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What system of magic do you use?
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<blockquote data-quote="Lanefan" data-source="post: 5328709" data-attributes="member: 29398"><p>Spells:</p><p>For the longest time I used a homebrew system based on spell points. Clerics were fully wild-card. Arcane types were wild card except for their highest two spell levels, which they had to pre-memorize. Works great at low-mid levels, really breaks badly at high levels.</p><p></p><p>For my current campaign, I switched to a fully wild-card slot-by-level system based on how 3e Sorcerers work. So far, I'm happy with the results at low levels; the PCs haven't got to the sort of level yet that could really give it a good run out but it seems to work fine for their higher-level opponents.</p><p></p><p>Items:</p><p>I give out lots of magic, as I know they'll just end up breaking most of it anyway. I'm not a fan of PCs building their own items - if they want to, they can commission an item from a MU/artificers' guild but they usually have to wait quite a while (often half a year or more) before it's ready.</p><p></p><p>Potions and Scrolls:</p><p>In my previous campaigns PCs certainly got to level enough to make these but they never really bothered - took too much time away from adventuring.</p><p></p><p>Spell research:</p><p>No-one really ever bothered with this either; in part because there's not many things a spell could do that someone else hasn't already invented a spell for. <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>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 5328709, member: 29398"] Spells: For the longest time I used a homebrew system based on spell points. Clerics were fully wild-card. Arcane types were wild card except for their highest two spell levels, which they had to pre-memorize. Works great at low-mid levels, really breaks badly at high levels. For my current campaign, I switched to a fully wild-card slot-by-level system based on how 3e Sorcerers work. So far, I'm happy with the results at low levels; the PCs haven't got to the sort of level yet that could really give it a good run out but it seems to work fine for their higher-level opponents. Items: I give out lots of magic, as I know they'll just end up breaking most of it anyway. I'm not a fan of PCs building their own items - if they want to, they can commission an item from a MU/artificers' guild but they usually have to wait quite a while (often half a year or more) before it's ready. Potions and Scrolls: In my previous campaigns PCs certainly got to level enough to make these but they never really bothered - took too much time away from adventuring. Spell research: No-one really ever bothered with this either; in part because there's not many things a spell could do that someone else hasn't already invented a spell for. :) Lanefan [/QUOTE]
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