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Post by cyclopeatron on Jun 9, 2010 12:15:08 GMT -6
From what I understand, from the earliest days of OD&D people have been homebrewing non-Vancian point-spending systems for casting spells.
Can anyone describe, or direct me to descriptions of, simple OD&D-compatible spell point systems? I cooked up a simple method based somewhat on Tunnels & Trolls, but I am curious to see what others have come up with...
Thanks!
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Deleted
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Post by Deleted on Jun 9, 2010 13:24:13 GMT -6
I remember using a system where you received 1 spell point/level for each spell you had. So, if you had 3 1st level and 1 2nd level, you would end up with 5 spell points. So, you could cast 5 sleep spells if you wanted before you ran out of points. It seem to work out okay.
We also used hit point allocation as well (20% to head/arms/legs, 80% to truck, 60% to abdomen). That seem to offset the power of the MU at higher levels. One decent shot to the head and he/she could be in serious trouble.
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Post by Finarvyn on Jun 9, 2010 15:17:24 GMT -6
My spell point system is pretty much as deogolf described. I've tried various point values (such as 1 pt for a 1st level spell, 3 for a 2nd, 5 for a 3rd, and so on) but simply counting up the spell levels seems to work the best.
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Post by cyclopeatron on Jun 9, 2010 15:33:02 GMT -6
So in your systems are spell points only regenerated each morning?
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Arminath
Level 4 Theurgist
WoO:CR
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Post by Arminath on Jun 9, 2010 17:13:25 GMT -6
If you had a chance to get Chgowiz's Siege Perilous (tabletop Ultima 1-3) before he left the 'net, there is a spell point system in there that works well. It's a bit more gritty than regular D&D, but is great in play.
I think I still have the original tables around here somewhere that I gave to him to use.
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Post by RandallS on Jun 9, 2010 19:54:13 GMT -6
I've tried a number of spell point systems over the years, but the one that worked the best was the simple one deogolf described.
To get something that worked better, I had to rework the game system to use Body Points and Fatigue Points (instead of just hit points) and have spells use up FP. However, the improvement is probably minimal, at least at low character levels.
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Post by grodog on Jun 9, 2010 22:38:36 GMT -6
White Dwarf published at least one, if not two, spell point systems BITD. I don't remember any details about them, however.
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Post by Morandir on Jun 10, 2010 11:57:14 GMT -6
I use the method deogulf described as well, though I still require spell preparation - you're just more flexible in what you can prepare. When my group gets back together at the end of the summer I'm going to add in the casting chart from Chainmail as well. Rolling snakeyes will generate some form of magical backlash (probably using the charts from WFRP2e).
Mor
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Post by Deleted on Jun 10, 2010 14:08:33 GMT -6
We required a full night's rest and spell preparation. It was best to really protect that spell book!
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Post by aldarron on Jun 11, 2010 4:19:46 GMT -6
The Dragons at Dawn spell point system is pretty simple too and, of course, translateable to OD&D. Basically you get a set number of points per level (4 at first), modified by intelligence score. Spells simply cost thier level.
A somewhat similar system was used in AiF by Arneson and Snider, but that gave a set number of points based on intelligence that could then go up with levels. AiF is percentile based but the math works out about the same.
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Post by Mr. Darke on Jun 12, 2010 12:03:22 GMT -6
While it is not a spell point system Knockspell #2 has a really nice alternate magic system that I want to try. It is based on something from Chainmail and a wizard could cast more but has a chance of a delay or failure of the spell.
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Post by cyclopeatron on Jun 16, 2010 17:01:55 GMT -6
Thanks for all of your replies. I like the variety! I cooked up a spell point system based loosely on later editions of Tunnels & Trolls. (1) The magic user gets a set number of Magic Points based on their level (1st level MU gets 6, 2nd level MU gets 8, etc.). (2) Spells cost a certain number of magic points based on their level (level 1 spells = 6MP, level 2 spells = 10MP, etc.). (3) MUs recharge 1 MP per 10-minute turn (or more, for advanced level characters). (4) MUs can spend HP instead of MP, or permanently lose 1 INT for 10MP. So, the way it plays out is that for 1hr of in-game time, the PC has enough MP to cast another level 1 spell. Of course, the MU has to have the spell in his or her spellbook! MP requirements, recharge rates, etc. can of course be affected by various magic items, environments, etc. I wrote these rules up as a CHARACTER CLASS, so in a single game you can have homebrewed Magic Point MUs alongside traditional Vancian MUs. I posted PDF files with the Whitebox and Redbox versions of this character class here if you're interested: cyclopeatron.blogspot.com/2010/06/simple-spell-point-system-for-od.htmlI haven't play tested this yet, so I consider it a work-in-progress. I'd be interested in getting any feedback! Thanks!
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Post by chicagowiz on Jul 1, 2010 14:34:08 GMT -6
If you had a chance to get Chgowiz's Siege Perilous (tabletop Ultima 1-3) before he left the 'net, there is a spell point system in there that works well. It's a bit more gritty than regular D&D, but is great in play. I think I still have the original tables around here somewhere that I gave to him to use. That should be available again. Oh wait, that was a MediaFire deal - I had restored my downloads on Google site. Hang on a sec. [clickety click] OK: www.mediafire.com/?n5d0dje4mdw - Players Handbook www.mediafire.com/?nlmlqmykmgy - Game Referee Guide Let me know here if those links don't work.
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Post by thegreyelf on Jul 16, 2010 13:04:11 GMT -6
[EDIT]
Never mind. Honestly my original point system was almost identical to deogolf's.
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