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Skill-based magic variants?
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<blockquote data-quote="~Johnny~" data-source="post: 1433436" data-attributes="member: 16493"><p><strong>One possibility</strong></p><p></p><p>So far, Mystic Warriors sounds like it has the best chance of having the material I'm thinking of.</p><p></p><p>Here's an example, one that I'm not sure would work, but which conveys the general concept in D&D terms: <ol> <li data-xf-list-type="ol">All spellcasters gain access to eight new skills: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, Transmutation. </li> <li data-xf-list-type="ol">For now, for the sake of simplicity, let's assume that they get a separate pool of skill points to apply to these "magic skills." </li> <li data-xf-list-type="ol">Let's also assume that the key ability for all skills/schools depends on class (Intelligence for wizards, charisma for sorcerors and bards, you get the drill).</li> <li data-xf-list-type="ol">Spellcasters can use their magic skills to spontaneously cast any spell they know.</li> <li data-xf-list-type="ol">Each class' spell list is simplified, gathering spells into scaleable trees. So there's one "healing" spell that covers everything from <em>cure light wounds</em> to <em>mass heal</em>, one "mind control" spell with effects that scale from <em>charm person</em> to <em>dominate monster</em>, one "flame" spell that covers everything from <em>burning hands</em> to <em>meteor swarm</em>.</li> <li data-xf-list-type="ol">Spellcasters roll to cast spells, with DCs set to reflect the scaled effects (to get an effect comparable to <em>burning hands</em>, you'd need to know "flame" and cast it with a DC 15 Evocation check (so an average roll for an intelligent 1st-level caster will have a slightly better-than-even chance).</li> <li data-xf-list-type="ol">In each spell description table, right next to the DC for a given amount of damage/level of effect/duration of transformation, there would be a "power point" cost. These would be comparable to Unearthed Arcana's spell points, but casters would get twice the number to account for the fact that they can expect to fail about half of their level-appropriate spell effect rolls.</li> <li data-xf-list-type="ol">Skill Focus feats cannot be applied to magic skills. Individual Spell Focus feats would confer a +3 to rolls. School Focus would only grant a +1.</li> </ol><p></p><p>That was totally off the top of my head, and I'm not sure it's even on the right track. It might be a bit lame that in a skill-based system, each level gained only confers a +1 skill bonus to cast spells, thus making die rolls overly important. It also makes it a lot easier to multiclass into spellcasting: jump into a spellcasting class for one level and you can drop all your points into one particularly useful school. I don't think I've gotten right, but I can't imagine somebody else doesn't have a similar system that they spent more than ten minutes putting together.</p></blockquote><p></p>
[QUOTE="~Johnny~, post: 1433436, member: 16493"] [b]One possibility[/b] So far, Mystic Warriors sounds like it has the best chance of having the material I'm thinking of. Here's an example, one that I'm not sure would work, but which conveys the general concept in D&D terms:[list=1] [*]All spellcasters gain access to eight new skills: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, Transmutation. [*]For now, for the sake of simplicity, let's assume that they get a separate pool of skill points to apply to these "magic skills." [*]Let's also assume that the key ability for all skills/schools depends on class (Intelligence for wizards, charisma for sorcerors and bards, you get the drill). [*]Spellcasters can use their magic skills to spontaneously cast any spell they know. [*]Each class' spell list is simplified, gathering spells into scaleable trees. So there's one "healing" spell that covers everything from [i]cure light wounds[/i] to [i]mass heal[/i], one "mind control" spell with effects that scale from [i]charm person[/i] to [i]dominate monster[/i], one "flame" spell that covers everything from [i]burning hands[/i] to [i]meteor swarm[/i]. [*]Spellcasters roll to cast spells, with DCs set to reflect the scaled effects (to get an effect comparable to [i]burning hands[/i], you'd need to know "flame" and cast it with a DC 15 Evocation check (so an average roll for an intelligent 1st-level caster will have a slightly better-than-even chance). [*]In each spell description table, right next to the DC for a given amount of damage/level of effect/duration of transformation, there would be a "power point" cost. These would be comparable to Unearthed Arcana's spell points, but casters would get twice the number to account for the fact that they can expect to fail about half of their level-appropriate spell effect rolls. [*]Skill Focus feats cannot be applied to magic skills. Individual Spell Focus feats would confer a +3 to rolls. School Focus would only grant a +1.[/list] That was totally off the top of my head, and I'm not sure it's even on the right track. It might be a bit lame that in a skill-based system, each level gained only confers a +1 skill bonus to cast spells, thus making die rolls overly important. It also makes it a lot easier to multiclass into spellcasting: jump into a spellcasting class for one level and you can drop all your points into one particularly useful school. I don't think I've gotten right, but I can't imagine somebody else doesn't have a similar system that they spent more than ten minutes putting together. [/QUOTE]
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