Kay, looks like I misinterpreted what you were getting at.ruleslawyer said:Why are you assuming that this is a low-powered magic variant? I never mentioned anything about spellcasting power levels. My point is merely the following:
Nothing against ditching spell slots here, I did that a long time ago. Using spell points and allowing reserve feats to operate using spell points. Though I think I'm going to see about shifting to a token-based casting system similar to one posted in the HR forum a while back. I actually prefer per-encounter balancing and an effectively unlimited number of most spells to shift from the blast-and-retreat model.ruleslawyer said:1) It would be nice to ditch the spell slot mechanic. Reserve feats and similar mechanics get you part of the way there; a mechanic for spinning up and using tokens or something else to generate spells each encounter gets you further. For the big booms, there are umpteen ways to base it around a success roll, so why not use that instead of slots? Sure, it's less reliable; so are attacks and skill uses.
This is where I misinterpreted you. I thought you were saying that as a baseline all magic should be dangerous magic using a rolling to avoid mishap mechanic. I also thought you were applying your restriction in big magic to ALL spells. Now that it's cleared up I rather like most of your ideas. A slightly simplified version of them would be a step forward.ruleslawyer said:2) For those who want dangerous magic (am I going to need to put in this disclaimer each and every post I make in this thread?), a spellcasting skill check (as in EoM:ME or True Sorcery) would allow you to add that feature by enabling the use of a mishap or the like.