Friday, February 26, 2010

Dynamic vs Static power levels for casters

To my knowledge, pretty much all fantasy games which include magic users have a system where the amount of power a mage has is based primarily on the character's level, or at least is able to be increased by gaining levels/experience. D&D uses spells per day, DDO uses spell points, and the system I grew up on used a mana system, where the mana available was dependent upon your casting stat and level.

I've recently been considering the possibility of a static power level, mana that is directly based off of the casting stat and does not increase unless that stat increases. So far it seems like this would be very beneficial for low-level casters, but at around 10th level (for my present system) would end up starting to be less preferable than a mana per level situation.

At 1st level, a mage would have more mana than they could likely use in a day, but would still be limited by how many spells they know and what level of spells they can cast. Even so, this would be a godsend to most mages, as it would practically ensure their survivability at low levels, or at least their ability to contribute. One of the major things that gets argued is the fact that mages get the short end of the stick, at least at low levels. A fighter doesn't have to spend points to swing a sword, so why should a mage's primary weapon be limited to four "swings" in a day?

At about 10th level, the mage is about on-par with how they would have been in my present system of mana per level. But past 10th level, as the mage is running into higher- and higher-powered monsters, and gaining access to more high-level, high-cost magic, their mana pool is becoming more and more restrictive. I've come up with a way for mages to learn how to conserve mana, spending the equivalent of a Feat in order to gain a discount on mana costs, so they could eventually end up with, effectively, double their power (not really, they're just spending half as much per spell). I haven't been able to playtest it yet, but looking at the numbers it seems that this would allow high-level casters some leniency back, without being as nigh-invulnerable as the current system of mana per level. At present, it looks like a 20th level caster with this new idea/system would have about 2/3rds the power of a mana/level caster, if the mana conservation feats were taken.

On the one hand, it seems this could be a real balance issue, making mages even more weak than they are in D&D, at higher levels. On the other, it seems to reflect all of the fantasy literature on the subject of magic: the more you know and understand it, the less you want to use it.

2 comments:

Peregrin said...

It seems to me that higher-level mages might want to seek out alternative sources of power for their spells, including draining off energy from willing (and unwilling) targets, and finding ways to store spell energy for later.

But I think you may be on the right track. Any mana-per-level system that ensures survivability at low levels will eventually be abused at higher levels, as Chris so helpfully pointed out.

And as you say, it's not necessarily a bad thing for very high-level mages to resist using the most powerful spells, especially for frivolous purposes. i.e., Merlin in Excalibur. Took him nine moons to recover.

And there is precedent for your system here. GURPS would make it even more difficult, as each individual spell requires the player to pour points into it to get better. Your system essentially gives magic a default stat.

I sure would like to playtest some of your ideas.

The Bard said...

If nothing else, it might make higher level casters want to purchase or make magic items, from expendables like wands and potions to multiple use/day items like rings and amulets.

Based on my concept of using Constitution as the determination of available power for some casters, I'm given to wonder if spells that restore vitality, such as the Restoration spells, would also help restore mana.

The Restoration spell, and it's Lesser and Greater variants, heal/restore ability damage and fatigue. If Lesser Restoration (a 2nd level spell for Clerics and Druids, 1st level for Paladins) gave back 1d4 mana, Restoration (4th level for Clerics and Paladins) gave back half your maximum, and Greater Restoration (Cleric only, 7th level) set you back to full, that could make a Cleric even more useful, and Paladins more versatile. It would even restore Bard mana, since they drain their Charisma for casting. Faith-based casters (Clerics and Paladins) would get nothing from it, but Mages, Druids, Rangers, and Bards would have a way to get mana back, provided they know a friendly Cleric.

Druids could potentially cast Lesser Restoration on themselves, but they'd have only a 50% chance of gaining any mana from it. Druids tend to get overlooked as a class, especially if they don't have the shifting abilities from 3rd edition (which are a hassle along the same lines as the monster summoning spells). This could make it a more desirable option.