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11 months ago ::
Jul 13, 2012 - 10:26AM
#21
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Date Joined:
Apr 23, 2009
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I considered an alternate rule where the minimum was the spell level itself. This makes 9th level spells always have a minimum 45% chance of using a spell point. A 5th level spell would have a 25% chance minimum. If I did this though I might have to increase spell points.
I'm confused. This alternative provides less chance of losing a spell point, so shouldn't there be fewer points available?
Thats the minimum. You take the higher of the two methods for the DC. Thus at higher levels there is a floor.
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11 months ago ::
Jul 13, 2012 - 10:39AM
#22
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Date Joined:
Mar 26, 2004
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What we ended up doing after various spell point experiments.
Wizard has a number of points equal to caster level X intelligence. 10th level wizard with 20 intelligence has 200 points.
There are no spell levels.
You can learn any spell at any time.
You can cast any spell that you know at any time.
All spells scale.
Spells cost 1 point per caster level to cast. 1 magic missle costs 1 point, 10 magic missile cost 10 points.
If a spell is cast at a level greater than caster level it does damage. Either to HP or stun (25% of total HP is the stun value, if reached the caster is unconscious). The saving throw is 10 + the level cast. 10th level wizard casts 15 magic missiles the save is a 25.
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11 months ago ::
Jul 13, 2012 - 10:40AM
#23
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Date Joined:
May 27, 2012
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Over all, I think this could be a solid alternative to a wizard, and it would make for a game that is more fun and easier on my sensibilities. The chance of it being implemented, of course, is next to nil given the direction they seem to be taking.
The metagame is not the game.
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11 months ago ::
Jul 13, 2012 - 11:17AM
#24
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- Forum Guide
- Hero Craftsman Gold Medalist
- Master Dungeon Master
Date Joined:
Jun 23, 2005
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Actually, looking at the current chart, I'm not sure how much of a check these DCs are. Here's the current chart (which I've adjusted for Emerikol's rule that the DC can never be less than the spell level:
| Spell Check DCs |
| Mage Level |
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Spell Level |
| |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
| 1 |
3 |
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| 2 |
2 |
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| 3 |
1 |
5 |
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| 4 |
1 |
4 |
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| 5 |
1 |
3 |
7 |
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| 6 |
1 |
2 |
6 |
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| 7 |
1 |
2 |
5 |
9 |
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| 8 |
1 |
2 |
4 |
8 |
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| 9 |
1 |
2 |
3 |
7 |
11 |
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| 10 |
1 |
2 |
3 |
6 |
10 |
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| 11 |
1 |
2 |
3 |
5 |
9 |
13 |
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| 12 |
1 |
2 |
3 |
4 |
8 |
12 |
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| 13 |
1 |
2 |
3 |
4 |
7 |
11 |
15 |
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| 14 |
1 |
2 |
3 |
4 |
6 |
10 |
14 |
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| 15 |
1 |
2 |
3 |
4 |
5 |
9 |
13 |
17 |
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| 16 |
1 |
2 |
3 |
4 |
5 |
8 |
12 |
16 |
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| 17 |
1 |
2 |
3 |
4 |
5 |
7 |
11 |
15 |
19 |
| 18 |
1 |
2 |
3 |
4 |
5 |
6 |
10 |
14 |
18 |
| 19 |
1 |
2 |
3 |
4 |
5 |
6 |
9 |
13 |
17 |
| 20 |
1 |
2 |
3 |
4 |
5 |
6 |
8 |
12 |
16 |
With a natural 1=failure/natural 20=success, Here's how many spells a caster can hope to cast before losing his 5 spell points (if he only cast one level of spell over and over):
| Expected Spells Cast/Day |
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Spell Level |
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1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
| Mage Level |
1 |
20 |
|
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| 2 |
30 |
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| 3 |
65 |
10 |
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| 4 |
65 |
15 |
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| 5 |
65 |
20 |
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| 6 |
65 |
30 |
9 |
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| 7 |
65 |
30 |
10 |
8 |
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| 8 |
65 |
30 |
15 |
8.25 |
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| 9 |
65 |
30 |
20 |
8.5 |
7.5 |
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| 10 |
65 |
30 |
20 |
9 |
7.75 |
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| 11 |
65 |
30 |
20 |
10 |
8 |
7 |
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| 12 |
65 |
30 |
20 |
15 |
8.25 |
7.25 |
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| 13 |
65 |
30 |
20 |
15 |
8.5 |
7.5 |
6.5 |
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| 14 |
65 |
30 |
20 |
15 |
9 |
7.75 |
6.75 |
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| 15 |
65 |
30 |
20 |
15 |
10 |
8 |
7 |
6 |
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| 16 |
65 |
30 |
20 |
15 |
10 |
8.25 |
7.25 |
6.25 |
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| 17 |
65 |
30 |
20 |
15 |
10 |
8.5 |
7.5 |
6.5 |
5.5 |
| 18 |
65 |
30 |
20 |
15 |
10 |
9 |
7.75 |
6.75 |
5.75 |
| 19 |
65 |
30 |
20 |
15 |
10 |
9 |
8 |
7 |
6 |
| 20 |
65 |
30 |
20 |
15 |
10 |
9 |
8.25 |
7.25 |
6.25 |
At first six levels, the mage isn't going to really about worrying about running out of spells. His 1st level spells are essentiall at-will. After that, when we assume the 1st level spells aren't that useful, his power begins to decrease dramatically. If we assume that the top three spell levels are most relevant in battle, then his expected number of effective spells is as follows:
- 20
- 30
- 37.5
- 40
- 42.5
- 34.67
- 16
- 17.75
- 12
- 12.25
- 8.33
- 10.33
- 7.5
- 7.83
- 7
- 7.42
- 6.5
- 6.75
- 7
- 7.25
If we assume -- through the miracle of flat math -- that a mage's spell is never obsolete, then he still has a dramatic drop-off in power, though somewhat lessened. The median expected daily spell usage is as follows:
- 20
- 30
- 37.5
- 40
- 42.5
- 30
- 20
- 22.5
- 20
- 20
- 15
- 17.5
- 15
- 15
- 12.5
- 12.5
- 10
- 10
- 10
- 10
The solution, in either case, may be to start the mage out with some at-wills and only 3 spell points, and then grant the mage a new spell point at 6th, 11th, and 16th levels. The result is (not flat/flat)
- 12/12
- 18/18
- 22.5/22.5
- 24/24
- 25.5/25.5
- 27.7/24
- 12.8/16
- 14.2/18
- 9.6/16
- 9.8/16
- 8.33/15
- 10.33/17.5
- 7.5/15
- 7.83/15
- 7/12.5
- 8.9/15
- 7.8/12
- 8.1/12
- 8.4/12
- 8.7/12
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11 months ago ::
Jul 13, 2012 - 11:25AM
#25
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- Forum Guide
- Hero Craftsman Gold Medalist
- Master Dungeon Master
Date Joined:
Jun 23, 2005
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The trick to allowing wizards to have utility spells without making them obsolete the rogue is to require the casetr to put them in a higher level spell slot to remain relevant.
So, for instance, Knock as a 1st level spell may only pick DC 12 locks. If you cast it as a higher level spell, the maximum DC it can open increases by 1.
Invisibility can come with a DC to spot that is a little worse than a thief of that level can hide. But if you cast it in a higher level spell slot, the DC to spot it also increases.
That way you don't really have to worry about wizards obviating thieves. At worst, they make decent back-ups and that doesn't change base don which method of spell recovery (Spellcheck, AEDU, or Vancian) you use.
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11 months ago ::
Jul 13, 2012 - 11:41AM
#26
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Date Joined:
Apr 23, 2009
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@wrecan Appreciate the math work. I think some of the low level stuff isn't high enough. But the point is well enough made.
I think it still is a disincentive. I'm assuming anything in your second table that exceeds 20 is an at-will. I don't mind things being practically at-wills for high level casters. This is though why I don't include at-wills in the game for this class. If I did include minor spells ala 5e then I'd definitely push the DCs up even higher.
I debate back and forth on utility magic. Knock is easy I agree but not every utility power is so easy. And in some cases I'm not sure it's even desireable. So I like the disincentive. In vancian it's covered by the fact you already lose a spell slot when you use a spell. As long as the DM is reasonable at handling resting it's handled. I thought this approach was just a variation that might prove interesting.
Another option might be increasing the spell points and also the DCs. This system is very tweakable in an excel spreadsheet kind of way. You could play with the numbers a good bit to find the right set of circumstances. Just assigning static DCs to every spell is fine by me. The designers could decide for each spell how easily it is kept. Maybe simple combat spells are easier to keep than a spell like fly. Maybe fly is third level but it is super hard to keep. So you can know it easily but do you really want to likely burn a spell point to use it.
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11 months ago ::
Jul 13, 2012 - 11:58AM
#27
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- Forum Guide
- Hero Craftsman Gold Medalist
- Master Dungeon Master
Date Joined:
Jun 23, 2005
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I think it still is a disincentive. I'm assuming anything in your second table that exceeds 20 is an at-will.
I think you mean that anything less than zero is at-will. But that contradicts your prior ruling that the DC is never lower than the spell level. So which is it? Are low-level spells infinite or have a DC equal to their level?
If it's the former, then low-level mages are way overpowered, because they get negative DCs for spells that are still going to be relevant to them.
The designers could decide for each spell how easily it is kept.
The greatest selling point of this system was its simplicity and formula. If we have to decide the cost of every spell based on utility, and cannot rely on level, you've lost the best part of the system.
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11 months ago ::
Jul 13, 2012 - 12:18PM
#28
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Date Joined:
Apr 23, 2009
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I think it still is a disincentive. I'm assuming anything in your second table that exceeds 20 is an at-will.
I think you mean that anything less than zero is at-will. But that contradicts your prior ruling that the DC is never lower than the spell level. So which is it? Are low-level spells infinite or have a DC equal to their level?
If it's the former, then low-level mages are way overpowered, because they get negative DCs for spells that are still going to be relevant to them.
I was looking at your second table. If you can cast it over 20 times with 5 spell points then it's practically at-will. Only failing on a 1 makes it practically at-will for me. It's not. It still has a small risk. Thats why I put in the idea of a DC that had a minimum so 5th level spells don't become at-will ever.
The designers could decide for each spell how easily it is kept.
The greatest selling point of this system was its simplicity and formula. If we have to decide the cost of every spell based on utility, and cannot rely on level, you've lost the best part of the system.
It's always nice to know a formula I agree. But from a pure play perspective a spell with a DC is pretty simple. Obviously the designers would need a formula of some sort and they'd need to expose that to the DM in the DMG. But that formula doesn't need to be super simple if the outcome of the formula is in the spell block. Kind of like monster hit points.
A better way to do this whole thing if I had more time would be to start with a 10th level wizard and figure out all the DCs from there. Then figure out a formula that fits those DCs.
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11 months ago ::
Jul 13, 2012 - 12:26PM
#29
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Date Joined:
May 27, 2012
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If you're designing spells, you can give each spell a drain DC to represent how likely it is to eat your MP. This way, you could balance powerful spells (Sleep, Color Spray, etc) against weaker spells (Magic Missiles) even if they're the same level. Higher level spells would naturally have a higher drain DC, but would still allow you to distinguish more and less powerful spells of the same level.
The metagame is not the game.
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11 months ago ::
Jul 13, 2012 - 3:04PM
#30
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Date Joined:
Apr 23, 2009
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If you're designing spells, you can give each spell a drain DC to represent how likely it is to eat your MP. This way, you could balance powerful spells (Sleep, Color Spray, etc) against weaker spells (Magic Missiles) even if they're the same level. Higher level spells would naturally have a higher drain DC, but would still allow you to distinguish more and less powerful spells of the same level.
Exactly. This would be a valid approach.
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