Mana-based spellcasting system
Posted: Tue Oct 11, 2005 11:51 pm
Yes, I know I plagiarized this from you, Frank, and myself. If that is a problem, please bitch at me.
My (now my 'old') computer is dead, long live the laptop!
...
The basic idea is from Arcanum. The idea is to replace some aspects of "preparation," "spontanious spellcasting," and "psionics."
Why? Well, we all have our reasons.
Mana method: Limited # of 'slots' for spellcasting use. 'Buffs' fill a specified number of slots for as long as they are active. 'Instants' fill a specified number of slots before (casting cost) and after (recharge cost) they are cast. 'Instants' can be 'readied,' but this keeps as many slots full as if they were being cast.
For example, a 'Fireball' might have a casting cost 4 and a recharge cost of 8. This means that a character with 4 free mana could cast the spell in one round, and could then spend the next two rounds to recover completely, or could spend 8 rounds recovering and have 3 free mana (or use 2 mana to recover the next round followed by 4 on the round after, and then 1 for two rounds).
Augmentation:
The power of a spell can be increased by increasing it's mana cost. Duh.
Balancing factors:
1) Spells can be disrupted. A spell in the proccess of being cast can be interrupted (= 'fizzle'), and a buff can be knocked out. This is countered by Concentration (Or Willpower, or Elan, of whatever).
2) Spells must be 'crafted.' This requires one Spellcraft check per spell being cast per round.
3) Less powerful spellcasters can cast more powerful spells, but this takes time. A caster with a mana pool of 1 will take four rounds (and has to make 4 Spellcraft checks) to cast the above 'Fireball,' while a character with 12 mana could concievably cast the spell and recover completely in one round.
Exceeding the mana pool:
A character can go over his normal mana pool, but this applies negative status effects. Every round the caster exceeds his pool, he accumulates a 'mana debt' equal to the amount by which he has exceeded his pool. While a character has any debt, he is fatigued. If a character's debt becomes equal to 1/2 of his pool, he is exhausted.
If a character's debt becomes equal to his pool, he falls unconcious. If a character's debt is equal to twice his pool, he is immediately at death's door (-9 HP).
Depending on the campaign a DM could throw in ability drain too.
The above status effects remain until the caster in question repays the mana debt, in the same way that he would pay a recharge cost.
Any character rendered exhausted in this manner remains fatigued until he gets a full night's rest. Any character rendered unconcious in this manner remains exhausted until he gets a full night's rest. A character brought to death's door remains unconcious (assuming he doesn't die) until he has gotten a full night's sleep.
Problems I've thought of:
Well, maybe this is way too complex. Some of it comes from a computer game. Computers are good at handling complex mathematical book-keeping. Most humans are not.
However, I don't feel that it is too complex. Yes, I've added a lot of stuff, but I've also removed most spell durations, spells per day, and a lot of spells (probably).
What this doesn't address:
Spells known. You could do this a number of ways: Like a Psion, like a Spirit Shaman, like a Sorcerer, or in a more-or-less unlimited fashion. Maybe others. Maybe all of the above, for different spellcasting archtypes.
The spells themselves. Whether you're gonna do direct damage, healing, summoning, status effects, whatever.
The power level: How big of a mana pool is normal (and how much that changes per level), and how much spells cost.
Oh, and lastly, why I like it:
Fantasy writing is full of magic users who fuck themselves up like crazy to cast powerful spells. They get burnt out, exhausted, and sometimes kill themselves. If a spellcasting system can do that, it isn't mechanically flawed, but it lacks vital flavor.
At the same time, fantasy writing is full of magic users who throw around spells like confetti and don't even care.
There are spellcasters who call up things they can't control and work enchantments well above their level (at considerable cost).
There are lots of magic usesr who do all of the above. Any system which can't model that are lacking. This system can model it. And it also isn't any more complex than the D&D system.
My (now my 'old') computer is dead, long live the laptop!
...
The basic idea is from Arcanum. The idea is to replace some aspects of "preparation," "spontanious spellcasting," and "psionics."
Why? Well, we all have our reasons.
Mana method: Limited # of 'slots' for spellcasting use. 'Buffs' fill a specified number of slots for as long as they are active. 'Instants' fill a specified number of slots before (casting cost) and after (recharge cost) they are cast. 'Instants' can be 'readied,' but this keeps as many slots full as if they were being cast.
For example, a 'Fireball' might have a casting cost 4 and a recharge cost of 8. This means that a character with 4 free mana could cast the spell in one round, and could then spend the next two rounds to recover completely, or could spend 8 rounds recovering and have 3 free mana (or use 2 mana to recover the next round followed by 4 on the round after, and then 1 for two rounds).
Augmentation:
The power of a spell can be increased by increasing it's mana cost. Duh.
Balancing factors:
1) Spells can be disrupted. A spell in the proccess of being cast can be interrupted (= 'fizzle'), and a buff can be knocked out. This is countered by Concentration (Or Willpower, or Elan, of whatever).
2) Spells must be 'crafted.' This requires one Spellcraft check per spell being cast per round.
3) Less powerful spellcasters can cast more powerful spells, but this takes time. A caster with a mana pool of 1 will take four rounds (and has to make 4 Spellcraft checks) to cast the above 'Fireball,' while a character with 12 mana could concievably cast the spell and recover completely in one round.
Exceeding the mana pool:
A character can go over his normal mana pool, but this applies negative status effects. Every round the caster exceeds his pool, he accumulates a 'mana debt' equal to the amount by which he has exceeded his pool. While a character has any debt, he is fatigued. If a character's debt becomes equal to 1/2 of his pool, he is exhausted.
If a character's debt becomes equal to his pool, he falls unconcious. If a character's debt is equal to twice his pool, he is immediately at death's door (-9 HP).
Depending on the campaign a DM could throw in ability drain too.
The above status effects remain until the caster in question repays the mana debt, in the same way that he would pay a recharge cost.
Any character rendered exhausted in this manner remains fatigued until he gets a full night's rest. Any character rendered unconcious in this manner remains exhausted until he gets a full night's rest. A character brought to death's door remains unconcious (assuming he doesn't die) until he has gotten a full night's sleep.
Problems I've thought of:
Well, maybe this is way too complex. Some of it comes from a computer game. Computers are good at handling complex mathematical book-keeping. Most humans are not.
However, I don't feel that it is too complex. Yes, I've added a lot of stuff, but I've also removed most spell durations, spells per day, and a lot of spells (probably).
What this doesn't address:
Spells known. You could do this a number of ways: Like a Psion, like a Spirit Shaman, like a Sorcerer, or in a more-or-less unlimited fashion. Maybe others. Maybe all of the above, for different spellcasting archtypes.
The spells themselves. Whether you're gonna do direct damage, healing, summoning, status effects, whatever.
The power level: How big of a mana pool is normal (and how much that changes per level), and how much spells cost.
Oh, and lastly, why I like it:
Fantasy writing is full of magic users who fuck themselves up like crazy to cast powerful spells. They get burnt out, exhausted, and sometimes kill themselves. If a spellcasting system can do that, it isn't mechanically flawed, but it lacks vital flavor.
At the same time, fantasy writing is full of magic users who throw around spells like confetti and don't even care.
There are spellcasters who call up things they can't control and work enchantments well above their level (at considerable cost).
There are lots of magic usesr who do all of the above. Any system which can't model that are lacking. This system can model it. And it also isn't any more complex than the D&D system.