GMMichael
Guide of Modos
Please toss out ideas to help me out here. I need another perspective.
I'm making a magic system that doesn't use spell points or spells per day. It uses damage to keep the caster from using too much magic.
The system uses three ability scores: Physical (P), Mental (M), and Metaphysical (MP). A character's MP score is the amount of spell damage he can take before passing out. MP damage heals at one point per minute. Ability scores are 3-18, averaging 10.5. Each spell deals 1d8 MP damage, and requires an MP action.
(For example: Dwarfo has three ability scores: Physical 13, Mental 10, and Metaphysical 11. He can take 11 points of MP damage before passing out. If he casts a spell, the effort causes him 1d8 MP damage, and possibly other damage. Dwarfo recovers this damage at one point per minute).
Characters get three actions per battle round, to be taken during their turn (or saved as defenses). A character gets an extra action for every 5 points above 10 that his score is, and characters gain one point of ability score increase each level.
(For example: Dwarfo gets three actions on his turn. He chooses to cast a one-MP-action-spell on his turn, which leaves him two actions to use for defense later in the round. If Dwarfo's MP were 15, he would receive a fourth action per round, which must be used as a MP action. At his next level, he chooses another ability score to increase by one.)
My current plan is for spells to deal one die of damage to the caster for each effect or die of damage done to the spell target. A spell deals one less die of damage for each combat action required to cast it.
(For example: the spell Burn Others does 2d8 fire damage to an enemy. The caster of the spell takes 1d8 MP for casting, and 2d8 fire damage. This 2d8 caster damage can be avoided by spending 2 Physical additional actions to cast the spell, thus reducing the caster damage to just 1d8 MP.)
(For example: the spell Calm Animal prevents an animal from attacking. The caster of the spell takes 1d8 MP for casting, and 1d8 Mental damage for affecting the animal's mind. He can avoid this damage by using another Mental action to cast the spell.)
Characters are welcome to cast any spell they want - but they must take the damage associated with it as well. If a character cannot perform the proper amount of actions during his turn, (which is required to complete the spell), he must take the damage instead.
Does it seem fair to give spellcasters the tremendous power of spellcasting, as long as they're willing to take the damage?
Do you see any immediate ways to abuse a system like this?
Should Fighters in this system feel threatened by self-inflicting-damage-casters, any more than their one-action-equals-one-attack comrades?
I'm making a magic system that doesn't use spell points or spells per day. It uses damage to keep the caster from using too much magic.
The system uses three ability scores: Physical (P), Mental (M), and Metaphysical (MP). A character's MP score is the amount of spell damage he can take before passing out. MP damage heals at one point per minute. Ability scores are 3-18, averaging 10.5. Each spell deals 1d8 MP damage, and requires an MP action.
(For example: Dwarfo has three ability scores: Physical 13, Mental 10, and Metaphysical 11. He can take 11 points of MP damage before passing out. If he casts a spell, the effort causes him 1d8 MP damage, and possibly other damage. Dwarfo recovers this damage at one point per minute).
Characters get three actions per battle round, to be taken during their turn (or saved as defenses). A character gets an extra action for every 5 points above 10 that his score is, and characters gain one point of ability score increase each level.
(For example: Dwarfo gets three actions on his turn. He chooses to cast a one-MP-action-spell on his turn, which leaves him two actions to use for defense later in the round. If Dwarfo's MP were 15, he would receive a fourth action per round, which must be used as a MP action. At his next level, he chooses another ability score to increase by one.)
My current plan is for spells to deal one die of damage to the caster for each effect or die of damage done to the spell target. A spell deals one less die of damage for each combat action required to cast it.
(For example: the spell Burn Others does 2d8 fire damage to an enemy. The caster of the spell takes 1d8 MP for casting, and 2d8 fire damage. This 2d8 caster damage can be avoided by spending 2 Physical additional actions to cast the spell, thus reducing the caster damage to just 1d8 MP.)
(For example: the spell Calm Animal prevents an animal from attacking. The caster of the spell takes 1d8 MP for casting, and 1d8 Mental damage for affecting the animal's mind. He can avoid this damage by using another Mental action to cast the spell.)
Characters are welcome to cast any spell they want - but they must take the damage associated with it as well. If a character cannot perform the proper amount of actions during his turn, (which is required to complete the spell), he must take the damage instead.
Does it seem fair to give spellcasters the tremendous power of spellcasting, as long as they're willing to take the damage?
Do you see any immediate ways to abuse a system like this?
Should Fighters in this system feel threatened by self-inflicting-damage-casters, any more than their one-action-equals-one-attack comrades?