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Community
General Tabletop Discussion
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Working up a Flexible Magic System
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<blockquote data-quote="InkwellIdeas" data-source="post: 4920651" data-attributes="member: 26988"><p>First, thanks for the constructive criticism. Taking the Mage Armor example, yes, one could cast it multiple times. Say 3 times because you may have 3 encounters that day. Or you can pay extra points to make the duration 1 day. In the system, you'd pay 3/2 (because the duration for one day multiplies the cost by 3 instead of multiplying it by 2 for the traditional 1 hour version) the points. Mapping the spell point cost back to the spell levels, that makes it a 2nd level spell instead of a 1st level spell. (Assuming no other changes are made to the spell.) That makes sense to me, but if that seems too cheap and it gets abused, we could make the 1 day duration multiple higher than 3. (This is still early so I'm still tweaking things.)</p><p> </p><p></p><p></p><p>Hmmm, I tried to spell out the costs in each spell's chart. For example with Mage Armor, the range cost mulitpliers are Touch: 1; Close (25'): 1.5; Medium (100'): 2; Long (400'): 3; Far (1000'): 4 </p><p></p><p>So if you want to affect one target who you can touch, the multiplier is 1. If you want to send the spell to an ally 50' away, it is medium range so the cost is 2x. If you want to affect 4 people within 25', the multiple is 1.5x but there is also a multiplier for the increased number of targets.</p><p> </p><p></p><p></p><p>I'll try to be careful about the targets giving too much of a discount, and may have to go back and rework things. I've felt that if the spell affects designated targets I shouldn't give a discount, but if it is an area of effect where the caster can't target specific creatures (like sleep) then a discount could apply. I also reverse engineered the "Mass" versions of spells like Cat's Grace to try to get a set of multipliers that results in a roughly equivalent spell.</p><p></p><p>Changes for all spells can be linear or more... it is all about finding the right progression that is balanced for hopefully all variations of the spell.</p></blockquote><p></p>
[QUOTE="InkwellIdeas, post: 4920651, member: 26988"] First, thanks for the constructive criticism. Taking the Mage Armor example, yes, one could cast it multiple times. Say 3 times because you may have 3 encounters that day. Or you can pay extra points to make the duration 1 day. In the system, you'd pay 3/2 (because the duration for one day multiplies the cost by 3 instead of multiplying it by 2 for the traditional 1 hour version) the points. Mapping the spell point cost back to the spell levels, that makes it a 2nd level spell instead of a 1st level spell. (Assuming no other changes are made to the spell.) That makes sense to me, but if that seems too cheap and it gets abused, we could make the 1 day duration multiple higher than 3. (This is still early so I'm still tweaking things.) Hmmm, I tried to spell out the costs in each spell's chart. For example with Mage Armor, the range cost mulitpliers are Touch: 1; Close (25'): 1.5; Medium (100'): 2; Long (400'): 3; Far (1000'): 4 So if you want to affect one target who you can touch, the multiplier is 1. If you want to send the spell to an ally 50' away, it is medium range so the cost is 2x. If you want to affect 4 people within 25', the multiple is 1.5x but there is also a multiplier for the increased number of targets. I'll try to be careful about the targets giving too much of a discount, and may have to go back and rework things. I've felt that if the spell affects designated targets I shouldn't give a discount, but if it is an area of effect where the caster can't target specific creatures (like sleep) then a discount could apply. I also reverse engineered the "Mass" versions of spells like Cat's Grace to try to get a set of multipliers that results in a roughly equivalent spell. Changes for all spells can be linear or more... it is all about finding the right progression that is balanced for hopefully all variations of the spell. [/QUOTE]
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