I must create a system, or be enslaved by another man's. I will not reason and compare: my business is to create.

- William Blake

Saturday, May 02, 2020

The beauty of NON-MAGIC Points (NMP?)

I wrote a previous post about "The beauty of Magic Points (MP)"; take a look a that, if you haven't.

It lists 10 reasons why MP are "better" than spell slots.

Notice that many of these reasons apply to all "PC-power resources": healing (paladins), rages (barbarians), bardic inspiration, etc.

You could unify all these resources into one single pool and use it for multiple purposes.

One good example is Low Fantasy Gaming*. It uses Luck as a multipurpose mechanic to do a lot of the work that is usually reserved for saving throws, limited powers, etc. Since I've read the original game, I'm not sure if the latest version (the one in the link) went the final step of using Luck for spells and all "class powers" as well. But I think it would be a good idea.

Starfinder does something similar with "resolve".

I will call this "inspiration" instead, because it fits 5e.

Source.
So, instead of getting a certain number of rages per day, a barbarian would spend inspiration to enter rage.

Likewise, the paladin can spend her inspiration to heal, smite or protect. Instead of writing down how many "smites" and how many "healing hands" a paladin can perform, just say each one costs one point of inspiration; it is a lot simpler.

The fun part is that each class or character can have their own ways of recovering inspiration (probably in addition to resting).

The paladins spends 10 minutes praying in the church? One point of inspiration. Barbarian gets wounded? One point of inspiration. And so on.

The combinations of "ways to get inspiration" and "ways to spend it" are endless - you can easily create a rage paladin, or a martyred one (suffer wounds to heal other people), or a benevolent mage that gets spells from prayer (not much different to a cleric, except for the spells). Warlocks can get mechanical benefits from their patrons, and so on.

This would replace the usual inspiration, so your flaws, boons, etc, can give you additional points.

This creates a kind of "funnel" with many useful side-effects. For example, you could have a "multi-class" fighter-barbarian-mage with many powers, all relying on inspiration, which makes the "jack of all trades" a "master of none".

Also, all the advantages of using MP instead of "spell slots" also apply here. For example, one night of rest can make you recover some HP and some inspiration, and so on.

This is the system I'm using for my next game, Dark Fantasy Hack. But this is a subject for another post.

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10 comments:

  1. Love the idea.

    While I am commonly preaching pitching likely overly complicated design ideas in these comments, reading this makes me wonder if it works better to use Hit Dice as the common resource for inspiration.

    Hit Dice would change to instead be a common die size but the number per level is what changes.

    Say for example it's 1d6. current d6 HD classes would get 1 Inspiration die (ID) per level, d8 HD classes would get 4 ID/3 levels, d10 5 ID/3 levels, and d12 HD 2 ID/level. Bards can grant temporary ID like their current mechanic that can be used for anything. To fuel various abilities, you either spend full dice, or roll your dice to get your ability plus temporary HP for anything that runs "over" (or even proper healing then THP).

    I like the idea of an Arcane recovery, where you spend inspiration to cross over into spell points (some balance required to prevent spell point farming, though means of stealing the dice of other for personal power is nice).

    As far as how this would multiclass: I would say that you get the 1 HD a level unless you spend enough levels to get the boost of the bonus ID level.

    Now to make a side tangent for dealing with multiclassing: I personally always like the idea of building back down to 4 classes (Warrior Mage, Priest, Rogue), and I like the idea that you start with the one class and build to the others (so your paladins emerge from your Warrior/Priests, or if you go the other way you get your traditional clerics).

    Though there is strong argument to say that Mage and Priest can be combined to Magic. Perhaps Priests gain spheres of influence and the ability to fuel miracles with inspiration dice, while mages get fewer restrictions regarding baseline spell use, but cannot do as many fancy things.

    Of course, it's hard to say if this implementation gets rid of too much of what I like about simple class based level up systems.

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    1. You know what, the idea of using HD might be even better than the one I suggested in the post, especially in 5e. I don't think you even need to change how HDs work - the barbarian needs no extra HD, the fact that he can use his HD to rage more often is enough.
      AND HD is a good way to tie these powers with HP... Just have to think of a way of replacing spell slots with HD... It is certainly possible.
      I really like this! Thanks!

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    2. I think just using spellpoints works fine. Perhaps equate spell point value to HD (ex 1d6 = 1d3 spell points) and have a spell caster gain a set amount of spell points per level such that num of spell points = the difference in die size between the spell caster and the "standard HD size". A more martial character cultivates HD to improve the dice size, with barbarians doing the most to do so.

      My reasoning for making HD a uniform is that if a rage cost 1d12 vs say sacrificing 1d6 for enough spell points for a 2nd level spell, what makes it feel fair amongst players. Yes the barbarian toolset is deliberately narrow, but also quite expensive if you trade HD for HD at first glance.

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    3. Yeah, if writing my own system, I'd definitely use spell points or generic "inspiration points". However, I love the idea of using HD in the context of 5e, seems to balance many things out.

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  2. This concept is what it took for me to grok Fate as a system. Every character uses Fate Points to fuel their different powers, and every character gains Fate Points in different ways. There's almost nothing else in the system to learn, just "create interesting characters, with interesting powers, and interesting ways to recover power."

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    1. Yeah, makes sense. The main difference is that Fate uses points for mundane things, while this would be more focused on special powers. I got really interested in Fate a while ago, cool system!

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    2. Hmm, I don't really follow.

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    3. Well, its been a while, but IIRC in Fate you use points to, I dunno, flip a table over your foe ("scene aspects" or something) and other "ordinary" stuff, like activating your "gladiator" background to throw sand over your enemies' eyes, etc. It's all good, but I prefer these things to be unlimited, and let points for things such as spells, "second wind", rages, etc.

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    4. Anyway, Fate is indeed a great example of this idea.

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    5. Yeah, I think I see what you mean. Honestly, it was getting to the idea that recovery of resources could be fun that made Fate click for me, and this article reminded me of that. You can totally have a barbarian get resources for getting hurt, a thief get resources for stealing stuff, and a flashy duelist get resources for doling out insults with an Aspect like "Always Gets The Last Word" or whatever. It's not exactly the same as a structured system, but it's a flexible way for players to invent their own circle of fueling powers and recovering fuel.

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