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Spell Creation System
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<blockquote data-quote="Charles Krause" data-source="post: 7539835" data-attributes="member: 6980982"><p>Is this system still being developed?</p><p></p><p>I think this would dovetail very nicely with the <em>Spell Points</em> variant in the DMG ( with tweaks ).</p><p></p><p>Under such a combination, Spellcasters wouldn't have spell slots, or level limits anymore, just a maximum number of Spell Points they can expend per spell, and have the spell point cost tied to the number of <em>design points</em> the spell requires. ( e.g. 1st level casters simply can't learn spells with more than 5 points of design under this system, such a spell would cost 5 <em>spell points</em> to cast, and would have 10 <em>spell points</em> to expend ). Yes - I know this doesn't match up with the costs and available spell points in the DMG - <em>Spell Points</em> would need to be recalculated ( not hard, they're calculated off of spell slots and spell costs in the original system creation ).</p><p></p><p>That would make some of the under-powered PHB spells make more sense. Why would you cast something as ludicrously under-powered as <em>Sniloc's Snowball Swarm</em>? Because it uses 1/2 the number of <em>Spell Points</em> as something designed closer to the caster's limits.</p><p></p><p>I'm also wondering what are the hidden problems with the idea of making <strong>all</strong> effects have a point buy? Instead of starting with the idea that you're going to build a 5th level spell, so you can have up to 30' radius effect, have a 30' radius have a certain point cost, and have the final total point cost of the spell determine the level?</p><p></p><p>I think I'm in the camp of <em>I'd rather have a consistent, flexible, albeit not horribly overpowered spell construction system, than be able to recreate the PHB spells precisely</em>, and re-classify the PHB spells according to the build system - <strong>assuming</strong> that I could get Player buy-in.</p><p></p><p>Just some thoughts and questions.</p></blockquote><p></p>
[QUOTE="Charles Krause, post: 7539835, member: 6980982"] Is this system still being developed? I think this would dovetail very nicely with the [I]Spell Points[/I] variant in the DMG ( with tweaks ). Under such a combination, Spellcasters wouldn't have spell slots, or level limits anymore, just a maximum number of Spell Points they can expend per spell, and have the spell point cost tied to the number of [I]design points[/I] the spell requires. ( e.g. 1st level casters simply can't learn spells with more than 5 points of design under this system, such a spell would cost 5 [I]spell points[/I] to cast, and would have 10 [I]spell points[/I] to expend ). Yes - I know this doesn't match up with the costs and available spell points in the DMG - [I]Spell Points[/I] would need to be recalculated ( not hard, they're calculated off of spell slots and spell costs in the original system creation ). That would make some of the under-powered PHB spells make more sense. Why would you cast something as ludicrously under-powered as [I]Sniloc's Snowball Swarm[/I]? Because it uses 1/2 the number of [I]Spell Points[/I] as something designed closer to the caster's limits. I'm also wondering what are the hidden problems with the idea of making [B]all[/B] effects have a point buy? Instead of starting with the idea that you're going to build a 5th level spell, so you can have up to 30' radius effect, have a 30' radius have a certain point cost, and have the final total point cost of the spell determine the level? I think I'm in the camp of [I]I'd rather have a consistent, flexible, albeit not horribly overpowered spell construction system, than be able to recreate the PHB spells precisely[/I], and re-classify the PHB spells according to the build system - [B]assuming[/B] that I could get Player buy-in. Just some thoughts and questions. [/QUOTE]
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