Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.1 6/24/83; site inuxc.UUCP Path: utzoo!watmath!clyde!burl!hou3c!hocda!houxm!ihnp4!inuxc!ralph From: ralph@inuxc.UUCP (Ralph Keyser) Newsgroups: net.games.frp Subject: Re: about spell point systems Message-ID: <968@inuxc.UUCP> Date: Wed, 30-May-84 17:18:04 EDT Article-I.D.: inuxc.968 Posted: Wed May 30 17:18:04 1984 Date-Received: Sat, 2-Jun-84 07:43:02 EDT References: <835@sdcsvax.UUCP> Organization: AT&T Consumer Products Div., Indianapolis Lines: 16 An option to a spell point system based on character stats is one based on the character's level. That way high level mages are powerful no matter what they rolled for stats. We used a system where you had a limited number of spells you could carry in your head of each level, and you had a number of "energy points" available to throw them with. First level spells were 1 point, second 2 points, etc. So you could chose to throw a horde of low level spells, or a few high level ones, or whatever. (This bears some vague resemblence to the way magic is handled in Runequest) If you're a magic user, this system gives you a lot of flexiblity. The problem with all this? Those awesome rolling artillery platforms (the magic users) became even more powerful. Sigh. What's a poor honest fighter to do?? Ralph Keyser