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What Would You Base A non-OGL 5e-alike Game On? (+)
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<blockquote data-quote="J-H" data-source="post: 8885515" data-attributes="member: 7020951"><p>My first thought is a magic tag/power system, where you have 4 different descriptors, with a different point cost, and combine them according to the point limit imposed by the caster's level, and based on which options are known.</p><p>I'll spitball some numbers here.</p><p>When you cast, you pick one from each of the following effects. </p><p><strong>Area (listed in order of increasing point cost)</strong></p><p>0 Self</p><p>1 Single Target</p><p>2 Line with a length based on range</p><p>3 Ball/Sphere</p><p></p><p><strong>Range (distance caster can affect from himself)</strong></p><p>0 5'</p><p>1 30' [ball shape radius is 5']</p><p>2 60' [ball shape radius is 10']</p><p>3 120' [ball shape radius is 20']</p><p></p><p><strong>Power</strong></p><p>0 1d4 per proficiency bonus equivalent, or 1.</p><p>1 4dx, or 2 if not a dice-based effect</p><p>2 6dx, or 3 if not a dice-based effect</p><p>3 8dx, or 4 if not a dice-based effect</p><p>4 10dx</p><p>+2dx per power point invested</p><p></p><p><strong>Effect (no cost)</strong></p><p>Heal</p><p>Fire</p><p>Cold</p><p>Force</p><p>Status</p><p>Conjuration (teleportation/summoning)</p><p>etc.</p><p></p><p>Casting Mage Armor would be a Self-targeted spell with a Range of 0, a power level of 2, and an effect of Force for a total cost of 2 spell points.</p><p>Casting Magic Missile would be a Single-targeted (1) spell with a range of 60' (2) for, let's say, 6d6 damage for a cost of 3 spell points. Or you could "upcast" it for 9 total spell points to do 12d6 damage.</p><p>I think the damage tree should maybe be two points per jump.</p><p></p><p>But this lets you have casters specialize in effects, so clerics may get Heal and Status, and can progressively effect larger areas with their spells.</p><p>A Pyromancer gets Fire and some lesser effects, and wizards can pick several status types to know.</p><p></p><p>It needs some work but should be workable to describe about 70% of what we're used to from D&D.</p></blockquote><p></p>
[QUOTE="J-H, post: 8885515, member: 7020951"] My first thought is a magic tag/power system, where you have 4 different descriptors, with a different point cost, and combine them according to the point limit imposed by the caster's level, and based on which options are known. I'll spitball some numbers here. When you cast, you pick one from each of the following effects. [B]Area (listed in order of increasing point cost)[/B] 0 Self 1 Single Target 2 Line with a length based on range 3 Ball/Sphere [B]Range (distance caster can affect from himself)[/B] 0 5' 1 30' [ball shape radius is 5'] 2 60' [ball shape radius is 10'] 3 120' [ball shape radius is 20'] [B]Power[/B] 0 1d4 per proficiency bonus equivalent, or 1. 1 4dx, or 2 if not a dice-based effect 2 6dx, or 3 if not a dice-based effect 3 8dx, or 4 if not a dice-based effect 4 10dx +2dx per power point invested [B]Effect (no cost)[/B] Heal Fire Cold Force Status Conjuration (teleportation/summoning) etc. Casting Mage Armor would be a Self-targeted spell with a Range of 0, a power level of 2, and an effect of Force for a total cost of 2 spell points. Casting Magic Missile would be a Single-targeted (1) spell with a range of 60' (2) for, let's say, 6d6 damage for a cost of 3 spell points. Or you could "upcast" it for 9 total spell points to do 12d6 damage. I think the damage tree should maybe be two points per jump. But this lets you have casters specialize in effects, so clerics may get Heal and Status, and can progressively effect larger areas with their spells. A Pyromancer gets Fire and some lesser effects, and wizards can pick several status types to know. It needs some work but should be workable to describe about 70% of what we're used to from D&D. [/QUOTE]
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