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Alternative Magic System
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Scott
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Joined: 24 Mar 2008
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Location: Charleston, WV

PostPosted: Sat Apr 12, 2008 5:33 pm    Post subject: Alternative Magic System Reply with quote

As some of you know, I'm currently working on a purely "scratch built" OD&D campaign for future use. Our current campaign makes extensive use of published adventures, grafts from Moldvay Basic, and the usual OD&D monsters and treasures. The scratch built campaign, on the other hand, will be a more "pure" homebrew, using OD&D Vol. I: Men & Magic almost exclusively, with my own monsters, treasures, and system tweaks.

Luckily I'm in absolutely no hurry to get the scratch built campaign going, and have only vague ideas about where I'm going with it anyway.

One change I'm almost certainly making is the elimination of the Cleric class. Many Cleric spells will be folded into the Magic-User spell list. This will leave Fighting Man and Magic-User as the available classes, but there's a lot of room for customization and individualization within these very broad categories.

Another change I'm considering involves the so-called "Vancian" magic system. Before the publication of Greyhawk and The Strategic Review, there was nothing in the rules about how spellcasters memorized or re-learned their spells -- just a couple sentences about only being able to use spells once a day, etc. There wasn't anything to suggest that a spellcaster sat down and "memorized" spells into each slot.

Here's the sketchy, nuts-and-bolts version of the magic system I'm working on for the next campaign:

1. All spellcasters use books of spells.
2. All spellcasters have access, through their books, to all spells on the "Common" spell list for the levels of spells they can cast, as well as any spells they've individually researched.
3. All spellcasters cast their spells "spontaneously" -- that is, a spellcaster can cast *any* spell on his Common or individual spell list as long as he has the appropriate spell slot available.
4. Any particular spell may be cast only once in any 24 hour period. For instance, if a Magic-User casts sleep, he may not cast the sleep spell again for 24 hours, barring the use of some magical device like a scroll or wand.
5. Any particular spell slot is only available for use once in any 24 hour period. For instance, if a 1st level Magic-User casts a 1st level spell, his single spell slot is unavailable again for 24 hours. [This does add a minor level of bookkeeping, but I don't think it will be overly onerous, as OD&D Magic-Users just don't get that many spell slots.]

There are other wrinkles I'm messing with, such as foci, special ingredients, and so on. I'm trying to get away from the tendency to automatically import rules and assumptions from later editions and supplements into "three little books" OD&D, instead exercising a little creativity to come up with different ways to do things.
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Scott
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Joined: 24 Mar 2008
Posts: 389
Location: Charleston, WV

PostPosted: Sat Apr 12, 2008 5:58 pm    Post subject: Reply with quote

Magic-User Spell List for upcoming campaign, assuming removal of Clerics

1st Level
Charm Person
Cure Light Wounds
Detect Magic
Hold Portal
Light
Minor Dweomer
Purify Food and Water
Read Languages
Read Magic
Sleep

2nd Level
Continual Light
Detect Invisible
ESP
Find Traps
Invisibility
Knock
Levitate
Locate Object
Phantasmal Forces
Speak with Animals
Wizard Lock

3rd Level
Clairaudience
Clairvoyance
Create Food
Cure Disease
Dispel Magic
Fire Ball
Fly
Haste Spell
Hold Person
Infravision
Insect Plague
Invisibility, 10' Radius
Lightning Bolt
Protection from Normal Missiles
Slow Spell
Water Breathing

4th Level
Charm Monster
Confusion
Create Water
Cure Serious Wounds
Dimension Door
Growth of Plants
Hallucinatory Terrain
Massmorph
Neutralize Poison
Polymorph Others
Polymorph Self
Remove Curse
Speak with Plants
Wall of Fire
Wall of Ice
Wizard Eye

5th Level
Animate Dead
Cloudkill
Conjure Elemental
Contact Other Plane
Feeblemind
Growth of Animals
Hold Monster
Magic Jar
Pass-Wall
Telekinesis
Teleport
Transmute Rock to Mud
Wall of Iron
Wall of Stone

6th Level
Anti-Magic Shell
Control Weather
Death Spell
Disintegrate
Geas
Invisible Stalker
Lower Water
Move Earth
Part Water
Project Image
Reincarnation
Stone to Flesh
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Nick
(Sinlocah)


Joined: 24 Mar 2008
Posts: 121

PostPosted: Sat Apr 12, 2008 9:54 pm    Post subject: Reply with quote

I know you said you do not want to incorporate later editions into your scratch built, but you might want to consider incorporating the per encounter idea for spell casting. This would eliminate book keeping all together and let you keep the spell use to a minimum (not that many rounds in combat).

Higher level spells would be a once per day thing, but not necessarily once per 24 hours. Assuming the players rest of 6 to 8 hours they could then cast high level spells again. Something to kick around.
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Scott
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PostPosted: Sat Apr 12, 2008 9:58 pm    Post subject: Reply with quote

Nick wrote:
I know you said you do not want to incorporate later editions into your scratch built, but you might want to consider incorporating the per encounter idea for spell casting. This would eliminate book keeping all together and let you keep the spell use to a minimum (not that many rounds in combat).

Higher level spells would be a once per day thing, but not necessarily once per 24 hours. Assuming the players rest of 6 to 8 hours they could then cast high level spells again. Something to kick around.



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TheMyth
(Kexy the Fage)


Joined: 03 Apr 2008
Posts: 141
Location: Pennsylvania, USA

PostPosted: Sat Apr 12, 2008 11:26 pm    Post subject: Reply with quote

I notice you removed both Raise Dead and Finger of Death.

How does Finger of Death compare to the Death Spell? Could FoD still work as a 5th level spell?

Also, I notice you've eliminated Raise Dead. An idea I had for my own house rules: How about link it to Animate Dead? It's like the same spell, but in one sense you raise the dead as undead...another way you raise them back to life!

Of course, this sort of makes Reincarnation useless...
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TheMyth
(Kexy the Fage)


Joined: 03 Apr 2008
Posts: 141
Location: Pennsylvania, USA

PostPosted: Sat Apr 12, 2008 11:35 pm    Post subject: Reply with quote

Oh! I see you added your new spell Minor Dweomor to your alternative spell list.

How would that work in a system where all spells are spontanteous?

So long as a spell slot is open, the Minor Dweomer power is available?

Might it not be better to make a class of spells/powers/talents/knacks like Minor Dweomer that Magic-Users can use outside the spell list?

[Kinda like Cantrips and Orisons but via a different mechanic...maybe a number per day = Intelligence?]

Oh, and what purpose will Wisdom serve in your newly imagined game?

I love House Rules!

[If they make sense...hehehe]
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Scott
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PostPosted: Sat Apr 12, 2008 11:37 pm    Post subject: Reply with quote

TheMyth wrote:
I notice you removed both Raise Dead and Finger of Death.

How does Finger of Death compare to the Death Spell? Could FoD still work as a 5th level spell?

Also, I notice you've eliminated Raise Dead. An idea I had for my own house rules: How about link it to Animate Dead? It's like the same spell, but in one sense you raise the dead as undead...another way you raise them back to life!

Of course, this sort of makes Reincarnation useless...

I've deliberately removed Raise Dead because I'm just not a huge fan of virtually consequence-free resurrection. Reincarnation may be another casualty, not because it's consequence-free -- in fact, I think it's pretty cool -- but because it may not dovetail with my next campaign's afterlife concept.

I removed Finger of Death simply because keeping the reverse of a spell that no longer exists seems inelegant to me. Smile

I would likely allow Magic-Users to research somewhat ghastlier methods of resurrection such as the re-animation you mention, by which perhaps a beloved individual could be brought back to a ... semblance of life. Twisted Evil

(Note that on that list, I also eliminated the alignment-based spells, as I'm not planning to use alignment at all in the next campaign.)
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Scott
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Location: Charleston, WV

PostPosted: Sat Apr 12, 2008 11:53 pm    Post subject: Reply with quote

TheMyth wrote:
Oh! I see you added your new spell Minor Dweomor to your alternative spell list.

How would that work in a system where all spells are spontanteous?

In the next campaign, each Magic-User will have a Minor Dweomerwand by which he can accomplish the dweomer effects so long as he has minor dweomer in a spell book. I haven't worked out all the details for the Major Dweomerwand, but major dweomer will probably be a 3rd level spell that allows the Magic-User to accomplish effects that would normally require some mundane, easily available item without that item being present -- lighting campfires, salting food, watering small plants, and so on. Again, haven't worked out the details of the spell itself or the particulars of the item, but it'd probably be something a Magic-User gained access to at 5th level and which could also serve as a Minor Dweomerwand.

Quote:
So long as a spell slot is open, the Minor Dweomer power is available?

In the current campaign, the spell slot must be filled by the minor dweomer spell. So a 1st level Magic-User could memorize minor dweomer and continually have access to the minor physical effects, but wouldn't be able to memorize any other spells. It's something that apprentices (or true Magic-Users between adventures) would keep memorized.

In the next campaign, the power will be available to any Magic-User with a Minor Dweomerwand to hand and the spell in his book.

Quote:
Might it not be better to make a class of spells/powers/talents/knacks like Minor Dweomer that Magic-Users can use outside the spell list?

Working on it. Smile I'm developing little things like foci (Dweomerwands etc.), special ingredients and reagents, and rituals. Things like that will probably not work on anything like a "spell slot" or "per encounter/day" basis, but will be based more on quasi-magical items and substances, alchemy, ceremonies, and so on.

Quote:
Oh, and what purpose will Wisdom serve in your newly imagined game?

That's a good question. Other than the obvious -- indicating how wise your character is -- I'm not really sure. Then again, Strength serves no mechanical purpose whatsoever other than to allow an XP bonus for Fighting Men ...

But that's a very good question. I'm inclined not to eliminate it, as it still allows for some nuance ("really smart guy, no common sense") but it does bear some consideration.

Quote:
I love House Rules!

[If they make sense...hehehe]

I don't even require the textual rules to make sense. Smile These days, I usually try to figure out some way to make things make sense around them -- e.g., Elves changing class between adventures.

I gave up on Alignment languages, though. I've had kludges before (secret cultic tongues and so on) but I've never had an explanation in place for the rules-as-written that really satisfied me.
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WyzardWhately
(Lars)


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PostPosted: Mon Apr 14, 2008 1:34 pm    Post subject: Reply with quote

You've got a couple problems if you switch to spontaneous spellcasting.

1. It makes spellcasters substantially more powerful in an immediate sense - they'll always have the spell they want, insofar as they have open slots to cast with.

2. Having to find or research your spells gives differing magic users some individuality, - they're not all using identical spell lists.


Since it's fairly difficult to make characters very mechanically distinct already, and upper-level magic-users are already pretty damned powerful, I'd say this course of action seems unwise.
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Scott
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PostPosted: Mon Apr 14, 2008 1:45 pm    Post subject: Reply with quote

WyzardWhately wrote:
1. It makes spellcasters substantially more powerful in an immediate sense - they'll always have the spell they want, insofar as they have open slots to cast with.

Yup. I'm just not sold on this being unbalancing. I think it'd result in a lot of the rarely-used spells seeing the light of day, rather than the 1st level spell list essentially being "Charm Person or Sleep?" as it has been for 30+ years.

Quote:
2. Having to find or research your spells gives differing magic users some individuality, - they're not all using identical spell lists.

With the "common" spell lists as small as they are, and nothing much else to spend money on, pre-1e M-Us are likely to do plenty of spell research.

In any edition of D&D prior to 2e (or the 1e Dungeoneer's Survival Guide and its NWPs), you had to trust your players to individualize characters in some non-mechanical way, because otherwise a fighter was a fighter.

Quote:
Since it's fairly difficult to make characters very mechanically distinct already, and upper-level magic-users are already pretty damned powerful, I'd say this course of action seems unwise.

Noted. I'm still working out the system, and I don't know if I'll even ever run this. Something like this might be better off as GURPS or RuneQuest 3rd.
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TheMyth
(Kexy the Fage)


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PostPosted: Mon Apr 14, 2008 6:19 pm    Post subject: Reply with quote

But here's the thing...

Your 12th level MU has access to 4 5th level spells. What's the typical configuration? Cloudkill, Feeblemind, Hold Monster, and Teleport? Imagine being able to use Teleport on the fly! Or Pass-Wall...or Wall of Iron...or even Growth of Animals.

Yes, it makes the MU more versatile, but s/he is still limited sharply by number of spells per day. The Fighting-Man can swing his sword [magical or mundane] every round. The MU still has limitation based on spell slots open.

I think the real test would be to see it in play...how would it work?

I doubt there'd be any real difference.

[of course, you could always institute a rule that MUs can switch out spells by making an INT roll or something. Memorized spells always work, but a roll under INT is needed to "spontaneously cast" anything in the spellbook].
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WyzardWhately
(Lars)


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PostPosted: Mon Apr 14, 2008 6:27 pm    Post subject: Reply with quote

TheMyth wrote:
But here's the thing...

Your 12th level MU has access to 4 5th level spells. What's the typical configuration? Cloudkill, Feeblemind, Hold Monster, and Teleport? Imagine being able to use Teleport on the fly! Or Pass-Wall...or Wall of Iron...or even Growth of Animals.

Yes, it makes the MU more versatile, but s/he is still limited sharply by number of spells per day. The Fighting-Man can swing his sword [magical or mundane] every round. The MU still has limitation based on spell slots open.


I'm not entirely certain why you would think this hadn't occurred to me. I guess I'm of the opinion that the exactly correct spell is more powerful in a given situation than making do with what you memorized. That is, versatility -> Power. This might not be borne up in practice, but it's not exactly a ludicrous statement to make.

Yes, the fighter can swing a sword every round until he runs out of HP...but how many rounds will it take him to hack through the same number of gnolls a Magic-User can drop in one round with a fireball?

I'm not strictly speaking opposed to this idea of spontaneous casting, I'm just saying that if any class needs to be beefed up a little, the Magic-User isn't it.
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Nick
(Sinlocah)


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PostPosted: Mon Apr 14, 2008 10:55 pm    Post subject: Reply with quote

This conversation should probably wait and see what the designers of 4e have come up with. They have gotten rid of the Vancian system (mostly), which is what this conversation is all about; the benefits and draw backs of the 'memorize-cast-forget' spell system.

There are many ways to go about this. 4e is going with per encounter. I have seen Con and Int based systems, but those require more rolls. Warhammer RPG has unlimited casting but with a few caveats (namely, a demon may come out of the Warp and eat you). Point base systems that turn out to be not much different than 'memorize-cast-forget', and several others. Balancing the MU with other classes has always been a problem and I am not of the opinion that keeping the Vancian system, unless heavily modified, is the way to go.
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Bhartec Redhands



Joined: 26 Mar 2008
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PostPosted: Mon Apr 14, 2008 11:39 pm    Post subject: Reply with quote

Warhammer Fantasy is one of the few magic system I liked pretty well. Mages can be rather nasty, even early on. However, unless the mage is tempered in its use he will eventually go insane or get corrupted.

With D&D magic, I don't think there are any particularly good fixes for it, and its not for lack of trying. The base system is just fundamentally simple (and flawed) and any change tends to be a rather drastic ones.

I'm fairly optimistic about 4e magic and I think it will work pretty well. I'm just worried that it will have changed enough that its not really D&D anymore at that point.
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Nick
(Sinlocah)


Joined: 24 Mar 2008
Posts: 121

PostPosted: Tue Apr 15, 2008 12:16 pm    Post subject: Reply with quote

Bhartec Redhands wrote:
I'm fairly optimistic about 4e magic and I think it will work pretty well. I'm just worried that it will have changed enough that its not really D&D anymore at that point.


I don't think the magic system is what made D&D, and if it is then the entire game was flawed. If it is no longer D&D because of it, I'm ok with that.
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