| Post/Author/DateTime | Post |
|---|---|
| Ever Lonely Ty05-18-05, 02:09 PM | A variant I've been toying with in my head for a while: what if each spellcasting class got a "spell die" that worked like HD, except that it determined spell points instead of HP? Could that work? I'd need some help balancing it, but I think we could do something with that. |
| Jarlaxle_The_Rogue05-18-05, 02:49 PM | well, I'd love a system like this but there are several problems. 1. if the players are getting them at a fix die rate then there must be some imbalance in the amount of spell points they are receiving somewhere. For example, lvl 9 spells cost much more then lvl 1 spells to accomodate for this you would have to use a fairly large spell dice (d10? d12?) now this gives Mages the extra edge at lower levels, because they can cast more spells, an edge they're not supposed to have. 2. I had a number 2 in my brain but I can't remember it. |
| Gnome_Dragon_Disciple05-18-05, 03:13 PM | They wouldn't need a large spell die... Key the spell point bonus to something that's easy to raise, like the primary spellcasting modifier, and make it retroactive like Con bonuses to HP. Take a d6 SP die, for example. Low average, that's 3 SP. Let's assume the player did a decent job of rolling their stats and has a 17 in their primary spellcasting stat (say a wizard's Int score). This means that with a roll of a 3 and a +3 int modifier, the wizard has a SP pool of 6 at first level. Now let's say this wizard rolls 3's every level for the next three levels, so at level four, before the free stat point is figured in, the wizard has 24 SP. After the free stat point, the wizard has 28. Let's fast-forward to level 12. This wizard rolls threes freakishly every level thus far and puts all of his first three stat boosts into intelligence, for a total Int score of 20 and a total mod of +5. 5*12=60, and 3*12=36, for a total SP pool of 96. Let's also say this wizard has, by now, a +2 Headband of Intellect for a total SP pool of 108 so long as the headband is on. Now let's say this wizard is unlucky with rolling and has rolled an average of 2 each level instead of 3... that's still a SP total of 96 with the headband and 84 without. And on the higher end of average, let's say the wizard rolled a 4 each level. That's 108 SP without the headband and 120 with it. If you want slightly less variance, you could use 1d4 +1 each level for a maximum of 5 and a minimum of 2 each level, with most around 3 or 4. |
| dragoncc05-19-05, 09:02 PM | We use d3s & d4s + primary attribute bonus in our games. For example, wizard gets 2d4 + INT modifier. Works great for accounting for a variance in magical power between equally leveled characters. Makes them a little more unique & not so cookie-cutter IMO. |
| Crashy7505-20-05, 06:02 PM | Well, been experamenting with this myself. So far i've been giving all classes spell die (d4's for fighters/barb's, d6 for rogues, d8's for clerics, d10 for wizards and d12's for the sorcerer.) Havn't tested it though. I want spellpoints to be usefull to a limited degree to non-casters so i've been thinking about making some magic items require spellpoint expenditure (sp) though require xd4 with x varying by class could be interesting (and you can't deny it would create more bell curved characters) it's departing from the system IMO. I'm not saying that's necessarly a bad thing but there is no precidence(sp) for more than one die per Hit die/level though it might really only be a lack of vision on my part... |
| dragoncc05-20-05, 06:58 PM | Well, we really didn't worry about precedence as much as getting the spellpoint range to where we wanted it. The d8 & higher gave more of a variance than we decided we were happy with, but if you want a system that basically mimics the HD then I don't think that would be a problem either though. Crashy75 are you adding the prime spellcasting ability modifier in as well or not? |
| Jack Daniel05-20-05, 07:27 PM | Well, let's take a look at MPs gained per level, according to UA (the parenthetical values are die-rolls that would produce the UA spell point totals as approximate averages). MP for clerics, druids, & wizards 1-2 (1d4) 2-2 (1d4) 3-3 (1d6) 4-4 (1d8) 5-5 (1d10) 6-8 (2d8) 7-9 (2d8) 8-11 (2d10) 9-12 (2d12) Casters gain 16 (3d10) MPs at 10th level and every level beyond. Bonus MPs can be figured using the table in UA, but I prefer the simpler system given for bonus psionic PPs (caster level x key ability modifier x 1/2). |
| Verelor05-21-05, 07:39 PM | I definitely see a whole bunch of hoembrewn spell systems that are brought to fruition ultra-quick. They have been given little thought and are at best based upon one hardly workeable but highly appealing theory. Jaerom's arc system is probably the best alternative spell system. It is a spell point system like the Unearthed Arcana system, but it is actually playable. Your system sounds nice in theory, but you are DEFINITELY going to ahve to do a ton of work and forethought to keep it balanced and fully playable. Be very very careful :) :) :) If you don't think you can handle it, stick to the core system; it is just fine, too. |
| Crashy7505-23-05, 10:30 PM | ... Crashy75 are you adding the prime spellcasting ability modifier in as well or not? Yes, i use Charisma. Mostly to give it more importance. |