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ruleset/balancingConsiderations/README.md
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ruleset/balancingConsiderations/README.md
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These are some considerations to take into account when making your own changes to the ruleset, or making custom items, abilities, feats, etc.
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It is not super imporant that you follow these, it is mostly just my rambling while doing math I am making up entirely on the spot that sounds/feels just about right. This section was made entirely becasue of me going insane trying to think of how I could balance spellcasting with a mana-type system rather than a traditional spell-slot system like dnd5e or pf2e. I could just give up, switch to slots, all is well and good. But I hate myself, so lets go.
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31
ruleset/balancingConsiderations/spellcasting.md
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ruleset/balancingConsiderations/spellcasting.md
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Spellcasting using a mana system is a bitch
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# Spell points
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## Cost
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The cost of spells in LE1e is loosely based on the fibonacci sequence, when basing a spell on another in dnd or pathfinder the fibonacci number of the spell level (starting at 2 for level one spells) is used, then adjusted for more fine-tuned balance
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|Spell level|SP cost|
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|:---------:|:-----:|
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|1|2|
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|2|3|
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|3|5|
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|4|8|
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|5|13|
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|6|21|
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|7|34|
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|8|55|
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|9|89|
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Using this sequence lets us use a non-linear scaling pattern, "bigger" spells can feel big pretty quickly, small spells feel small pretty quickly.
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Where this model falls apart is in trying to get casters to not use only super big spells every time they cast one. Give them too many points and there is no reason not to cast nuke every turn, too little and they can't do more than one encounter while being useful. ~~only enough to cast a level 9 equivalent spell at the level you want them to start thinking about casting them and your small spells have to do quite a bit for DPS casters to be able to deal damage. Give them enough to cast that same spell a couple levels early? now they can cast level 7 spell equivalents every turn in combat every combat they are a part of.~~
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There are a few ideas to fix this, but it is quite difficult to balance between them. The goal is to keep big spells feeling big, and small spells feeling small, while still giving a reason to cast the small ones
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### Spell scaling
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A major thing with scaling spells is that when you do, either new more-costly spells are better (which is a good thing, I think) or the player gets an ol' reliable at level one, that outscales anything that costs more than it does before it ever reaches the same cost. You have to be careful about all of the spells to make one spell that scales not just objectively better than another. ~~Non-scaling spells should have more cost-efficiency than scaling spells, but the damage potential of the scaling spells is only limited by the amount fo SP the player has readily available.~~
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### Resource efficiency
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A player with 150 SP might be able to cast a big scaled spell that deals 40d6 damage at once for all 150 SP, or they can cast 15 spells for 10 SP that deal 3d8 each. That big spell will ***feel*** big, but at the same time the small spells are efficient enough that the player can know without having to do math that they may deal more damage, just not all at once
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~~Give the players an ol' reliable spell. The idea is to get spells that deal damage more efficiently than bigger spells, but never quite hit the same level. This is, of course, easier said that done. If I make a level one spell that deals 1d6 damage, and make the cost scale by +2 every time, it needs to scale 44 times to hit the same cost as a level nine equivalent spell. If we just increase the number of damage die, our 9th level spell has to deal more than 45d6 damage to be more worth it than our level one.~~
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10
ruleset/characters/classes/types/types.md
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ruleset/characters/classes/types/types.md
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Classes have one of three types which determine what [typefeats](typefeats.md) they can take on levelling up. You can determine which type a class is by looking at its [tags](../../../tags.md#class-types).
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# Spellcaster
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Spellcasters, or casters for short are classes like wizards, sorcerers, and bards. These classes are usually focused healing, support, or crowd control but have lmited health and single target damage.
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# Martial
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Martial classes focus on swords, bows, or other non-magical means of doing combat. They generally have more health, might be faster, or deal more single target damage but have limited crowd control or support options.
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# Mixed
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Mixed type classes are classes that use spells to suppliment their weapons, They generally have decent crowd control, support, single target damage, and health but are not as good at any of them as a spellcaster or martial.
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ruleset/combat/combat.md
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ruleset/combat/combat.md
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# Casting spells
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## Spell components
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Each spell takes specific components to cast, most spells only take verbal, somatic, and/or spell points, but some may require material components. The section below describes each type of component and what they are.
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### Verbal
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A spell with a verbal component requires the character to speak an incantation or chant when casting the spell. The player themself does not need to speak this component but can if they wish. Verbal components make casting spells subtly or covertly very difficult to nearly impossible. Some abilities given by certain [type feats](../characters/classes/types/typefeats.md) can remove the verbal component from spells.
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> The verbal component is denoted on spellsheets with a "V" in the components section
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### Somatic
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The somatic component means a spell requires specific motions or gestures (typically hand gestures) to cast the spell. The player does not need to use these gestures themselves, but the character does unles they use an ability from a [type feat](../characters/classes/types/typefeats.md) which allows them to ignore the somatic component. Somatic components make it hard to subtly cast spells when an NPC or another player can see you, but does not make it difficult to cast spells subtly while hidden.
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> The somatic component is denoted on spellsheets with an "S" in the components section
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### Spell-points
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Spell-points are the measure of how many spells a character or creature can cast. If a spell states that is uses spell points, you need to expend at least that number of spell points to cast the spell, in addition to any verbal, somatic, or material components the spell takes. Some spells will have additional effects if you use more spell points than the minumum to cast them. These spells are called [scaling spells](#scaling-a-spell).
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> The spell-point component is denoted on spellsheets with an "SP: #" in the components section
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### Material
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Spell materials require a specific item to cast the spell. It should be assumed that all spells consume their components when casted, unless otherwise stated in the spell description.
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> The material component is denoted on spellsheets using "materials(material)" in the components section
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#### Material weight
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Unlike other systems which use gold values for some components, material components with a required amount or value will be tracked with weight. For example a spell may take 1/16th of a point of diamond dust. In some areas this may be worth 100 gold, in others this may be worth 150. Materials with a required weight can be satisfied by items of higher weight, but not items of lower weight. For example you can cast a spell requiring 10 pounds of gold using a 15 pound gold bar, but not with a 9 pound gold bar.
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Material components that require a specific weight cannot be satisfied with a [spell focus](#spell-focuses).
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## Casting multiple spells
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When casting multiple spells on your turn in [combat](../combat/combat.md) those spells cannot take the same type of action. For example if you cast a spell that uses a [basic action](../combat/combat.md#basic-actions) you cannot cast another spell using a [basic action](../combat/combat.md#basic-actions) until your next turn. These spells also cannot be the same spell if that spell is cast using an ability to change its action type.
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## Spell-points
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Currently attempting to figure out how to [balance](../balancingConsiderations/spellcasting.md)
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### Scaling a spell
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Scaled spells are spells that allow you to use more than the minimum number of spell-points for a boost in the effectiveness of the spell. This could mean the spell deals more damage for damaging spells, or it could mean that a status effect spell targets an additional creature. When scaling a spell you cannot spend less than the minimum required spell points. The effects of scaling, as well as the additional cost to do so will be outlined in the spell description
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## spell-focuses
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Spell focuses are special magical items which allow spellcasters to cast spells without the [material components](#material). Spell focuses come in many shapes aand sizes but are usually staffs, wands, crystals, and orbs. The exact item does not matter, it just needs to fulfil specific properties depending on the type of spellcaster using it.
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# Spells
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Spells have 5 components; tags, materials, damage, school, and description. every spell will contain a tags, a school, and a description. If a spell does not have a damage or materials component it can be assumed it does not deal damage, or does not have a material cost. The verbal (V) material cost specifies that the specific spell requies an incantation to cast, and the somatic (S) material cost shows that a spell requires specific movements or hand gestures to cast the spell. The player need not say an incantation or do hand gestures, but these effects make it hard to conceal the casting of a spell. The spell-points (SP) material cost describes how many spell points it costs to cast a spell, if this cost is not there it is assumed the spell is so simple or basic it costs no magical energy to cast.
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### Counterspell
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**Tags**: [combat](../tags.md#combat), [ranged: 60ft](../tags.md#ranged), [save: spellcasting](../tags.md#save), [Magical](../tags.md#magical), [Reaction (a creature within ranges uses a magical effect)](../tags.md#reaction)
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0
systemFiles/README.md
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systemFiles/README.md
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<img src="{{item.img}}" data-edit="img" title="{{item.name}}" height="64" width="64"/>
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<h1><input name="name" type="text" value="{{item.name}}" placeholder="{{ localize 'Name' }}"/></h1>
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</header>
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<p>Hello</p>
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</form>
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Reference in New Issue
Block a user