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Community
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Spellseed System
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<blockquote data-quote="ender_wiggin" data-source="post: 2020405" data-attributes="member: 21629"><p>I admit your classification of spells is much more thorough and well-thought out, but:</p><p></p><p>Because each "seed" corresponds with 1 skill, and there is something like twenty or more seeds, it becomes almost impossible for a caster to learn the spells he would learn with core rules, because he has nowhere near enough skill points.</p><p></p><p>Now, the way you solved this problem was to give everyone more skill points. However, players can easily abuse this system. Because everyone now has <em>so many</em> skill points, they can simply spend most of them on non-spell skills, and max out one or two seeds. These seeds will probably contain spells like Magic Missile and Fireball. Now you get imbalance.</p><p></p><p>The solution that I forsee to this problem is cutting down on the number of seeds. Radically, so that the usefulness of a single spell seed is equivalent to the usefulness of a single mundane skill. I made 8 arcane skills, and 5 divine skills, while giving wizards and druids 5 base skill points/level and sorcerors and clerics 3/level, as well as implementing the requisite ability system.</p></blockquote><p></p>
[QUOTE="ender_wiggin, post: 2020405, member: 21629"] I admit your classification of spells is much more thorough and well-thought out, but: Because each "seed" corresponds with 1 skill, and there is something like twenty or more seeds, it becomes almost impossible for a caster to learn the spells he would learn with core rules, because he has nowhere near enough skill points. Now, the way you solved this problem was to give everyone more skill points. However, players can easily abuse this system. Because everyone now has [i]so many[/i] skill points, they can simply spend most of them on non-spell skills, and max out one or two seeds. These seeds will probably contain spells like Magic Missile and Fireball. Now you get imbalance. The solution that I forsee to this problem is cutting down on the number of seeds. Radically, so that the usefulness of a single spell seed is equivalent to the usefulness of a single mundane skill. I made 8 arcane skills, and 5 divine skills, while giving wizards and druids 5 base skill points/level and sorcerors and clerics 3/level, as well as implementing the requisite ability system. [/QUOTE]
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