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Author Topic: (RCD&D) Rejigging the magic  (Read 799 times)

JamesV

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(RCD&D) Rejigging the magic
« on: August 28, 2006, 09:39:33 am »
I'm thinking of running a game based off the Rules Clyclopedia. One of the things I plan on doing is making a few changes to make the game a little more expansive, while keeping it fast and fluid, it will be a delicate balancing act, but I want to see if I can do it.

The first thing I want to look at is magic. The thing is though it works just fine, the spell slot and memory system is not what I want to use this time around. So my goal is to create a system for the spells that is as quick and easy, but still different.

Right now my original idea is to use a simple point system where the MU or Cleric gets a flat amount of Magic Points per level and the cost of a spell is equal to its level. I don't plan to change the levels of any of the spell or the levels at which the casters can get them. I may place a limit on the total amount of spells they can learn and use.

Possible issues I can think of:
Flexibility - A caster has access to all of the spells they have as long as they have the MP.

Restricted at higher levels - A caster will have to be careful as they could either cast a whole bunch of lower level spell, which could still be dangerous, like fireball or dozens of magic missle, or fewer but more powerful spells. It may make higher level spells unappealing.

So any ideas or comments?
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Mr. Christopher

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(RCD&D) Rejigging the magic
« Reply #1 on: August 28, 2006, 09:47:38 am »
You might want to check out Erin D. Smale's RCD&D house rules:

http://www.tridrpg.org/

Start with Magic & Spells >> Spell-casting >> Casting but have a look around, it's all good stuff.
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(RCD&D) Rejigging the magic
« Reply #2 on: August 28, 2006, 03:54:31 pm »
There are some potential balance pitfalls, too. You touch on this a bit, but it really does bear repeating. Magic missile is really great spell in that version of D&D, since it does 1d6+1 damage per missile instead of 1d4+1 and characters tend to have less HP than their AD&D/d20 counterparts (1d8 fighter HD, for example). It also scales with level, of course.

In a straight point casting system, a character that can spend one or two of his dozens (or hundreds) of spell points to cast a magic missile spell is going to dominate battlefields all day and night. I wouldn't even consider playing a non-spellcaster.

And that's just one example.

What I would do is:

1. Ditch memorization and just say that a cleric can, on-the-fly, cast any spell on his spell list that doesn't violate his alignment and a magic-user any spell in his spellbook, subject to the normal spell/level and spell/day limits.

2. Allow each spell "slot" to be traded on a one-for-one basis with a slot of any lower level. This way a character could burn one of his third level spells to cast any first or second level one instead, for example.

Much more elegant and less abusable than spell points.
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JamesV

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(RCD&D) Rejigging the magic
« Reply #3 on: August 28, 2006, 09:45:28 pm »
Quote from: Yamo

What I would do is:

1. Ditch memorization and just say that a cleric can, on-the-fly, cast any spell on his spell list that doesn't violate his alignment and a magic-user any spell in his spellbook, subject to the normal spell/level and spell/day limits.

2. Allow each spell "slot" to be traded on a one-for-one basis with a slot of any lower level. This way a character could burn one of his third level spells to cast any first or second level one instead, for example.

Much more elegant and less abusable than spell points.


And much better than my idea. Thanks for giving it! :bow:
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joewolz

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(RCD&D) Rejigging the magic
« Reply #4 on: August 28, 2006, 10:48:14 pm »
I've always liked the point system on Trid.  It can be pretty broken, but you can houserule the real powerful spells, I would just say that they take a really long tiome to cast, for instance.

And be sure to limit the spells in each each magic character's spellbook!
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JamesV

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(RCD&D) Rejigging the magic
« Reply #5 on: August 29, 2006, 06:18:09 am »
Quote from: joewolz
I've always liked the point system on Trid.  It can be pretty broken, but you can houserule the real powerful spells, I would just say that they take a really long tiome to cast, for instance.

And be sure to limit the spells in each each magic character's spellbook!


It was okay, but I'd have to fix the failure check to balance it. It just didn't seem right to give your average 1st level MU a less than 50% chance to succeed in casting their only spell each day.

As for limiting spell access, I did have an idea for that, especially aimed at MUs. I was thinking of making spell casting focus based, like they have to carry around a wand, staff, talisman, etc. The kick being that each focus only has room for so many spells and it takes either the usual "study" time or maybe a little less to attune yourself to one of the foci and then have access to the spells for that day. It allows them to have a lot of spells if they want, but in exchange, they'd have to choose which spells to use.

It's another idea with promise, but issues. I don't want any caster to look like a golfer and need a caddy to help them pick out their wand for the day. And I'm not sure if spell capacity should be based on spell levels or just number of spells.
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beejazz

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« Reply #6 on: September 07, 2006, 12:14:16 am »
*sigh*
they always want to revamp magic.
never combat.
Anyway... if this is d20, check out UA.
While you're at it, consider the spell recharge variant. Keeping track of a couple of rounds is easier than keeping track of so... many... POINTS.
But that's just my opinion.

JamesV

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(RCD&D) Rejigging the magic
« Reply #7 on: September 07, 2006, 07:59:16 am »
Quote from: beejazz
*sigh*
they always want to revamp magic.
never combat.
Anyway... if this is d20, check out UA.
While you're at it, consider the spell recharge variant. Keeping track of a couple of rounds is easier than keeping track of so... many... POINTS.
But that's just my opinion.


FYI, I'm working with the Rules Cyclopedia version of D&D
And, it's just that combat works just fine for me and my group, though I may add a simple critical hit system. The magic has always been OTOH, though equally workable, a bit of an odd duck.
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(RCD&D) Rejigging the magic
« Reply #8 on: September 07, 2006, 04:48:40 pm »
Yamo's suggestion is pretty much what I've done with D&D magic for a while now.  It's elegant, doesn't require any extra bookkeeping or extra conversions when you're running a published adventure.  All in all, a perfect fit for RCD&D.