We continued our exploration of Hero Kids this week with a
Thursday Game Night adventure I whipped up because the Little Guy
wanted some action in a forest. My wife is playing a healer and the
Little Guy is running a warrior. As we’re playing I’m
appreciating how Hero Kids handles magic. Each spellcasting
character has a magic-based attack they can use each round against a
target within range. Each also has a special ability related to
magic, such as the healer’s ability to brew replacement healing
potions. I’m sure at some point we’ll transition to more involved
roleplaying games, possibly even Basic Dungeons & Dragons,
my personal favorite. Yet I’ve never been a fan of “Vancian”
magic, in which spellcasters memorize a set of spells and, once used,
can’t access them again until they find time to rest and study
(with a similar prepare, use, and lose structure for clerics). Sure,
I cut my teeth on B/X D&D and thus for many years just
accepted the system as standard; spellcasters have a limited number
of spells prepared from their spellbook, and they’re gone after
cast until the character rests and memorizes them again. So I started
thinking about an alternate magic system in my quest to make Basic
D&D easier on beginning characters.
I understand magic-users in particular seem extremely powerful at
higher levels, that the rules for them must apply evenly across all
levels. Yet at low levels they’re terribly vulnerable. The B/X
D&D first-level magic-user gets a d4 for hit points, no
armor, suffers from severe weapons limitations, and has one measly
spell they’ve memorized...and in this game they only have access to
that one spell in their spellbook (instead, as I understand other
versions do, having access to all spells at that level yet preparing
only one). Assuming a game session take place during the course of
one day, they have one effective attack (depending on the spell) and
little combat ability. Other characters have better capacity for
ranged or melee attacks. Even clerics and elves have better hit dice
(d6) and combat ability to compensate for the slow progression and
gradual potency of their spells.
Right now my wife has plenty to do during Hero Kids combat:
her healer doesn’t simply use healing magic and brew extra healing
potions, she steps up and uses her “searing light” attack to take
out foes in combat. Her combat abilities are about equal with the
Little Guy’s warrior, more so considering she has a ranged attack
and he doesn’t. Translated to a B/X D&D game magic-user
she’d have at best one magical attack/effect for the entire
adventure and then must rely on minimal weapons, armor, and hit
points to survive a fight. So I started thinking how I could use the
existing character framework – ability scores, ability modifiers,
character and spell levels – to reconfigure how spells work for
everyone, with a focus on improving a low-level magic-user’s
effectiveness in a party. I sought an alternative that addressed my
concerns while still using as many established game elements as
possible. (Since I’m a fan of B/X D&D, most of my
missive refers specifically to the manner in which that game handle
spells; yet most of these concepts can also easily port to other
versions of D&D and OSR games.)
After a very cursory consideration I decided on a spell point
system for all magic used by clerics, elves, and magic-users (and,
theoretically, any alternate spellcasting classes). Each spellcaster
has a number of spell points equal to their level plus their related
ability bonus (Intelligence for magic-users and elves and Wisdom for
clerics); at first level this ranges from a minimum of 1 to a maximum
of 4. To cast a spell the character spends a number of spell points
equal to the spell’s level. Go into deficit? You can do it once for
a spell you know; take the difference as a penalty to all d20 rolls
(to hit and saving throws) until a full night’s rest. So you could
cast more than one spell from one’s spellbook or holy repertoire
each day, giving them more power (and more for magic-users to do) at
lower levels; spellcasters could even push their limits if they
choose, for a price. The spell points regenerate with rest, study,
and meditation just like the original system.
Unfortunately this system seems to break down at higher levels.
Take a magic-user with a +3 ability bonus from Intelligence. In this
modified “spell point” system she gets 4 spell points (1 for her
level and 3 for her ability bonus). So she could cast the one,
first-level spell she knows four times per day. At tenth level,
however, she’d only have 13 spell points (her level, 10, plus her
ability bonus, 3). Yet, according to the Expert D&D
character tables she’d have a total of 40 levels of spells! She
could only cast two fifth level spells and one third level spell per
day (or some similar combination, but I’m trying to max out the
example here). Obviously that doesn’t seem fair. So I might change
the spell point equation to two times the level plus ability bonus;
in this case, she’d have 5 spell points at first level and 23 at
tenth level. Her magic-user would still have greater power at first
level and yet still a fraction of power compared to the normal rules
(about half as effective).
Some might argue this makes spellcasters far too powerful at lower
levels and unfairly reigns in their potency at higher levels, where
they’re supposed to shine. If applied to clerics and elves – the
two classes that can also cast spells and still use a greater range
of arms and armor – it makes them extremely powerful (though I
might argue having access to lots of healing spells could only
benefit an adventuring party). I’m not too concerned about this for
my own games. Rarely in my years of roleplaying have any characters
become so powerful or high level that it imbalanced game play; my
main goal has focused on making the early stages of the game mor
survivable to low-level characters and hence more appealing to
players. The spell point system offers magic-users more to do in
combat and gives their players a means to budget for spell use...and
the choice to go into deficit and suffer the consequences if
necessary.
Such a spell point system isn’t for everyone; some might argue
it pushes the boundaries of the “right” way to play D&D
and the intended style of the game’s creators. In the established
“Vancian” system of magic, spells remain extremely limited at
lower levels and more powerful at higher ones...assuming the
characters survive. The proposed alternate spell point system works
well in a medieval fantasy setting where magic is more commonplace,
making spellcasting more accessible and influential at lower levels.
Every gamer has their own style, every game setting evokes its own
tone. Adjusting the traditional rules can lead to imbalances or
abuses in actual play, though I’m not privy to the issues of
balance the game’s original creators engineered into the mechanics,
only my perception of design choices intended to provide fairness.
One might argue that the spell point system makes lower-level
spellcasters more effective yet diminishes the traditional power of
higher-level characters. Like any alternate rules interpretations,
this is one I might play with with my exploration of solitaire play;
perhaps by the time my family transitions from basic roleplaying fare
with Hero Kids to B/X D&D I’ll have some better
insights on alternate spellcasting rulings.
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