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<blockquote data-quote="DreamChaser" data-source="post: 3408677" data-attributes="member: 1190"><p>One issue with evilbob's rules and theorums is that the very assumption breaks nearly any MP system because it undervalues low level spells. </p><p></p><p>That is to say, that if we opt for a 2^(spell level) cap for spell points, we are still looking at a 9th level spell cost of 512. This translates to 256 1st level spells each day assuming that a 17th caster only has enough cast that one 9th level spell, which is absurd. in reality he would have 1804 MP assume anything similar to the current progression for a wizard (no bonus points taken into account). This is 902 1st level spells (or 50 1st level spells if we require them to pay the 2 points for each level they wish to augment their spells; 100 if they pay 1 point for each augmented level). If we keep damage caps in place, then the most a 1st level spell would cost is 10 which means 180 1st level spells. 180 cure light wounds, magic missiles, true strikes, etc.</p><p></p><p>This is worst case, even within evilbob's theorum but it still illustrates why a modified linear system is the only way to avoid undervaluing the low level spells when applied at high levels.</p><p></p><p>DC</p><p></p><p>It just occured to me that it that there is no augmentation possible for true strike so that is actually 900 true strikes. Also it would be more efficient to never augment cure spells, so again 900+</p></blockquote><p></p>
[QUOTE="DreamChaser, post: 3408677, member: 1190"] One issue with evilbob's rules and theorums is that the very assumption breaks nearly any MP system because it undervalues low level spells. That is to say, that if we opt for a 2^(spell level) cap for spell points, we are still looking at a 9th level spell cost of 512. This translates to 256 1st level spells each day assuming that a 17th caster only has enough cast that one 9th level spell, which is absurd. in reality he would have 1804 MP assume anything similar to the current progression for a wizard (no bonus points taken into account). This is 902 1st level spells (or 50 1st level spells if we require them to pay the 2 points for each level they wish to augment their spells; 100 if they pay 1 point for each augmented level). If we keep damage caps in place, then the most a 1st level spell would cost is 10 which means 180 1st level spells. 180 cure light wounds, magic missiles, true strikes, etc. This is worst case, even within evilbob's theorum but it still illustrates why a modified linear system is the only way to avoid undervaluing the low level spells when applied at high levels. DC It just occured to me that it that there is no augmentation possible for true strike so that is actually 900 true strikes. Also it would be more efficient to never augment cure spells, so again 900+ [/QUOTE]
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