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*Pathfinder & Starfinder
Working up a Flexible Magic System
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<blockquote data-quote="InkwellIdeas" data-source="post: 4918624" data-attributes="member: 26988"><p>I'm looking for feedback on a more flexible magic system I'm creating. I know there are some very freeform magic systems, but I'm looking for something that uses the existing 3.5 OGL fantasy spells and lets the caster tweak them by changing the range, duration, area, #HD affected, # of dice of damage, etc. By reusing these spells, I feel the system will be a little more familiar and the core effects of the spell would be clear.</p><p></p><p>So the system I'm working up allows a spellcaster to alter the range, duration, area of effect, damage and other factors of base spells. Costs are assigned to these variable factors and they are multiplied with the spell's base cost to determine the spell's point cost. (Unfortunately, the variable factors vary based on each spell because for some spells changing one factor makes a big difference game-balance-wise and for other spells changing the same factor doesn't matter much. Note: I do feel very strongly that these numbers need to be multiplied to accurately reflect the spell's cost. For example if you want a spell to last a full day and affect 5 targets, you can't just add a constant for the duration and constant for the number of targets. But usually the multiplication is easy math such as 2 x 3 x .5 x 4 = 12) The point cost is then deducted from the caster's daily allotment of spell points. The new spell system includes changes for each spellcasting class so each class is given a number of spell points per day based on the caster's level and ability modifier.</p><p></p><p>The spells used are the familiar core spells such as Mage Armor, Sleep, Fireball, Wall of Force, etc. Because many players already know these spells, the system is easier to master yet it gives spellcasters added flexibility. For example, if a player wants to cast Mage Armor but he wants the spell to last an entire day he can just modify the duration of the spell and the spell's cost will be a little more than the basic version.</p><p></p><p>In the example, Mage Armor that lasts just one hour would cost 8 points. (Spells where the variables closely match first level spells are all around 8 points in the system.) To make it a full day would requires a multiplier of 3, so if no other changes are made the cost would be 24 points. (24 points is the equivalent of a little more than a 3rd level spell in the system.)</p><p></p><p>Obviously, the system adds some complexity to spellcasting. To add major flexibility to spellcasting and preserve game-balance, some complexity is a side effect. But there are some ways to minimize the complexity.</p><p></p><p>Does this sound interesting and something you would look at and consider adding to your game? ("NO" is a helpful answer also.) What constructive criticism do you have? Thank you!</p><p></p><p>Here's a link to the work in progress: <a href="http://inkwellideas.com/roleplaying_tools/flexible_magic_system/" target="_blank">Flexible Magic System</a></p></blockquote><p></p>
[QUOTE="InkwellIdeas, post: 4918624, member: 26988"] I'm looking for feedback on a more flexible magic system I'm creating. I know there are some very freeform magic systems, but I'm looking for something that uses the existing 3.5 OGL fantasy spells and lets the caster tweak them by changing the range, duration, area, #HD affected, # of dice of damage, etc. By reusing these spells, I feel the system will be a little more familiar and the core effects of the spell would be clear. So the system I'm working up allows a spellcaster to alter the range, duration, area of effect, damage and other factors of base spells. Costs are assigned to these variable factors and they are multiplied with the spell's base cost to determine the spell's point cost. (Unfortunately, the variable factors vary based on each spell because for some spells changing one factor makes a big difference game-balance-wise and for other spells changing the same factor doesn't matter much. Note: I do feel very strongly that these numbers need to be multiplied to accurately reflect the spell's cost. For example if you want a spell to last a full day and affect 5 targets, you can't just add a constant for the duration and constant for the number of targets. But usually the multiplication is easy math such as 2 x 3 x .5 x 4 = 12) The point cost is then deducted from the caster's daily allotment of spell points. The new spell system includes changes for each spellcasting class so each class is given a number of spell points per day based on the caster's level and ability modifier. The spells used are the familiar core spells such as Mage Armor, Sleep, Fireball, Wall of Force, etc. Because many players already know these spells, the system is easier to master yet it gives spellcasters added flexibility. For example, if a player wants to cast Mage Armor but he wants the spell to last an entire day he can just modify the duration of the spell and the spell's cost will be a little more than the basic version. In the example, Mage Armor that lasts just one hour would cost 8 points. (Spells where the variables closely match first level spells are all around 8 points in the system.) To make it a full day would requires a multiplier of 3, so if no other changes are made the cost would be 24 points. (24 points is the equivalent of a little more than a 3rd level spell in the system.) Obviously, the system adds some complexity to spellcasting. To add major flexibility to spellcasting and preserve game-balance, some complexity is a side effect. But there are some ways to minimize the complexity. Does this sound interesting and something you would look at and consider adding to your game? ("NO" is a helpful answer also.) What constructive criticism do you have? Thank you! Here's a link to the work in progress: [url=http://inkwellideas.com/roleplaying_tools/flexible_magic_system/]Flexible Magic System[/url] [/QUOTE]
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