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Turning magic on its head
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<blockquote data-quote="Exen Trik" data-source="post: 3460667" data-attributes="member: 34942"><p>OK, so I'm working on a little project, and need some feedback on the magic system I'm developing for it. Simply put, I'm throwing out everything and making it from scratch, and from the bottom up. Of course, this means I'm a bit lost as how to balance it, I'm not quite off the map but am right in the middle of "Here Be Dragons". Here's the basic points of the system:</p><p></p><p></p><p>-Mana Based: Uses a system of mana points similar to hp, with a certain number gained for each level with the amount depending on the class, and bonus per level based on stats. Unlike hp, mana gained will be set points rather than die rolls. </p><p></p><p>-Simple Spells: Blasting, healing, buffs and debuffs, all with rather simple and straightforward effects. There are far fewer spells overall, and (with perhaps some exceptions) only one per level is learned. There is no form of spell levels, although spells relative power levels and have mana costs that reflect that. Mana costs may be modified by metamagic like effects, often by fractions of the spells base amount.</p><p></p><p>-Different Magic Formulas: Spells number of dice of damage or healing will remain constant, rather than scale with caster level. Duration is also CL invariant. Range, area and the like are also constant, and often reduced. Spell DCs are the opposite, they scale with caster level off a base DC set for each spell. Spells can receive bonuses from high ability scores and under certain conditions, for damage and healing the changes are by a certain number per die.</p><p></p><p>-Universal Caster Level: Caster levels from all classes stack, and all classes gain some amount of caster levels. Caster level is less of a role in the power of spells, but is important as a requirement to qualify for more powerful magic.</p><p></p><p></p><p>I know is all rather general and theoretical at this point, so its hard to critique accurately, but I want to see if I'm missing any glaring problems or potential pitfalls of this so far.</p><p></p><p>Thanks in advance <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Exen Trik, post: 3460667, member: 34942"] OK, so I'm working on a little project, and need some feedback on the magic system I'm developing for it. Simply put, I'm throwing out everything and making it from scratch, and from the bottom up. Of course, this means I'm a bit lost as how to balance it, I'm not quite off the map but am right in the middle of "Here Be Dragons". Here's the basic points of the system: -Mana Based: Uses a system of mana points similar to hp, with a certain number gained for each level with the amount depending on the class, and bonus per level based on stats. Unlike hp, mana gained will be set points rather than die rolls. -Simple Spells: Blasting, healing, buffs and debuffs, all with rather simple and straightforward effects. There are far fewer spells overall, and (with perhaps some exceptions) only one per level is learned. There is no form of spell levels, although spells relative power levels and have mana costs that reflect that. Mana costs may be modified by metamagic like effects, often by fractions of the spells base amount. -Different Magic Formulas: Spells number of dice of damage or healing will remain constant, rather than scale with caster level. Duration is also CL invariant. Range, area and the like are also constant, and often reduced. Spell DCs are the opposite, they scale with caster level off a base DC set for each spell. Spells can receive bonuses from high ability scores and under certain conditions, for damage and healing the changes are by a certain number per die. -Universal Caster Level: Caster levels from all classes stack, and all classes gain some amount of caster levels. Caster level is less of a role in the power of spells, but is important as a requirement to qualify for more powerful magic. I know is all rather general and theoretical at this point, so its hard to critique accurately, but I want to see if I'm missing any glaring problems or potential pitfalls of this so far. Thanks in advance :) [/QUOTE]
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Turning magic on its head
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