Frostpaw's Pathfinder Overhaul - Mana System Suggestions
Jun 22, 2014 19:28:23 GMT -6
Post by Skautch on Jun 22, 2014 19:28:23 GMT -6
I have some suggestions for spellcasters and the mana system in Frostpaw's Pathfinder Overhaul.
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~Mana Quantity~
Different types of spellcasters should have different quantities of maximum mana when they begin. Perhaps in addition to a hit die, there could also be a mana die.
Hypothetical example:
Wizard - Mana die: d10
Sorcerer - Mana die: d10
Bard - Mana die: d6
Hunter - Mana die: d4
etc.
The DM would, of course, have full control over the mana die of each individual spellcaster. It would definitely be a good idea to list the mana die of each spellcaster in each game, but, at the very least, the DM will need to notify any players using spellcasters what their specific mana die will be. (Alternatively, the DM may also decide if spellcasters, individually or altogether, should have specific maximum mana quantities that may or may not increase by specific numbers when levels are gained, rather than using a mana die.)
~Mana Regeneration~
I figure that each class should be able to regenerate mana during combat. At the very least, all spellcasters should regenerate 1 mana at the beginning of their turn if no magic was used in the prior turn and their maximum mana is not already full. (Alternatively, a DM may try applying additional rules: Advanced spellcasters - wizards and sorcerers - could regenerate 2 mana per turn if no magic was used in the prior turn. Alternatively, perhaps advanced spellcasters regenerate at least 1 mana at the beginning of their turn regardless of whether a spell was cast in the prior turn, as long as their maximum mana is not already full. In some cases, though, advanced regeneration methods such as these may be over-powered, so I think that the DM should decide the specifics of regeneration with both regular and advanced spellcasters.)
If the DM includes enchanted items in his/her game, maybe some enchantments could include mana regeneration boosts. Perhaps a DM may also introduce a feat which would allow for boosted mana regeneration that certain classes would have access to.
~Spells~
I think it would be fair if each spellcaster retained its own spell book; We don't want a hunter to have access to wizard spells. In addition, I think that to keep any spellcaster from becoming too powerful or nullifying differences between particular types of spellcasters, they should all retain the same "spells known" traits, which limits spellcasters to knowing a certain number of spells of certain levels, depending on the spellcaster's level. For example, a level 1 Bard would know four level 0 spells and one level 1 spell.
I think that the mana cost of any spell should be equal to the level of the spell. Perhaps, at the DM's discretion, a spell's mana cost could actually equal the spell's level plus one (or more), so that level 0 spells still have a mana cost, although this would eliminate the concept of being able to infinitely cast level 0 spells. In addition, I figure that the DM should be allowed to decide if individual spells should cost more or less than its normal mana cost with this system, or if a spell should be considered to have a different level entirely.
There should also be a cooldown on spells, to prevent any super-powerful spell from being used in too high of a frequency if its caster has enough mana to use it rapidly. The cooldown will refer to the number of full rounds after a spell is used before it can be used again. The spellcaster could, however, use other spells of the same level before the cooldown on the spell recently cast is finished. I figure that, similar to costs, it would be fair if spells had a cooldown equal to its level. For example, casting a level 2 spell would make the spellcaster incapable of casting the same spell again for his next two turns, but he could cast different level 2 spells during those turns. Of course, at the DM's discression, certain spells or entire levels of spells could have increased or decreased cooldowns, and additional rules could also be applied to cooldown functionality.
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Alright, that's what I've got. I think that a mana system would be able to work well with these rules, although, of course, it is always the DM's decision whether or not to apply these rules or any others. I think that when I am the DM for a game using Frostpaw's Pathfinder Overhaul, I will most likely use this mana system, unless Frostpaw or anybody else can create a superior mana system. If you've got any suggestions for my system or an entire mana system of your own to suggest and possibly try out for Frostpaw's Pathfinder Overhaul, feel free to tell us all about it.
---
~Mana Quantity~
Different types of spellcasters should have different quantities of maximum mana when they begin. Perhaps in addition to a hit die, there could also be a mana die.
Hypothetical example:
Wizard - Mana die: d10
Sorcerer - Mana die: d10
Bard - Mana die: d6
Hunter - Mana die: d4
etc.
The DM would, of course, have full control over the mana die of each individual spellcaster. It would definitely be a good idea to list the mana die of each spellcaster in each game, but, at the very least, the DM will need to notify any players using spellcasters what their specific mana die will be. (Alternatively, the DM may also decide if spellcasters, individually or altogether, should have specific maximum mana quantities that may or may not increase by specific numbers when levels are gained, rather than using a mana die.)
~Mana Regeneration~
I figure that each class should be able to regenerate mana during combat. At the very least, all spellcasters should regenerate 1 mana at the beginning of their turn if no magic was used in the prior turn and their maximum mana is not already full. (Alternatively, a DM may try applying additional rules: Advanced spellcasters - wizards and sorcerers - could regenerate 2 mana per turn if no magic was used in the prior turn. Alternatively, perhaps advanced spellcasters regenerate at least 1 mana at the beginning of their turn regardless of whether a spell was cast in the prior turn, as long as their maximum mana is not already full. In some cases, though, advanced regeneration methods such as these may be over-powered, so I think that the DM should decide the specifics of regeneration with both regular and advanced spellcasters.)
If the DM includes enchanted items in his/her game, maybe some enchantments could include mana regeneration boosts. Perhaps a DM may also introduce a feat which would allow for boosted mana regeneration that certain classes would have access to.
~Spells~
I think it would be fair if each spellcaster retained its own spell book; We don't want a hunter to have access to wizard spells. In addition, I think that to keep any spellcaster from becoming too powerful or nullifying differences between particular types of spellcasters, they should all retain the same "spells known" traits, which limits spellcasters to knowing a certain number of spells of certain levels, depending on the spellcaster's level. For example, a level 1 Bard would know four level 0 spells and one level 1 spell.
I think that the mana cost of any spell should be equal to the level of the spell. Perhaps, at the DM's discretion, a spell's mana cost could actually equal the spell's level plus one (or more), so that level 0 spells still have a mana cost, although this would eliminate the concept of being able to infinitely cast level 0 spells. In addition, I figure that the DM should be allowed to decide if individual spells should cost more or less than its normal mana cost with this system, or if a spell should be considered to have a different level entirely.
There should also be a cooldown on spells, to prevent any super-powerful spell from being used in too high of a frequency if its caster has enough mana to use it rapidly. The cooldown will refer to the number of full rounds after a spell is used before it can be used again. The spellcaster could, however, use other spells of the same level before the cooldown on the spell recently cast is finished. I figure that, similar to costs, it would be fair if spells had a cooldown equal to its level. For example, casting a level 2 spell would make the spellcaster incapable of casting the same spell again for his next two turns, but he could cast different level 2 spells during those turns. Of course, at the DM's discression, certain spells or entire levels of spells could have increased or decreased cooldowns, and additional rules could also be applied to cooldown functionality.
---
Alright, that's what I've got. I think that a mana system would be able to work well with these rules, although, of course, it is always the DM's decision whether or not to apply these rules or any others. I think that when I am the DM for a game using Frostpaw's Pathfinder Overhaul, I will most likely use this mana system, unless Frostpaw or anybody else can create a superior mana system. If you've got any suggestions for my system or an entire mana system of your own to suggest and possibly try out for Frostpaw's Pathfinder Overhaul, feel free to tell us all about it.