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D&D (or PnP) Magic System
Has anyone found a magic system that works in the D&D rules set that they like better than the standard one? I've tried working out a custom one, but I'm finding it difficult to keep balanced and not have everyone playing a magic user.
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Engineering your own magic system to replace something that's been in place for three-and-a-half editions plus thirty some odd years is very very tough.
I've never been able to do it. Sorcerer and Wizard are just too balanced for it to matter. |
While I like the system myself, it's not really logical when you think about it. "My fellows, I'm exhausted. I cannot possibly cast another Magic Missile today.
... what, Fireball? Sure, I can do that! Do you want it empowered, or maximized, or both with a cherry on top?" You could maybe look into how Psionics work and try to adapt that. Note that I don't know how exactly Psionics work, I just know they work different from the usual magic system while still being part of, thus balanced for, D&D. Which is what we're looking for here, so... EDIT: Well, it works pretty much like your standard FF-style magic point system. Your character gets a certain amount of "power points" per day, and each power (=spell) costs a set amount of points relating to its level. The hardest part would probably be figuring out what character class gets how many points, but the Psioncs Handbook does give values for the psionic equivalents of a full caster and one on roughly bard level. |
in shadowrun you have to make willpower rolls against the power of the spell you're casting, in order to resist the magical energy that you're essentialy channeling through your body. whatever damage you don't soak, you take in the form of stun or non-lethal damage. cast too much reckless energy and you'll knock yourself out cold, but theres no set limit on what sort of punishment you can take, or how many spells you can cast.
it too is not a perfect system, and the rules are generaly confusing as all get out. plus you'd have to figure out a way to adapt d6 into a d20 system. |
in the everquest D20 game they use mana based system for magic, and it seemed to go ok, (their magic a tons more powerful than dnd tho...
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There's a point system described in Unearthed Arcana. I can't explain exactly why, but it seems unbalanced when applied to the standard magic system. It could just be that I'm biased against being able to cast many "9th" level spells per day.
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That's pretty much the Psionics system right there. Even down to the numerical values, at least in parts. The more I think about it, the more I want to try this kind of system myself.
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Quote:
"Sorry guys, I cast Disintegrate like three times. I got nothing until we get some sleep tonight." Meanwhile, across the party, the wizard: "Whee! Look at my Disintigrate! And I can cast Fireball, Delayed Blast Fireball, Magic Missile..." |
Psionics is actually a fairly balanced system. Assuming that you don't decided to empower each and every one of your powers to the max, they can last just as long as a wizard. Of course, that kind of defeats the purpose of being able to throw unblockable level one powers around, so...
And that system in Unearthed Arcana was a total mistake, the one time I tried it. I ended up having to house-rule it away. |
Quote:
What house rules did you use and did it make it usable? Also, Magic Missile... RIDICULOUS! I added a reflex for half on it and feel better about it. Each additional missile at a target increases the DC of the saving through by 2. How many of you actually keep track of spell components? |
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