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Turning magic on its head
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<blockquote data-quote="Exen Trik" data-source="post: 3461447" data-attributes="member: 34942"><p>Thanks for the replies all <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=":)" /> I'm going to try and further explain what I'm going for, I have a specific style of game in mind and am just trying to make it work. You guys are helping me explain it better though, so thanks a bunch for that.</p><p></p><p></p><p></p><p></p><p>I'm going for simple, but not quite that simple. Individual spells with different feels are important for what I'm going for.</p><p></p><p></p><p>Actually, everyone gets a "spell list" but aside from the caster types they don't all work quite like magic. In any case, I'm not going to even touch them until I develop the thing I have to balance them against. Thus this post <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><p></p><p></p><p></p><p></p><p>Magic will be largely combat based, and the options for utility spells will be fewer. In some cases such as teleportation, the spell has a dual use: It can get you from place to place, or get a group of foes out of your hair. I'm also playing with the idea of cantrip type uses that become available with certain spells; if you can throw a fireball, you should be able to light a campfire.</p><p></p><p>Feats are important, but moreso for giving options for the way spells are cast. Gives options and tactics to a smaller spell list.</p><p></p><p></p><p>That's about right, since I'm aiming for lots of multiclassing to be going on.</p><p></p><p></p><p></p><p></p><p>That is something I've been concerned about. The number of spells is small, but as one levels up there should be not only the choices of new spells, but new uses for the same spells. But regardless, casters will have a very small list of effects, and this is to have the casters need to develop a certain theme and style to be effective</p><p></p><p></p><p>Ah yes, there will be different series of spells for different elements, and they will differ in ways other than damage types. I'm also tinkering with a somewhat more interesting combination of damage resistances and reductions, but I don't know how it will balance out... it too needs the magic system down before I can work it out.</p><p></p><p></p><p>Thats just more rolling, more bookkeeping, and more factors to consider. Trying to keep the way things work as simple as possible. If you have the mana, you can cast the spell. </p><p></p><p>As for regenerating, it should be fairly easy maybe 10% for an hour rest, and getting more back could just be a batter of drinking a potion or somesuch. Not as strict control as spells/uses per day provides, but you do need to expend resources of some kind rather than cast spells willy-nilly all day. What you can do in a single encounter and in any particular round is more important than per day potential.</p><p></p><p></p><p></p><p>Yes I think so. I've been focusing on damages and effects, but mostly they have been area only. Part of this is by design, as the main casters are blast/area effect centric in theme, but deviating from that for the other classes could be better than what I've been doing.</p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p>I'm familiar with the way these two systems work, and they are nice but they don't give the feel I'm going for. </p><p></p><p></p><p></p><p>My intent for the initial post was so see if the way things scale would cause me any obvious problems, and how I may be able to deal with them.</p><p></p><p>Say a basic fireball type spell does, say, 5d6 damage by iteslf, with a DC 14 Reflex at a cost of 25 mana. You can get it at 4th level, and you might have 40 mana at that point. Ten levels later with 140 mana, you can cast the same spell with the exact same range, area and cost, with 5d6+12 damage and at DC 19 Reflex. Would a higher level spell, with the same damage type, twice the area, twice the damage dice, the same DC, be balanced with a 60 mana cost? 100? Would an effect that doubles damage of any spell at double the mana be balanced for the weaker spell? Or for the stronger one? What is the value of modifying the DC, or the area?</p><p></p><p>My head spins with the numbers... what I'm looking for is some mathematical guidelines to keep these things in check. I mean, I want the *use* of the magic system to be simple, but this balancing act is anything but...</p></blockquote><p></p>
[QUOTE="Exen Trik, post: 3461447, member: 34942"] Thanks for the replies all :) I'm going to try and further explain what I'm going for, I have a specific style of game in mind and am just trying to make it work. You guys are helping me explain it better though, so thanks a bunch for that. I'm going for simple, but not quite that simple. Individual spells with different feels are important for what I'm going for. Actually, everyone gets a "spell list" but aside from the caster types they don't all work quite like magic. In any case, I'm not going to even touch them until I develop the thing I have to balance them against. Thus this post :) Magic will be largely combat based, and the options for utility spells will be fewer. In some cases such as teleportation, the spell has a dual use: It can get you from place to place, or get a group of foes out of your hair. I'm also playing with the idea of cantrip type uses that become available with certain spells; if you can throw a fireball, you should be able to light a campfire. Feats are important, but moreso for giving options for the way spells are cast. Gives options and tactics to a smaller spell list. That's about right, since I'm aiming for lots of multiclassing to be going on. That is something I've been concerned about. The number of spells is small, but as one levels up there should be not only the choices of new spells, but new uses for the same spells. But regardless, casters will have a very small list of effects, and this is to have the casters need to develop a certain theme and style to be effective Ah yes, there will be different series of spells for different elements, and they will differ in ways other than damage types. I'm also tinkering with a somewhat more interesting combination of damage resistances and reductions, but I don't know how it will balance out... it too needs the magic system down before I can work it out. Thats just more rolling, more bookkeeping, and more factors to consider. Trying to keep the way things work as simple as possible. If you have the mana, you can cast the spell. As for regenerating, it should be fairly easy maybe 10% for an hour rest, and getting more back could just be a batter of drinking a potion or somesuch. Not as strict control as spells/uses per day provides, but you do need to expend resources of some kind rather than cast spells willy-nilly all day. What you can do in a single encounter and in any particular round is more important than per day potential. Yes I think so. I've been focusing on damages and effects, but mostly they have been area only. Part of this is by design, as the main casters are blast/area effect centric in theme, but deviating from that for the other classes could be better than what I've been doing. I'm familiar with the way these two systems work, and they are nice but they don't give the feel I'm going for. My intent for the initial post was so see if the way things scale would cause me any obvious problems, and how I may be able to deal with them. Say a basic fireball type spell does, say, 5d6 damage by iteslf, with a DC 14 Reflex at a cost of 25 mana. You can get it at 4th level, and you might have 40 mana at that point. Ten levels later with 140 mana, you can cast the same spell with the exact same range, area and cost, with 5d6+12 damage and at DC 19 Reflex. Would a higher level spell, with the same damage type, twice the area, twice the damage dice, the same DC, be balanced with a 60 mana cost? 100? Would an effect that doubles damage of any spell at double the mana be balanced for the weaker spell? Or for the stronger one? What is the value of modifying the DC, or the area? My head spins with the numbers... what I'm looking for is some mathematical guidelines to keep these things in check. I mean, I want the *use* of the magic system to be simple, but this balancing act is anything but... [/QUOTE]
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