Energy-Based Magic System

By Shamus Posted Tuesday Sep 13, 2005

Filed under: Tabletop Games 41 comments

WARNING: The following rule-change is heresy to most D&D players. These changes are radical and will drive purists nuts. You’ve been warned.

This PvP strip pretty much sums up life as a low-level wizard in D&D.

I really hate the “prepare spells” system that D&D uses. The minor issue I have with it is the “materials required” for casting. This is a lot of needless paperwork and resource-gathering, and doesn’t really add anything fun to the game. Making the wizard actually carry around a huge list of goofy stuff like eye of newt and batwing and grave ash and all of the other ingredients seems silly. Wizards would look like hobos with their shopping cart / wagon full of random nasty things. I guess a lot of people just ignore this aspect of the rules, which makes sense to me. You can drop this from the game and it doesn’t change the balance or affect gameplay. It just eliminates a bunch of paperwork and shopping.

But the major problem is that you must prepare spells at the beginning of the day, without having any knowledge of what spells you may actually NEED during your adventure. What happens is players will stack their prepared list with combat spells. There is just no reason to prepare “whispering wind” instead of (say) flaming sphere. You’re about 100 times more likely to need the flaming sphere, and even if you suspect that the chances are roughly even, its way better to be without a whispering wind spell when you need it than to be without a flaming sphere when you need one. Not having a whispering wind might make a quest or task more difficult. Not having enough combat magic can get you killed.

So a lot of useful spells never get prepared. If you find you need one of the more esoteric spells, you spend the time (usually an hour or so, in-game) and prepare it. This is annoying and again, it doesn’t add anything to the game. If the situation doesn’t allow some spell prep time, you go without. A lot of the most interesting spells in the game get overlooked or underused, and casters end up using their magic mostly for combat instead of problem-solving.

The final issue is the constant paperwork of writing down and erasing spells over and over can make a mess of your prepared spells list on a busy day. Yuck. And more importantly: why?

So, I came up with an enrgy-based magic system more or less like what you would find in any computer-based RPG. I’m sure I’m not the first person to do this, but here is my system:

Spells use “energy” (or mana, whatever) which is replenished by resting. A full night of rest will replenish all of a character’s energy. The energy required to cast a spell is the spell level+1. So, level 0 spells take 1 point, level 1 spells take 2, etc. Players can cast any spell they know, provided they have enough energy. To determine a character’s max energy, use the chart below.

The net effect of this system is that a character will be able to cast far fewer spells per day, but will be able to cast any spell they know. The system is obvious, easy, and lets caster use their full library of spells.

Level Max Spell Level Base Energy (Ability Mod)
+0 +1 +2 +3 +4 +5
1 1 5 6 7 8 9 11
2 1 6 7 8 9 11 13
3 2 7 8 9 11 13 15
4 2 8 9 11 13 15 17
5 3 9 11 13 15 17 20
6 3 11 13 15 17 20 23
7 4 13 15 17 20 23 26
8 4 15 17 20 23 26 30
9 5 17 20 23 26 30 33
10 5 20 23 26 30 33 37
11 6 23 26 30 33 37 40
12 6 26 30 33 37 40 44
13 7 30 33 37 40 44 48
14 7 33 37 40 44 48 53
15 8 37 40 44 48 53 57
16 8 40 44 48 53 57 66
17 9 44 48 53 57 66 75
18 9 48 53 57 66 75 84
19 9 53 57 66 75 84 93
20 9 57 66 75 84 93 102

For ability mod, you use the attribute linked to the caster’s magic. For Clerics this is WIS, for wizards, you use INT, etc. So, a level 1 cleric with a wisdom of 13 (a +1 ability mod) would have a base energy of 6.

This system removes the major differences between Wizards and Sorcerers. In terms of combat they are now the same. Their differences are now amore a question of style, culture, and background.

 


 

Enoch

By Shamus Posted Monday Sep 12, 2005

Filed under: D&D Campaign 12 comments

Name: Enoch
Race: Human
Class: Cleric (serves Pelor)
Played By: Bogan

Backstory:
Bogan wrote a great backstory for this character way back during out first campaign. Since then I’ve managed to misplace it. I’ll update this once I find his story. It’s somewhere in my DM notes.

Bogan is quiet, and so Enoch ends up being pretty quiet in-game as well. He’s actually one of the most observant characters, and uses his spells wisely. He’s caught me off guard a few times with suddenly casting a lesser-known (read: non-combat) spell like “zone of truth” when I wasn’t expecting it. As a DM, I always find it rewarding when players come up with solutions I hadn’t thought of.

 


 

Create Food

By Shamus Posted Sunday Sep 11, 2005

Filed under: Tabletop Games 33 comments

Level 1 clerics usually have a spell, “create food”. The book has lots of rules for how much food weighs, how long it lasts, how long it takes to hunt for food, the effects of starvation on characters, and a host of other subjects that assume players will be buying food and carrying it around.

Nobody would go to all this trouble and expense when they have a guy that can just MAKE food and water at will, anytime. This would just turn clerics into holy vending machines. Even a level 1 party would be self-sufficient with a cleric around, which doesn’t seem to be a fun way to play.

The ability to create enough food and water for a large extended family seems like a REALLY powerful thing to be able to do. In terms of life in the middle ages, this is a lot more useful than (say) being able to walk on water, force people to speak the truth, or any number of much higher-level spells. If you take this spell and look at how it would affect life, you’d see that in many ways it would be more practical for farmers to simply become clerics. A man could feed his family (plus extra) every day for little or no effort, without land, animals, or expensive farming equipment. He would never worry about pests or blight or vermin or thieves. He would just pray for food and take the rest of the day off. (Or spend it doing something else to make money, like smithing)

None of this makes the slightest sense to me. I agree that creating food and water is an interesting spell, but it seems like it should be MUCH harder to obtain, or else everyone would get it. Level 10 seems like a good point to give this to players.

 


 

Character: Thu’fir

By Shamus Posted Saturday Sep 10, 2005

Filed under: D&D Campaign 45 comments

Name: Thu’fir
Race: Human
Class: Fighter (Special: Blade Lord)
Played By: Eric

Backstory:
Thu’fir is a Blade Lord, a special character class Eric and I came up with. He uses a special gigantic sword (think Final Fantasy) that is magical and gains power – by leveling up – through use. His sword is named Fai.

Special Characteristics of a Blade Lord:

  • The Blade Lord training is kept within a familty -outsiders are never trained.
  • As part of their training, students must learn to sprint, jump, and swim with their sword. The result is that the weight of the sword does not count against the character for encumbrance, jump, swim, or other movement rolls. In essence, the weight of the sword is “free”, or counted as part of the character’s own weight and not their gear.
  • The sword is difficult to use. Anyone who is not trained in its use takes a -10 penalty to hit.
  • A Blade Lord has forgone the usual fighter training in favor of the “Big Sword” (I still need a cool name for this sword type). The upshot is that a Blade Lord gets none of the normal fighter bonuese when using standard weapons. The big sword obviously can’t deal non-lethal damage, which makes knocking someone out problematic.
  • The sword levels up through kills. During combat, anyone struck by the sword is added to the sword’s kill total at the end of the battle (assuming they die), even if the sword did not deliver the killing blow. When enough kills are attained, the sword grows in power and its owner may select a new property from the list.

Magical properties of the sword (select one each time the sword levels up):
0 Rustproof: Immune to the effects of rust and rust monsters.
0 Will of the Master: If anyone (except Thufir or his decendants) attempts to swing the blade, they must make a DC 15 reflex save or be struck themselves.
0 Silver Edge: The edge of the blade is touched with silver.
0 Enchanted Grip: The weapon cannot be dropped or pulled unwillingly from the owner’s grasp.
0 Glowing Blade: When held, the blade glows as a standard torch.
0 Unbreakable: The blade cannot be broken by any mortal creature.
0 Razor Blade: +1 damage bonus. (Sword Level 4 required)
0 Guided Blade: The blade aids the user, giving a +1 attack bonus. (Sword Level 4 required)
0 Vorpal: Criticals will behead the enemy, which is usually instantly fatal. The enemy must have a head and it must be within reach for this to work. (Sword Level 5 required)
0 Flamebrand: The blade does an additional 1d4 fire damage. (Sword Level 5 required)
0 Sparkstrike: The blade does an additional 1d4 lightning damage. (Sword Level 5 required)
0 Improved Criticals: The critical threat of the weapon is 19-20. (Sword Level 6 required)
0 Guardian Blade: The blade will move to intercept incoming attacks, granting +1 AC. (Sword Level 8 required)
0 Stun Blade: Foes struck with this blade must make a DC 15 fotitude save or lose 1 standard action on their next turn. (Sword Level 10 required)
0 Mindbreak: Sword does 1 point of INT damage on striking. (Sword Level 13 required)

Sword Level Chart

Level Kills Level Kills
2 10 9 210
3 25 10 260
4 35 11 315
5 60 12 375
6 90 13 440
7 125 14 510
8 165 15 585

 


 

Character: Thordek

By Shamus Posted Friday Sep 9, 2005

Filed under: D&D Campaign 11 comments

Name: Thordek Earthguard
Race: Dwarf
Class: Fighter
Played By: Joe

Backstory:
Thordek came from a stout family of miners. He worked as a digger in a family mine for many decades until he was offered a position as forman in a distant mine. This was his chance to lead the dig, design the shafts, and be the first to see the secrets the ground had to offer. He took the job and travelled a great distance to his new home and dig site. When he arrived, all were dead. They had been slain weeks earlier. With no owner and no crew there was no job for him. Thodek left and began to wander the country, seeking work.

He had a number of adventures before coming to Golgotha in northern Dunlock.

Thodek was an NPC in our second campaign. As the campaign drew to a close, Joe (the DM) decided he’d rather try a different character, as opposed to playing Yoeg again. He wanted to play a Dwarf, so using the already-established character Thordek made sense.
 


 

Character: Yoeg

By Shamus Posted Thursday Sep 8, 2005

Filed under: D&D Campaign 15 comments

Name: Yoeg
Race: Half-Orc
Class: Barbarian
Played By: Joe (Retired)

Backstory:
Yoeg’s father Keroning (a full orc, and an outcast among his people) rescued Yoeg’s human mother from bandits (possibly rapists). They lived in the hills in secret and had a son. Some humans found out about the grotesque union and attacked the house. They slew his father and mother, and entered the house to find an empty cradle.

Years later (during our first campaign) a Paladin came to Grey Moor, looking for the Half-Orc. The paladin was large, well-armed, and had several stout people in his party. Fearing him, the party fled north.

He finally caught up with the party in the town of stackroot. The paladin revealed that his father was one of the people who attacked Yoeg’s house and killed his parents. Keroning had killed his father, and the paladin was here to dispense justice and rid the world of the Orc’s vile offspring. He was here to finish the job his father started.

He promised an honorable fight: If Yoeg would fight him one-on-one, none of his friends (the other players) would be harmed. The paladin produced a massive axe, saying he planned on killing the abomination (Yoeg) with it’s fathers own axe.

The fought, and Yoeg killed the paladin. He then took his father’s axe as his own.

At the end of our first compaign, Yoeg remained in Grey Moor.

 


 

Character: Skeeve

By Shamus Posted Wednesday Sep 7, 2005

Filed under: D&D Campaign 19 comments

Name: Skeeve
Race: Elf
Class: Wizard
Played By: Dan

Backstory:
Skeeve is an unusual Wizard. While everyone else had more or less serious, Tolkien-esque names, Dan gave his Wizard a more comedic name. Skeeve is also a rustic “farmboy” among Elves, and self-taught himself magic instead of being an apprentice or joining a guild.

Dan is also pretty outspoken, impulsive, and foul-mouthed. He tends to blurt out outragous things, to which I reply, “Did you say that in character?” He’ll often reply, “Um. Sure.”

So what we ended up with was a very brash Wizard with a penchant for shooting off his mouth and dropping the F-bomb.