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i3ullseye

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    i3ullseye got a reaction from Thia Halmades in Magic system opinions   
    Re: Magic system opinions
     
    With regards to spell usage, and keeping it in check, I tend to favor increased endurance cost. Now I know charges covers the feel of the D20 magic systems a bit more accurrately, but then we run into these issues we have here.
     
    I like to set an end reserve, and have the usual recovery limitations (like sleep time or prayer) and then i calculate how many spells can be cast out fo this reserve. Basically, I limit the number of spells by ensuring the end reserve can only accomadate a specific number of castings in a given day.
     
    This also helps simulate spell levels also. I try to make minor spells cost roughly 3 end or so... and each jump form there increases this by 2 or 3 points. The most powerful spells should cost around 20 End to use. When your reserve is at 100, thats 5 castings of your biggest, or multiple castings of smaller spells.
     
    In one game I had a character with 5 distinct levels of spells... End cost on each were 5, 10, 15, 20 and 25. He had a 100 pt reserve when the game began, and got it up to 150 by campaign end. I limited how quickly he could build this so it was a gradual climb.
     
    For recovery, it had a 5 Rec, with the limitation you had to be fully asleep for 2 hours before it woudl kick in. Normally 3 hours of sleep got him back to full, but anything less than 2 would not let it kick in fully.
     
    So, in summary, I like using End... and especially increased End where warranted, as my limitation tool rather than charges. Charges often end up way mroe advantageous in the long run. Plus having the End reserve gives another way to influence the magic in your world by lettign ley lines or artifacts influece his reserve... or even reduce the casting cost of certain spells.
     
    Like taking a Necromancer talent, and now all Necromancy spells cost 1 end less per level, making the new costs 4, 8, 12, 16 and 20. This alone really lets the primary focus on a school of magic have a major influence on how the character works.
  2. Downvote
    i3ullseye got a reaction from Erkenfresh in Magic system opinions   
    Re: Magic system opinions
     
    With regards to spell usage, and keeping it in check, I tend to favor increased endurance cost. Now I know charges covers the feel of the D20 magic systems a bit more accurrately, but then we run into these issues we have here.
     
    I like to set an end reserve, and have the usual recovery limitations (like sleep time or prayer) and then i calculate how many spells can be cast out fo this reserve. Basically, I limit the number of spells by ensuring the end reserve can only accomadate a specific number of castings in a given day.
     
    This also helps simulate spell levels also. I try to make minor spells cost roughly 3 end or so... and each jump form there increases this by 2 or 3 points. The most powerful spells should cost around 20 End to use. When your reserve is at 100, thats 5 castings of your biggest, or multiple castings of smaller spells.
     
    In one game I had a character with 5 distinct levels of spells... End cost on each were 5, 10, 15, 20 and 25. He had a 100 pt reserve when the game began, and got it up to 150 by campaign end. I limited how quickly he could build this so it was a gradual climb.
     
    For recovery, it had a 5 Rec, with the limitation you had to be fully asleep for 2 hours before it woudl kick in. Normally 3 hours of sleep got him back to full, but anything less than 2 would not let it kick in fully.
     
    So, in summary, I like using End... and especially increased End where warranted, as my limitation tool rather than charges. Charges often end up way mroe advantageous in the long run. Plus having the End reserve gives another way to influence the magic in your world by lettign ley lines or artifacts influece his reserve... or even reduce the casting cost of certain spells.
     
    Like taking a Necromancer talent, and now all Necromancy spells cost 1 end less per level, making the new costs 4, 8, 12, 16 and 20. This alone really lets the primary focus on a school of magic have a major influence on how the character works.
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