of that timestop for later use in another encounter) Just some things ideas I threw together. [/QUOTE]
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Per-encounter Simple-Complex-Exotic Magic System for d20?
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