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Old 01-06-2024, 08:56 PM   #7
DAT
 
Join Date: Jan 2005
Location: Idaho Falls, Idaho
Default Re: House Rules for Spell Casters

Quote:
Originally Posted by corwyn View Post
Wait, what? So the amount of energy they have will vary when they cross a mana border? That's clunky. Dabblers (Magery 0) will have virtually no fatigue to cast spells on top of their lousy skill, so not much fun.
I haven't had many Dabblers in my games to see.

But haven't noticed the effect being clunky. Players just track their base points and apply multipliers to determine their pool to cast from.

Quote:
Originally Posted by corwyn View Post
So what is your intention here? The first makes mages much more powerful, giving upwards of 50+ more energy; the second makes them much less, forbidding all-day buff spells.
Good question. I notice in my games the players running caster characters getting a little frustrated. Even an invoker build wizard can't keep up with a knight for damage per turn, for more than a few seconds before becoming exhausted, and then they need to rest for an hour while the other party members are ready to head to the next room. In a non-combat situation, the caster might have a great spell to buff the party (e.g., Dark Vision) but can only cast in on a couple party members before exhausting their FPs. So the first idea was to give the casters a larger mana reserve so they could accomplish more. The second idea was how to rain it in if I gave the players too much power.

Quote:
Originally Posted by corwyn View Post
I don't think they accomplish anything I would want, but what do you want?
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