Nifft said:So far there's not enough to critique. If you don't like existing mana systems or existing free-form systems, and you haven't actually spelled out what you would do instead, there's not much we can discuss, is there?
Hmm ok, I'll give this another go.
I have a clear idea of the way I want this magic system to work, what I'm looking for is to get an approach for balancing, so I can develop the actual spells. So far I've gone back and forth with different numbers involved, gone around in circles and in the end have gotten nowhere. I'll try and detail the points of the system and what problems I've had with it.
Mana calculated like hit points: That is, classes each provide a different amount per level, and stat bonuses apply with an 18 giving +4 per level. What should the range of mana given by classes be, with a possible range of 0-80 or more points added to it from stats and levels? Would a random die roll work for mana as well as hit points, or should they be static numbers to control power levels? Should the caster classes get 6, 12, more points per level? How about a larger increase at 1st level? Should caster level be involved here? I want the stat increase to be significant, but not definitive of the casters abilities, so warriors wont ever have more mana than a wizard of their level.
Relative power of spells: Costs of spells may range between only a few mana to as many as a hundred, with the average being about a few dozen points. Stronger spells have increases of costs some amount higher than the increase in their effect, in order to compensate for having greater effect in less time. If a 10ft burst of 2d6 damage is 5 mana, what would be a fair value of a 20 ft burst of 5d6? For 30ft of 10d6? Single target of 15d6? Basically I need a mana analog of the level cap guidelines from the DMG. The actual values would vary depending on how much mana characters get, but the proportions should be independent of that.
Matters of scaling: Levels play very little role in the power of spells, with only save DC scaling along with caster level with a typical value of 10 + 1/2 CL. What does effect their power the most is ability scores, where the bonus applies to spell DC, duration, and damage per die. That means a spell that by itself is DC 10 and 2d6 damage is actually DC 14 and 2d6+8 damage when cast by someone with an 18 in the relevant ability score. This is a large difference in effect, and although I expect to balance this with healing and defenses, I do worry that it may complicate balancing too much. Bonuses from abilities and equipment work the same way, and can easily be as great of a factor.
That's the important stuff about it. I'm not looking for so much a one best answer, as finding different ways of putting this together effectively, and get some opinions on the concepts.