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Point-Based Magic or "buy a Spell"
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<blockquote data-quote="index" data-source="post: 1648599" data-attributes="member: 21195"><p><strong>spell points : jump off that cliff!</strong></p><p></p><p>In WotC's Unearthed Arcana, they based spell points on what</p><p>level a wizard has to be to cast that level spell: 1 for 1st</p><p>level spells, 3 for 2nd level spells, 5 for 3rd, etc.</p><p></p><p>I've seen many criticisms of UA's version of a spell point</p><p>system elsewhere (along with comments and approval), I don't</p><p>remember which forum exactly. People noted that WotC's UA</p><p>charts for spell points do not consistently match up with</p><p>the spells by spell level tables in the PH.</p><p></p><p>Everybody has their own version of how spell points should</p><p>work.</p><p></p><p>Some say giving wizards (and clerics) a spell point system</p><p>steals the thunder from sorcerers. I say good, but only</p><p>because I'm bitter from an ultra-stingy campaign where the</p><p>NPC sorcerer out-shone the two PC wizards. (The DM wouldn't</p><p>even allow us all of the two spells per level that wizards</p><p>are supposed to learn.) I'll probably remain so bitter</p><p>that I'll always be in favor of something that might make</p><p>wizards more powerful than sorcerers.</p><p></p><p>Psyekl, don't worry about game balance too much. If you're</p><p>already running a game, do NOT introduce a change this big</p><p>without the approval of all your players. If this is for a</p><p>new game, ask yourself: will everyone want to play clerics,</p><p>druids, and wizards if I make this change, instead of</p><p>playing fighters and rogues? (As I mention above, I don't</p><p>care about sorcerers.) If I introduced this AFTER people</p><p>made characters (not that you will), would the guy playing</p><p>the fighter choke the life out of me for this? Will I still</p><p>be able to give equal 'screen time' to non-spellcasters if I</p><p>use this rule?</p><p></p><p>(Many people worry about making fighters and rogues feel</p><p>like mere support cast for clerics and wizards. But in my</p><p>experience, the exact opposite problem already applies.)</p><p></p><p>Cheiromancer, I'm not sure that it's a weakness that spell</p><p>point systems allow hordes of low level spells at the</p><p>expense of high level spells, or more high level spells at</p><p>the expense of low level spells. I consider that a feature,</p><p>myself.</p><p></p><p>Of course, I've never understood the big deal about nerfing</p><p>wizards more and more with each new edition to attempt to</p><p>'balance' them with non-spellcasters. The mere fact that</p><p>wizards can do 'impossible' things with magic will always</p><p>make them 'unbalanced' except when played in the most</p><p>direct, unimaginative manner. Look at how hugely powerful</p><p>clerics are in 3e and 3.5e, and people STILL play wizards</p><p>for the flexibility of researching new spells without some</p><p>deity telling you 'no'.</p><p></p><p>off-topic:</p><p>For those who are worried about warriors being 'grogs' (Ars</p><p>Magica term, right?) compared to clerics and wizards -- most</p><p>legendary warriors had some magical ability.</p><p>(Multi-classing?) And if you think the hit point system is</p><p>overpowered? You could decide that PC-class heroes really</p><p>ARE that tough as a supernatural effect. A 20th level</p><p>fighter becomes something very special even compared to a</p><p>20th level wizard when he really CAN jump off a cliff,</p><p>painfully pick himself up at the bottom, and charge into an</p><p>opposing army.</p><p></p><p>off-topic :</p><p>I still have a fondness for GURPS (learn some spells, cast</p><p>them until you're exhausted), but there are no local GURPS</p><p>players. ( http://www.sjgames.com/gurps/lite/gurpslite.pdf</p><p>).</p><p></p><p>--index</p></blockquote><p></p>
[QUOTE="index, post: 1648599, member: 21195"] [b]spell points : jump off that cliff![/b] In WotC's Unearthed Arcana, they based spell points on what level a wizard has to be to cast that level spell: 1 for 1st level spells, 3 for 2nd level spells, 5 for 3rd, etc. I've seen many criticisms of UA's version of a spell point system elsewhere (along with comments and approval), I don't remember which forum exactly. People noted that WotC's UA charts for spell points do not consistently match up with the spells by spell level tables in the PH. Everybody has their own version of how spell points should work. Some say giving wizards (and clerics) a spell point system steals the thunder from sorcerers. I say good, but only because I'm bitter from an ultra-stingy campaign where the NPC sorcerer out-shone the two PC wizards. (The DM wouldn't even allow us all of the two spells per level that wizards are supposed to learn.) I'll probably remain so bitter that I'll always be in favor of something that might make wizards more powerful than sorcerers. Psyekl, don't worry about game balance too much. If you're already running a game, do NOT introduce a change this big without the approval of all your players. If this is for a new game, ask yourself: will everyone want to play clerics, druids, and wizards if I make this change, instead of playing fighters and rogues? (As I mention above, I don't care about sorcerers.) If I introduced this AFTER people made characters (not that you will), would the guy playing the fighter choke the life out of me for this? Will I still be able to give equal 'screen time' to non-spellcasters if I use this rule? (Many people worry about making fighters and rogues feel like mere support cast for clerics and wizards. But in my experience, the exact opposite problem already applies.) Cheiromancer, I'm not sure that it's a weakness that spell point systems allow hordes of low level spells at the expense of high level spells, or more high level spells at the expense of low level spells. I consider that a feature, myself. Of course, I've never understood the big deal about nerfing wizards more and more with each new edition to attempt to 'balance' them with non-spellcasters. The mere fact that wizards can do 'impossible' things with magic will always make them 'unbalanced' except when played in the most direct, unimaginative manner. Look at how hugely powerful clerics are in 3e and 3.5e, and people STILL play wizards for the flexibility of researching new spells without some deity telling you 'no'. off-topic: For those who are worried about warriors being 'grogs' (Ars Magica term, right?) compared to clerics and wizards -- most legendary warriors had some magical ability. (Multi-classing?) And if you think the hit point system is overpowered? You could decide that PC-class heroes really ARE that tough as a supernatural effect. A 20th level fighter becomes something very special even compared to a 20th level wizard when he really CAN jump off a cliff, painfully pick himself up at the bottom, and charge into an opposing army. off-topic : I still have a fondness for GURPS (learn some spells, cast them until you're exhausted), but there are no local GURPS players. ( http://www.sjgames.com/gurps/lite/gurpslite.pdf ). --index [/QUOTE]
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