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<blockquote data-quote="der_kluge" data-source="post: 2668029" data-attributes="member: 945"><p>This was my thought. I like HARP's version of magic better for this, because HARP spellcasters typically only have a few spells, but they can throttle them up so that they become more powerful over time.</p><p></p><p>But HARP's system is based on power points (mana points), and depending on how powerful of a version of the spell you're casting, the more PPs it costs. In an unlimited system, spellcasters would have no reason not to maximize their spell every time, unless they just didn't want to for some reason.</p><p></p><p>Everquest, the MMORPG, did this. In that system, you had only 8 spells available to you at any given time, and you had to stop and remove and spell from the slot and replace it with a new one if you needed something different. Of course, there weren't a ton of spells in that game anyway, and most were designed to replace lesser versions of the same spell. That is, every time a cleric got new spells, he got a new version of a heal spell, and a new damage spell, and a new buff spell, etc. There usually wasn't any reason for a 30th level cleric to memorize a 5th level heal spell, unless you just didn't want to waste the mana on healing a 3rd level character, I guess.</p><p></p><p>But even in EQ, the concept of time was very important, and would be nearly impossible to convey in a P&P RPG. In that game, you could cast spells indefinitely, but you had mana points that constantly regenerated, although in the thick of battle, mana doesn't regenerate faster than the rate of spellcasting, so you're bound to run out. That system is designed so that spellcasters constantly had to rest to recoup mana during intense battle sequences.</p></blockquote><p></p>
[QUOTE="der_kluge, post: 2668029, member: 945"] This was my thought. I like HARP's version of magic better for this, because HARP spellcasters typically only have a few spells, but they can throttle them up so that they become more powerful over time. But HARP's system is based on power points (mana points), and depending on how powerful of a version of the spell you're casting, the more PPs it costs. In an unlimited system, spellcasters would have no reason not to maximize their spell every time, unless they just didn't want to for some reason. Everquest, the MMORPG, did this. In that system, you had only 8 spells available to you at any given time, and you had to stop and remove and spell from the slot and replace it with a new one if you needed something different. Of course, there weren't a ton of spells in that game anyway, and most were designed to replace lesser versions of the same spell. That is, every time a cleric got new spells, he got a new version of a heal spell, and a new damage spell, and a new buff spell, etc. There usually wasn't any reason for a 30th level cleric to memorize a 5th level heal spell, unless you just didn't want to waste the mana on healing a 3rd level character, I guess. But even in EQ, the concept of time was very important, and would be nearly impossible to convey in a P&P RPG. In that game, you could cast spells indefinitely, but you had mana points that constantly regenerated, although in the thick of battle, mana doesn't regenerate faster than the rate of spellcasting, so you're bound to run out. That system is designed so that spellcasters constantly had to rest to recoup mana during intense battle sequences. [/QUOTE]
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