I'm A Banana
Potassium-Rich
I'm thinking of compiling a little list of the things...and here I'm talking about how the rules implement spellcasting, and I want them 'balanced' with the Core Rules, at least in a vague fashion (so things like low-magic systems wouldn't exactly work).
I'll give a little list to start with, people can add their own or tweak what exists if it's got balacne problems. My eventual goal with this is to allow PC's to choose the system their wizards/sorcerers/clerics/shugenja/magical tantric artists/whatever use spells, to create rich cultural distinctions in magic that still work well against each other (so a 3rd level Wizamajig from Thingamastan can use his Blast of Stuff and it won't overpower a 3rd level Wizard from Brittonia, or a 3rd level Shaman from Orcsylvania or whatever).
1) Spells per Day (AKA: Spell Slots): [CORE RULES] Gives a certain number of spells of a level that are 'free' to cast to members of the class. Those with more per day lack versatility and have slower advancement than those with fewer per day.
Advantage: Simple, quick, clear
Disadvantage: Forces a focus, difficult to meld with each other
2) Magic Points: [ELEMENTS OF MAGIC/PSIONICS] Gives points that you spend on various mystical effects. The more powerful stuff costs more points to put out. Everyone has the same amount per day, and the same amount of versatility.
Advantage: Allows you to use a lot of weak stuff, or a few powerful thigns
Disadvantage: Difficult to balacne well...either you're mighty [Elements] or you're weak [psionics].
3) Ability Damage: [CALL OF CTHULU] Spells are not given free to members of specific classes, but are available to everyone. They all deal damage to ability scores when cast. The 'pool' varies with the individual (because ability scores vary), and the versatility varies with the pool (if body-altering spells are Strength-damaging, then people with high Strengths will be good at body-altering. If they also have good Wisdoms, they may be good at divinations, etc.)
Advantage: A simple, universal system that mirrors fatigue
Disadvantage: Doesn't encourage a class system, weakens archetypes
4) Nonlethal Damage: [House Rule] Similar to ability damage + magic points, spells build up points that, once they reach an upper limit (the hp of the caster), they cannot be cast anymore. Effectively, they deal damage to the caster, but the 'pool' is larger, and increases with level. Versatility could be larger.
Advantage: A system that mirrors fatigue with an existing system
Disadvantage: Barbarian 1 + Sorcerer 1 = 16 magic missiles/day.
5) Negative Levels: [House Rule] Similar to nonlethal damage, this bestows one negative level per spell level that can't be removed until rest, and never results in actual level loss. Versatility is large, and the 'pool' is limited absolutely.
Advantage: Mirrors fatigue with an existing system, multiclasses well.
Disadvantage: Weakens lower-level casters.
I'll give a little list to start with, people can add their own or tweak what exists if it's got balacne problems. My eventual goal with this is to allow PC's to choose the system their wizards/sorcerers/clerics/shugenja/magical tantric artists/whatever use spells, to create rich cultural distinctions in magic that still work well against each other (so a 3rd level Wizamajig from Thingamastan can use his Blast of Stuff and it won't overpower a 3rd level Wizard from Brittonia, or a 3rd level Shaman from Orcsylvania or whatever).
1) Spells per Day (AKA: Spell Slots): [CORE RULES] Gives a certain number of spells of a level that are 'free' to cast to members of the class. Those with more per day lack versatility and have slower advancement than those with fewer per day.
Advantage: Simple, quick, clear
Disadvantage: Forces a focus, difficult to meld with each other
2) Magic Points: [ELEMENTS OF MAGIC/PSIONICS] Gives points that you spend on various mystical effects. The more powerful stuff costs more points to put out. Everyone has the same amount per day, and the same amount of versatility.
Advantage: Allows you to use a lot of weak stuff, or a few powerful thigns
Disadvantage: Difficult to balacne well...either you're mighty [Elements] or you're weak [psionics].
3) Ability Damage: [CALL OF CTHULU] Spells are not given free to members of specific classes, but are available to everyone. They all deal damage to ability scores when cast. The 'pool' varies with the individual (because ability scores vary), and the versatility varies with the pool (if body-altering spells are Strength-damaging, then people with high Strengths will be good at body-altering. If they also have good Wisdoms, they may be good at divinations, etc.)
Advantage: A simple, universal system that mirrors fatigue
Disadvantage: Doesn't encourage a class system, weakens archetypes
4) Nonlethal Damage: [House Rule] Similar to ability damage + magic points, spells build up points that, once they reach an upper limit (the hp of the caster), they cannot be cast anymore. Effectively, they deal damage to the caster, but the 'pool' is larger, and increases with level. Versatility could be larger.
Advantage: A system that mirrors fatigue with an existing system
Disadvantage: Barbarian 1 + Sorcerer 1 = 16 magic missiles/day.
5) Negative Levels: [House Rule] Similar to nonlethal damage, this bestows one negative level per spell level that can't be removed until rest, and never results in actual level loss. Versatility is large, and the 'pool' is limited absolutely.
Advantage: Mirrors fatigue with an existing system, multiclasses well.
Disadvantage: Weakens lower-level casters.