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3rd Era Spell Point Systems

Started by Aglondir, July 13, 2019, 11:04:52 PM

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Aglondir

What's your experience with spell point systems for 3rd edition?

As an example, I'm thinking of something like this: http://www.d20srd.org/srd/variant/magic/spellPoints.htm

Some other ideas: In Microlite D20, spells cost HP to cast based on level. That's a simple and elegant mechanic, but it makes a class that's already fragile in combat even more-so, which is not the direction I want to go. True 20 has a "fatigue save" system, where certain spells force you to make a Will save. Failure means gaining a level of Fatigue (-1, -2, -3, unc.) That's also a simple mechanic, and somewhat genre emulating (Gandalf and the Jedi in episodes 4-6 come to mind.)  

Have you tried a spell-point system in your 3E games? How did it work out?

Spinachcat

True20 was my favorite D20 game. I found the Fatigue system for spellcasting to be great in actual play.

I do like the Microlite D20 option as its "blood magic" which works well for Sword & Sorcery. But it does lead to dead mages.

I played in a couple D20 campaigns that used spell points like the SRD described. Meh. It worked-ish in D20, but Palladium Fantasy does the job far better.

Aglondir

Another idea: Combine the Microlite and True 20 concepts. Spells cause Non-Lethal Damage:

Quote from: SRDCertain attacks deal nonlethal damage. Other effects, such as heat or being exhausted, also deal nonlethal damage. When you take nonlethal damage, keep a running total of how much you've accumulated. Do not deduct the nonlethal damage number from your current hit points. It is not "real" damage. Instead, when your nonlethal damage equals your current hit points, you're staggered, and when it exceeds your current hit points, you fall unconscious. It doesn't matter whether the nonlethal damage equals or exceeds your current hit points because the nonlethal damage has gone up or because your current hit points have gone down.

That will KO a caster but not kill him.