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slev wrote:Based on an idea elsewhere…
A simple spell system that can be followed by younger players.
Rules:
Every caster has a “Spellcraft”: 3 for the Wizard, 1 for the Elf. Others have a zero, just to allow expansion.
At the start of a player’s turn, they draw cards from the Spell Deck until they have a full hand of Spells.
Hand Limit is the player’s Spellcraft.


Count Mohawk wrote:Ah, an Apprentice spell system. Then I suppose your and Anderas's system involving Spell Mastery would be a "Journeyman Spell System"?![]()
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Count Mohawk wrote:So the 'Spellcraft' value does two important things: it increases the versatility of the caster (more hand size means better access to the right magic at the right time), and it also increases the power of many of the spells you listed above. My initial impression: I think that doing this puts too much weight on a single characteristic value, putting Quadratic Wizards into play in a bad way. To counterbalance this concern, I would suggest changing either the character's hand size or the power level of the spells to rely more on the number of Mind Points rather that the Hero's Spellcraft. (I might be wrong, though, if 4-6 hand size turns out to be too good)
Count Mohawk wrote:[*]You'll want to have a good balance between attack spells, defense spells, utility spells and healing spells. Attacks should probably be the most common type, since they're the ones that get used up most quickly and the ones the Wizard will want most frequently. And let's face it, who doesn't like to blow away monsters with magical fireballs and such?
[*]Conversely, don't put too much healing into your decks. There should definitely be at least a few healing cards available; even in base form, healing is one of the few things the Wizard can do that no other Hero really gets access to (except maybe the Elf, if he gets the Spell Ring), and healing Spells are far and away the most powerful type (although area-of-effects come in a close second). If a low-Spellcraft Hero draws a Healing spell early, however, he'll probably hold onto it for a while to maximize its benefit, which may clog his hand and prevent him from casting anything else for a while. Also, too many healing Spells remove the danger from the Quest and make completing it without losing a Hero relatively trivial.
[*]Related to the previous point, don't let the Heroes freely discard and draw Spells without having to pay some sort of real price. If you reshuffle the Spell deck when it runs out, munchkinly Heroes will sit outside the door looking for healing and buffing Spells to recharge before each encounter. The problem is less pervasive with a finite Spell deck, although some would say that not reshuffling comes with its own problems.[/list]




1BP,
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1BP,
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1BP,
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5BP. US
3BP, US
4BP.

Gold Bearer wrote:Oh yea, I forgot that was you.I think those spells are the pdf file sitting on my desktop. I can't open it because I haven't got photoshop. I downloaded a free program but it doesn't run on xp so I need an older version.




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