First of all I should point out that these bare bone formulas have not been used in play. They are the first iteration in an attempt to reach a set of algorithms for standardizing the conversion of d20 spells to the d100-system. They are also a very rough set of rules for a type or arcane and divine magic that would seem familiar to a user of the d20 system and still work well within the d100 framework.
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Originally Posted by frogspawner
I prefer the simplicity of MP Cost = Spell Level best, and 1 MP per expansion.
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I have no problem with a spell cost formula of 1 mp / d20 spell level + 1 mp per extension, as such. I was just worried that wizards wouldn't be able to do any decent manipulations, given that I want to limit the amount of manipulation a wizard can do with any given spell. I might worry to much.
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Originally Posted by frogspawner
Why do Mages only have more complex formulae?
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The skill system (my method 1) was really only intended for arcane magic. When tinkering with the second system I realised I could link in divine magic into it. The second system is (partly) based on the idea that a wizards ability to manipulate magic increases with skill. That's nothing strange really. I wanted to simulate this increase in skill but also to avoid having to deduct mp:s when the mage became better. So instead I had wizards start with a low mp pool, simulating that at low skill levels the mage must spend, relatively speaking, more energy on each spell. When the magic-user increases his skills the relative cost decreases, the wizard becomes more resource effective.
A similar system has been implemented by Green Ronin in their publication “True Sorcery”.
Since divine magic is “programmed” into the priest, he really does not understand the spell he just, somehow, knows that if he focus on an aspect of his god he can bring forth a supernatural effect. The priest's ability to do this does not increase with skill, since no skill is used.
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Originally Posted by frogspawner
How do you decide what the default effect for d20 spell is?
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The default effect is based on the spells description. Increasing the “caster level” is an extension and costs 1 mp per level. Some spells have bonus effects based on character level. Barkskin is an example. In such cases I would use level x 10% and allow the bonus effect at those skill levels. I use 10 as a multiplier instead of 5 because having bonus effects already at a skill level of say 30% is a bit low, IMO.
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Originally Posted by frogspawner
Have you found these moderate the damage of d20-style spells acceptably?
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Not really. That's still a problem. One possible solution is to downgrade all dices one step. That is d6's becomes d5's, d4's d3's etc. The maximum amount of damage is also a problem. Limiting the amount of mp manipulated might be one way of dealing with that problem.
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Originally Posted by frogspawner
Do you use just a normal POW v POW for saving throws?
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Yes. That was my intention. I don't really like the skill based approach to resistances used by MRQ, although I can see that it has some merit in some situations.
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Originally Posted by frogspawner
The skill-per-school is good, too - but do you use any other magic related skills for mages?
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No I don't plan to do that. In any case none that would increase the chance of casting a spell or increase the mp pool. I do see uses for skills such as Knowledge [arcane lore] and such, for example when researching new spells or when analysing magic items or magical effects.
/Peter