Spell points and balance [Archive] - Wizards Community

Post/Author/DateTimePost
Crashy75

02-17-05, 06:20 PM
I'm looking for advice on something. How much more powerful do u think a spellpoint system would make casters? I know it's a broad question but i'm going blank here... balance is one of my weaknesses.
Xandore

02-17-05, 06:31 PM
Are you using the spellpoint system from UA or something or a different one?
Crashy75

02-17-05, 07:39 PM
Well, I really wanna use a system where each class rolls spell points (d12 for the sorc down to d4 for the fighter types) tho i'm leery about changing so much. I'm also trying to think of a way to make spell points useful for non-casters (been playing heros of norrath alot lately ;)
Xeviat-DM

02-18-05, 01:21 AM
UA spellpoint system makes casters weaker but more versatile. Over the course of a day, they will deal less damage than a PHB style caster, but they will have more options out of combat.

If you use an augmentation style set up for your spells and use a spell point progression modeled after the Psion, you'll end up with casters who are as powerful as the PHB casters, but will be more veratile.

If you use a mana die system like I am starting to test, your low level casters (<10) will have more spell endurance than the current casters, but high level casters (>10) will have less. I feel this is okay. You will also see more multiclass spellcasters, but not as many unless you have caster level equal class level as I am doing.

If you want non-casters to have use for their mana, change wands. Instead of having charges, have wands use character's Mana to cast them. Same for staffs. Also, you could make some feats that let non-casters spend their mana on abilities, but try to not duplicate spells too much or else less players will play casters.
Lina_Inverse

02-18-05, 04:38 AM
who cares about damage?nukes are patirurly worthless in D&D

it severely strenghs there power.
a spellpoint wizard gains everything there is to being a sorcer+all spells known.
oh right,he has more wail of the banshees/finger of deaths per day too.
Crashy75

02-18-05, 07:36 PM
who cares about damage?nukes are patirurly worthless in D&D

it severely strenghs there power.
a spellpoint wizard gains everything there is to being a sorcer+all spells known.
oh right,he has more wail of the banshees/finger of deaths per day too.
So u saying dragonball Z esque?
Xeviat-DM

02-19-05, 01:26 PM
Crashy, PS: Don't give preparation based casters additional spell preparation slots for a high ability score. Sorcerers don'g learn more spells for having a high charisma.
Crashy75

02-19-05, 06:30 PM
Yeah i'd figured that after some thought. I'm following your lead (XDM) and requiring wiz/cleric types to prepare the spells (and meta versions) as normal. Also, I don't want to go the augmentation route (though X has in interesting one, check it out). I'm planning on scaling spells so that higher level damage spells are always better... still working on the nutz and boltz tho.
Xeviat-DM

02-19-05, 06:43 PM
Yeah i'd figured that after some thought. I'm following your lead (XDM) and requiring wiz/cleric types to prepare the spells (and meta versions) as normal. Also, I don't want to go the augmentation route (though X has in interesting one, check it out). I'm planning on scaling spells so that higher level damage spells are always better... still working on the nutz and boltz tho.

If you're not going the augmentation route, then I suggest base damage +primary ability score modifier for spells. Perhaps set the damages at 1d6 per spell level, or perhaps 1d6 per base mana cost. This way, a super intelligent wizard will have a better magic missile.

Or I'm open to helping you out on any number of methods.
Crashy75

02-20-05, 12:55 AM
If you're not going the augmentation route, then I suggest base damage +primary ability score modifier for spells. Perhaps set the damages at 1d6 per spell level, or perhaps 1d6 per base mana cost. This way, a super intelligent wizard will have a better magic missile.

Or I'm open to helping you out on any number of methods. That's an interesting idea. One thing though, i'm getting rid of the magic missile spell- auto hit with no save is not my style. One or the other. (touch attack with no save or reflex save for half) This is the general gist as of now. One thing i may do is add the modifier to touch attack type spells (considering there would be no DC to modify.
0 lev spells: I think i'm keeping these as is.
1st lev: 1d4 (+1/lev) Max 1d4 +5
2nd: 1d4/lev Max 5d4
3rd: 1d6/lev max 6d6
4th: 1d6*/lev Max 10d6
5th: 1d8/lev Max 10d8
6th: 1d8*/lev Max 14d8
7th: 1d10/lev Max 14d10
8th: 1d10*/lev max 20d10
9th 1d12/lev max 20d12
*The min dam is 1 die above the max of the spell lev before it.
There will be exceptions of course especially spells that only damage certain creatures will generally do more dam and death spells will do con dam on a failed save and hp dam on a successful save. (still working on the details tho)
Xeviat-DM

02-20-05, 02:43 AM
Um, you have a problem with the level 3 spells, and 5 and up. Remember what caster level characters gain the spells at.
Crashy75

02-21-05, 03:15 AM
Thanx X. Edited. Hows it look now?