Spell costs

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Hoihe
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Re: Spell costs

Unread post by Hoihe »

Mallore wrote:It is not unfair to call for costs for abilities which should cost gold to cost gold, when those abilities can be spammed endlessly with rest timer. Really why should -you- get to pay nothing to negate my abilitiy I have to pay for?

I have to pay for my wands... so why shouldnt you pay something to negate them?


I do get you though, does it add to the fun? well the abuse does take away from other peoples fun so we really gotta be fair to all. After all look at the UMD "Fix" as a umd toon i just got the nerf bat. whos fun did that add to?

So really comes down to. If I have to pay, you should to. Or atleast drop my costs to free too!

Do you pay for food, for maintenance of your arms and armor, do you need to rest between swinging a mace 24/7? Nope.
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BlueAce417
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Re: Spell costs

Unread post by BlueAce417 »

Just occured to me that everyone is still talking about Gold for Spells, while I broke off into a tengent about how using a pool of mana instead of spell slots would be fun.

In anycase, forcing a tax on spellcasters is a sure-fire way to upset people. Reminds me of Dragon Age, actually. I would be okay with a gold tax if spells were much MUCH more powerful. Where I don't need to use 3 spells to kill a basic creature of my level. Summoning and Magic Knighting are the meta, but for Evokers, Illusionists, and everyone else, it's pretty lack luster to incur even more trouble on the magic system as it is.

Don't get me wrong, playing as a non-magic character every once in a while, I began to feel powerless. But once I got to around level 12, I was able to fight pretty well and not have to worry about resting often, scroll scribing, buffing myself or others, or my carrying capacity.
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metaquad4
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Re: Spell costs

Unread post by metaquad4 »

Mallore wrote:It is not unfair to call for costs for abilities which should cost gold to cost gold, when those abilities can be spammed endlessly with rest timer. Really why should -you- get to pay nothing to negate my abilitiy I have to pay for?

I have to pay for my wands... so why shouldnt you pay something to negate them?


I do get you though, does it add to the fun? well the abuse does take away from other peoples fun so we really gotta be fair to all. After all look at the UMD "Fix" as a umd toon i just got the nerf bat. whos fun did that add to?

So really comes down to. If I have to pay, you should to. Or atleast drop my costs to free too!
You (and I, on my UMD none-casters!) pay for the ability to cast spells IN ADDITION to using our other abilities.

A better example would be a caster paying to have 16d6 sneak dice and HiPs for X rests, or paying to have H. BAB, PTWF, and Epic Weapon Focus/Specialization for X rests.
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Re: Spell costs

Unread post by Mallore »

metaquad4 wrote:
Mallore wrote:It is not unfair to call for costs for abilities which should cost gold to cost gold, when those abilities can be spammed endlessly with rest timer. Really why should -you- get to pay nothing to negate my abilitiy I have to pay for?

I have to pay for my wands... so why shouldnt you pay something to negate them?


I do get you though, does it add to the fun? well the abuse does take away from other peoples fun so we really gotta be fair to all. After all look at the UMD "Fix" as a umd toon i just got the nerf bat. whos fun did that add to?

So really comes down to. If I have to pay, you should to. Or atleast drop my costs to free too!
You (and I, on my UMD none-casters!) pay for the ability to cast spells IN ADDITION to using our other abilities.

A better example would be a caster paying to have 16d6 sneak dice and HiPs for X rests, or paying to have H. BAB, PTWF, and Epic Weapon Focus/Specialization for X rests.





Well lets remember there are spells to give casters full AB =P among a lot of these other things. They can get hips with out losing caster level too. the list really goes on.

The point is. I pay for invis, I pay for polymorph, why should anyone get the counter play to it for free when its clearly got a printed Significant cost. 250 gp.

There is no comparison. It simply is just that. Everyone gets to swing a weapon for free too =P
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mrm3ntalist
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Re: Spell costs

Unread post by mrm3ntalist »

Its unlikely for any costs to spell casting to happen.
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Re: Spell costs

Unread post by V'rass »

Mana instead of spell slots
This please... a much better system then icky and sub-optimal Vancian magic. Whoever created that system should have been shot. :twisted:
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Re: Spell costs

Unread post by BlueAce417 »

Mana instead of spell slots
This please... a much better system then icky and sub-optimal Vancian magic. Whoever created that system should have been shot. :twisted:
I'm pretty sure it'd be difficult to program, I mean, Sigil has just one class for it and it must have taken them forever to nail that down. Using a resource pool instead of a checklist would be more realistic (ya know, if magic/psychic energy was real I mean).
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CrimsonMist
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Re: Spell costs

Unread post by CrimsonMist »

I'd personally hate the introduction of mana pools instead of Vancian magic. Luckily, I doubt that any changes in that vein would come about.
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Re: Spell costs

Unread post by V'rass »

Heresy, Vancian magic is an abomination... only Mana is the true magic system! :)
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BlueAce417
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Re: Spell costs

Unread post by BlueAce417 »

I'd personally hate the introduction of mana pools instead of Vancian magic. Luckily, I doubt that any changes in that vein would come about.
For the sake of example, a 10th level human wizard with 20 Intelligence would have (72+26) 98 Mana.

Spells would cost in this order:
0 - Free
1 - 1 Mana (1+0)
2 - 3 Mana (2+1)
3 - 5 Mana (3+2)
4 - 7 Mana (4+3)
5 - 9 Mana (5+4)
6 - 11 Mana (6+5)
7 - 13 Mana (7+6)
8 - 15 Mana (8+7)
9 - 17 Mana (9+8)

This wizard would be able to cast spells they see fit and forgo the ones that are prepared but not useful at all, such as having a prepared Fireball but fighting a fire resistance or immune creature. Sorcerers could at least choose to use a different spell in the same spell level, but for Wizards, they have prepared spells with the intention to use or waste them.

Not sure how epic spells would play about, if I were to guess, they'd remain the same as to not bug the Warlock.

This is all based on http://www.d20srd.org/srd/variant/magic/spellPoints.htm
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Sapper Woody
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Re: Spell costs

Unread post by Sapper Woody »

For mechanical purposes, I'd say absolutely not! For RP purposes, I'd love a component/cost system. But, for RP purposes, I think it would be neat to get rid of being able to rest so many times a day, and get closer to PnP rules where wizards prepare their spells when they wake up, and are stuck with those spells until they get a chance to have actual rest.

If that happened (I know it never will), then I'd also say make the spells more powerful. Then Wizards would be closer to the "do nothing until crap hits the fan" of PnP. Basically there to save the party from impending doom, and nothing else.

Of course, soloing would be literally impossible at any level.

I'm not actually advocating for these changes, as it would make Wizards' lives a living hell on the server. But, if we were more hardcore RP, I would like to see it. I completely understand the impracticality of it on a PW, though.
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CrimsonMist
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Re: Spell costs

Unread post by CrimsonMist »

BlueAce417 wrote:
I'd personally hate the introduction of mana pools instead of Vancian magic. Luckily, I doubt that any changes in that vein would come about.
For the sake of example, a 10th level human wizard with 20 Intelligence would have (72+26) 98 Mana.

Spells would cost in this order:
0 - Free
1 - 1 Mana (1+0)
2 - 3 Mana (2+1)
3 - 5 Mana (3+2)
4 - 7 Mana (4+3)
5 - 9 Mana (5+4)
6 - 11 Mana (6+5)
7 - 13 Mana (7+6)
8 - 15 Mana (8+7)
9 - 17 Mana (9+8)

This wizard would be able to cast spells they see fit and forgo the ones that are prepared but not useful at all, such as having a prepared Fireball but fighting a fire resistance or immune creature. Sorcerers could at least choose to use a different spell in the same spell level, but for Wizards, they have prepared spells with the intention to use or waste them.

Not sure how epic spells would play about, if I were to guess, they'd remain the same as to not bug the Warlock.

This is all based on http://www.d20srd.org/srd/variant/magic/spellPoints.htm
I don't want to sound like a boring D&D purist :geek: and not to dismiss the impressive amount of work that person's put into those homebrew rules, but there's no lore basis for mages to suddenly complain "oh no, I'm out of mana, anyone got an ether?" in the Realms.

Vancian magic doesn't really make too much sense if you think about it too deeply, but it's the system that D&D uses and that's what we're playing, albeit in a modified form.

I appreciate we're effectively running an MMO here but I'd still rather keep things as close to the spirit and feel of proper D&D as we can.
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metaquad4
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Re: Spell costs

Unread post by metaquad4 »

Easy. Replace mana with stamina. Casting magic is straining.

I guess sorcerers would just get more stamina, since it comes easier to them?
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Hoihe
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Re: Spell costs

Unread post by Hoihe »

Sapper Woody wrote:For mechanical purposes, I'd say absolutely not! For RP purposes, I'd love a component/cost system. But, for RP purposes, I think it would be neat to get rid of being able to rest so many times a day, and get closer to PnP rules where wizards prepare their spells when they wake up, and are stuck with those spells until they get a chance to have actual rest.

If that happened (I know it never will), then I'd also say make the spells more powerful. Then Wizards would be closer to the "do nothing until crap hits the fan" of PnP. Basically there to save the party from impending doom, and nothing else.

Of course, soloing would be literally impossible at any level.

I'm not actually advocating for these changes, as it would make Wizards' lives a living hell on the server. But, if we were more hardcore RP, I would like to see it. I completely understand the impracticality of it on a PW, though.

I'd rather we implement some expensive (10/15k) potion sold in stores that forcerests a PC. Fighters and rogues can return to full effectiveness, especially high strength ones, by spending gold. A wizard is (do-me) in DM events or trying to RP while adventuring due to short durations.
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Re: Spell costs

Unread post by Aspect of Sorrow »

More grinding than what we have now is not a step in the appropriate direction.
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