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<blockquote data-quote="RangerWickett" data-source="post: 2668089" data-attributes="member: 63"><p>I wanted the same thing, so as I designed Elements of Magic - Mythic Earth, I did so with the goal of allowing unlimited casting, as long as it fit the power level of the game. I made some changes to the normal assumptions of spell powers, but I had other concerns that prevented me from making the magic completely infinite -- namely that I wanted to design a nice skill-based magic system for d20. I feel the system ended up providing a good experience for gameplay, though it is not entirely unlimited.</p><p></p><p>To be unlimited, you'd optimally want to rewrite D&D from the ground up. Certain aspects of the rules just don't work with unlimited magic. For one, attack spells would need to be substantially weakened. Hit point damage would need to be revised -- if perhaps you had a combination of fatigue and wounds, magic could heal fatigue easily so people could get back in combat, but it would have a hard time healing wounds until high level. That would prevent a single cleric from going around preventing anyone from ever dying of an injury.</p><p></p><p>You'd also have to balance classes with different assumptions. You have fighter (damage), and rogue (skills, sneaky, but less damage), but then you have mage (spells that can be sneaky, or emulate skills, or deal damage, or do tons of other things no one else can do). Do you make mages weaker in every area than other characters to balance their ability to do a little of everything, or do you create different varieties of mages who are good at different things, or do you just make mages <em>suck</em> at dealing damage?</p><p></p><p>I agree, Feng Shui works great for action games. Fight fight fight. But when a game slows down, you'd need something a little different.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 2668089, member: 63"] I wanted the same thing, so as I designed Elements of Magic - Mythic Earth, I did so with the goal of allowing unlimited casting, as long as it fit the power level of the game. I made some changes to the normal assumptions of spell powers, but I had other concerns that prevented me from making the magic completely infinite -- namely that I wanted to design a nice skill-based magic system for d20. I feel the system ended up providing a good experience for gameplay, though it is not entirely unlimited. To be unlimited, you'd optimally want to rewrite D&D from the ground up. Certain aspects of the rules just don't work with unlimited magic. For one, attack spells would need to be substantially weakened. Hit point damage would need to be revised -- if perhaps you had a combination of fatigue and wounds, magic could heal fatigue easily so people could get back in combat, but it would have a hard time healing wounds until high level. That would prevent a single cleric from going around preventing anyone from ever dying of an injury. You'd also have to balance classes with different assumptions. You have fighter (damage), and rogue (skills, sneaky, but less damage), but then you have mage (spells that can be sneaky, or emulate skills, or deal damage, or do tons of other things no one else can do). Do you make mages weaker in every area than other characters to balance their ability to do a little of everything, or do you create different varieties of mages who are good at different things, or do you just make mages [i]suck[/i] at dealing damage? I agree, Feng Shui works great for action games. Fight fight fight. But when a game slows down, you'd need something a little different. [/QUOTE]
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