D&D magic variants

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RobbyPants
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D&D magic variants

Post by RobbyPants »

This thread is in response to a question Lich-Loved asked in another:
Lich-Loved wrote:
RobbyPants wrote:Do you mean the Magic Rating variant? I have not. I've only tried Spell Points and Recharge.
Can you discuss your experience with either or both of these systems, please? Perhaps a new thread is in order, but I would like to hear how these systems fared in-game.
Personally, I've only tried the Spellpoint system and Recharge magic:

Spellpoints
I haven't played using this system, but I did try DMing it about four years ago. It works okay, but with the typical pitfalls you'd expect:

-Casters are made more powerful by the increase in versatility.

-Prepared casters effectively become spontaneous casters with a much larger list of spells known.

-Spontaneous casters only get the advantage of more SP, which is cool at low levels, but becomes fairly pointless at mid to high level.

-Blasting is made even more crappy by having to pay extra SP for above-minimum damage dice. This doesn't even raise the DC like it does with psionics.

-This system places even more emphasis on CLW, making higher level versions very inefficient to cast on a HP per SP ratio.


That being said, a simple cost deduction is less bookkeeping than a slotted system, and some people like it more. At the time, I ran this game, we didn't have much in the way of casters anyway, and we already had a psion, so no one really abused this system. I have no anecdotal horror stories. Most of my experience is from observations from NPCs I created.

Recharge
This system I have not ran as a DM, but have played a wizard and a druid in two games under the same DM. It's fun in a lot of ways. Here are my observations:

-At low level, you're able to cast more spells per day, but you're typically stuck waiting three or four rounds in between castings. Getting level 2 spells is a huge boost in power just in that you wait half as long to cast again.

-Like SP, this effectively makes prepared casters spontaneous casters with a better list of spells known. All spontaneous casters get for this is a slightly shorter recharge time, which is, on average, one round shorter. At about 6th level, it could get to the point where you could comfortably cast a spell each round in combat.

-Some spells have specific recharge times to prevent them from being spammed. Most are buff spells. Most of them have a recharge time such that at about 5th or 6th level, the duration is longer than the recharge time, which effectively turns everyone into a DMM persist cleric at that level, without having to blow three feats to get there. This is tremendously powerful.

-There's increased bookkeeping, but it's not too terrible if you simply keep a tally of what round number you're on, and when you cast a spell, roll up the recharge time, add it to the round number, and write down the round at which you'll get that spell level back. It's a little weird at first, but it's totally worth the effort for the crazy power level.

-At higher level, you technically are limited more on how you cast your spells, but by this point, you're likely running around with half a dozen persisted buffs up anyway, so who cares?

After using the standard vancian system and some of these variants, I'm leaning more and more toward specialized spontaneous lists like the Dread Necromancer, Beguiler, and Warmage. These systems can each be fun in they're own right, but make no mistake about it: they widen the gap between casters and non-casters.



So, what experiences have any of you had with any variant casting systems for D&D?
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hogarth
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Post by hogarth »

I've used the Recharge variant before.

On the plus side, you don't have to fart around with wands of Cure Light Wounds to heal in between encounters, and a level 1 wizard feels less like a wand of Color Spray with 2 charges.

On the minus side, you have to go through all the spells and decide what a good recharge time is for each one. Also, you end up with buff spells getting spammed every five minutes, as noted by RobbyPants.
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Post by souran »

Having tried both systems I both agree and disagree with Robbypants.

Here are some of my thoughts


Spell Points:

This makes the spell system a lot like psionics. Like psionics it basically makes scaling up your spells a losing propesition.

I also very much agree with the book keeping aspect. Although many people who have played video games where casters get Mana or some similar system think spell points would be a lot better or make a lot more sense, in practice at the table they often being using their spells in a "vancian" style where they know that they have the spell points for a combination that is X level 1 spells, Y level 2 spells and so on. Often they won't change becuase its a pain in the ass and its HARDER to know where you are at in the day in terms of personal power level.

Casters being more powerful is not much of an issue in this system. Spontaneous casters truely get hosed, but they were not great before and anything that makes wizards better is just going to agrivate that aspect.

The one saving grace of this system is that it has minimal effect on the tactics of spell casting monsters and non spell casting players don't need to be changed any more than normal. Infact, the monsters could be run using vancian magic and the players using spell points and it would be fairly invisible to the party.



Recharge:

This system makes casters jsut rocking awesome.

As Robby said after you have 3rd or 4th level spells you will see casters cast a spell every level.

In this system the Staffs printed in the later part of the edition become awesome and wands become crap. In Recharge magic, being able to know lots of spells is actually more useful than having extra spells. (Note this makes spontaneous casters horrible)

The game with recharge plays a lot more like 4e, or Maybe Lago's winds of fate with guanteed actions on round 1. Either way, games below level 10 will see the amount of magic flung about easily double.

Some enemies that were based on just knowing a certain spell and using it every round need a rewrite or a tactics change cuase they don't work anymore.

Actually, in general this system favors the PC's (who are in every encounter) over the monsters/NPCS (who are usually only in 1 encounter and thus can blow all their stuff). I was running the 3.x raveloft rewrite when we first tried this system and strahd takes a serious hit in power in his normal form because he can't cast two spells of the same level in a row anymore. Infact, its much harder for him to get through his whole spell list at all.

Finally, When I ran this system after 1 adventure it became clear that its not just spells that need to be on recharge for the game to work. EVERY power of every class that is not always available has to be a "Recharge" power or those classes will be left so far in the dust by the non stop casting parade that it gets silly. (Note we found that the paladin worked pretty well at level 6 with each smite evil considered a seperate "recharge" ability.)

Magic items with charges also feel pretty crappy in this system. We had to convert a lot of magic items with charges to recharge magic or players just didn't care at all about them.
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Post by TOZ »

Anyone had a look at Mana-based casting? Seems like a Recharge system with a points method of determining when you recharge.
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Post by TarkisFlux »

Surgo put that up a while ago TOZ. Here's more discussion on it, but no actual play reports.
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Post by Psychic Robot »

I'm leaning more and more toward specialized spontaneous lists like the Dread Necromancer, Beguiler, and Warmage.
This, a thousand times this.
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Post by RobbyPants »

Psychic Robot wrote:
I'm leaning more and more toward specialized spontaneous lists like the Dread Necromancer, Beguiler, and Warmage.
This, a thousand times this.
What I like about that is it's pretty simple, both from a player's standpoint (just plug and play) and from a DM's standpoint (you know what the caster can do). Also, it's less clunky and artificial than the old, standard vancian system. While you still have slots, the spontaneous access makes them feel a bit more like spell points.
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Post by TOZ »

TarkisFlux wrote:Surgo put that up a while ago TOZ. Here's more discussion on it, but no actual play reports.
Appreciate the link.
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RobbyPants
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Post by RobbyPants »

souran wrote:Casters being more powerful is not much of an issue in this system. Spontaneous casters truely get hosed, but they were not great before and anything that makes wizards better is just going to agrivate that aspect.
Could you elaborate on why you think being more powerful isn't an issue with this system?

I totally agree that spontaneous casters get boned in this system, but prepared casters get a huge boost. They effectively become spontaneous, but they know more spells. Sure, SP sucks for blasting, but blasting sucked anyways. Now, you can divy up your SP for lots of good 1 SP 1st level spells and/or save them up for a large number of max level spells. At high levels, you can spam a lot of save or dies easily in a day.
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Post by Adalon »

RobbyPants wrote:Could you elaborate on why you think being more powerful isn't an issue with this system?
Because who would even play a non caster in the first place?
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