So basically, I'm implementing a system to add more magic and help decrease the gap between casters and martial in my game.
Summarizing: Magic and weapons and armor is something very easy to find and buy, scroll as well and everyone can use them.
Weapon/Armor change:
1) There's something called a mage smith, which is a smith who can enchant weapons. They are basically people who are very passionate about weapons and money, but not brave enough to go on adventures. There are schools all over my world that teach them, requiring 4-6 years to fully learn everything.
2) Cost of the weapon/time to enchant it:
Uncommon: ~5 times the price of the weapon, 1 hour.
Rare: ~25 times the price of the weapon, 6 hours.
Very Rare: ~125 times the weapon's price, 12 hours.
Legendary: ~625 times the weapon’s price, 24 hours.
3) Items with special abilities have an additional price.
Uncommon: +200GP
Rare: +800GP
Very Rare: +3,000GP
Legendary: +12,000GP
4) To make sure they are not getting a legendary sling for 60 gold, every weapon/armor/ammo cost at least 1 GP.
5) Martials have proficiency with all magic weapons/armor, half-casters have proficiency only with uncommon and rare, casters have no proficiency with magic weapons/armor.
6) Monsters will be getting a boost on their AC and attack roles to compensate for that. Bonus to attack rolls and AC:
Levels 3 and 4: +1
Level 5-7: +2
Level 8-11: +3
Level 12-15: +4
Level 16-20: +5
So casters will actually feel and be squishy. Martials will be less boring, more useful, and have much more options. Not nerfing casters and buffing everything else seems like the better approach to balance.
Spell scrolls:
You can buy a spell scroll for a spell for a level. You can cast that spell by saying what is written in the scroll, but you need one hand to hold it. You have to beat the spell DC to cast it. You can add your ability modifier if you are a caster or half-caster, and your proficiency bonus if the spell can be naturally learned as a class or race feature.
Spell checks and attack rolls are d20 + ability modifier + proficiency bonus. Saving throws are 8 + ability modifier + proficiency bonus.
If you use a scroll and it fails, you don't get any penalties, but if you fail again, you gain an additional exhaustion point per fail. Once you take a long rest, it resets.
DC:
Cantrips: 10
1st level: 15
2nd level: 17
3rd level: 20
4th level: 21
5th: level: 23
6th level: 24
7th level: 25
8th level: 26
9th level: 28
10th level: 30
Price:
Cantrips: ~200GP
1st level: ~300GP
2nd level: ~400GP
3rd level: ~500GP
4th level: ~4,000GP
5th: level: ~5,000GP
6th level: ~40,000GP
7th level: ~50,000GP
8th level: ~60,000GP
9th level: ~200,000GP
10th level: ~300,000GP
So everyone can use scrolls, even though martial will be limited to low-level spells. Makes the game more interesting/chaotic and gives more options to the players :)
Also, gives money a whole new meaning. I know many tables where we just gain at least 100 GP per mission since level one, accumulate a lot, and don't really spend on anything...
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So basically, I'm implementing a system to add more magic and help decrease the gap between casters and martial in my game.
Summarizing: Magic and weapons and armor is something very easy to find and buy, scroll as well and everyone can use them.
Weapon/Armor change:
1) There's something called a mage smith, which is a smith who can enchant weapons. They are basically people who are very passionate about weapons and money, but not brave enough to go on adventures. There are schools all over my world that teach them, requiring 4-6 years to fully learn everything.
2) Cost of the weapon/time to enchant it:
Uncommon: ~5 times the price of the weapon, 1 hour.
Rare: ~25 times the price of the weapon, 6 hours.
Very Rare: ~125 times the weapon's price, 12 hours.
Legendary: ~625 times the weapon’s price, 24 hours.
3) Items with special abilities have an additional price.
Uncommon: +200GP
Rare: +800GP
Very Rare: +3,000GP
Legendary: +12,000GP
4) To make sure they are not getting a legendary sling for 60 gold, every weapon/armor/ammo cost at least 1 GP.
5) Martials have proficiency with all magic weapons/armor, half-casters have proficiency only with uncommon and rare, casters have no proficiency with magic weapons/armor.
6) Monsters will be getting a boost on their AC and attack roles to compensate for that. Bonus to attack rolls and AC:
Levels 3 and 4: +1
Level 5-7: +2
Level 8-11: +3
Level 12-15: +4
Level 16-20: +5
So casters will actually feel and be squishy. Martials will be less boring, more useful, and have much more options. Not nerfing casters and buffing everything else seems like the better approach to balance.
Spell scrolls:
You can buy a spell scroll for a spell for a level. You can cast that spell by saying what is written in the scroll, but you need one hand to hold it. You have to beat the spell DC to cast it. You can add your ability modifier if you are a caster or half-caster, and your proficiency bonus if the spell can be naturally learned as a class or race feature.
Spell checks and attack rolls are d20 + ability modifier + proficiency bonus. Saving throws are 8 + ability modifier + proficiency bonus.
If you use a scroll and it fails, you don't get any penalties, but if you fail again, you gain an additional exhaustion point per fail. Once you take a long rest, it resets.
DC:
Cantrips: 10
1st level: 15
2nd level: 17
3rd level: 20
4th level: 21
5th: level: 23
6th level: 24
7th level: 25
8th level: 26
9th level: 28
10th level: 30
Price:
Cantrips: ~200GP
1st level: ~300GP
2nd level: ~400GP
3rd level: ~500GP
4th level: ~4,000GP
5th: level: ~5,000GP
6th level: ~40,000GP
7th level: ~50,000GP
8th level: ~60,000GP
9th level: ~200,000GP
10th level: ~300,000GP
So everyone can use scrolls, even though martial will be limited to low-level spells. Makes the game more interesting/chaotic and gives more options to the players :)
Also, gives money a whole new meaning. I know many tables where we just gain at least 100 GP per mission since level one, accumulate a lot, and don't really spend on anything...