CKG's Mana and Spellcasting Option
Posted: Mon Apr 10, 2017 4:23 am
In preparation for the game I'm wanting to put together, I've been doing a lot of reading, and just now re-read the section in my Castle Keeper's Guide entitled "Mana and Spellcasting."
So that you don't have to hunt down your copies and read it to know what I'm talking about, here's a short version:
My question is, has anyone ever tried this system, and how well did you like it? If you didn't like it, why not? What didn't work for you?
So that you don't have to hunt down your copies and read it to know what I'm talking about, here's a short version:
Folks, I think I'm in love. That just reads like a really great system. The numbers seem really high at the upper end, but I have no reason to believe it's not balanced well; the writers of the game seem to really know their stuff.Casters have a number of mana points taken from a table. Your attribute bonus (for Int or Wis) is added to this total. Some sample Mana points are 6 at first level, 15 at fifth level, 60 at tenth level, 141 at 17th level.
Spells cost mana to cast, equal to their level number + 1 (so a 6th level spell costs 7 mana to cast).
Mana regenerates at points per hour equal to the caster's level, e.g. 5/hr for a fifth level caster.
My question is, has anyone ever tried this system, and how well did you like it? If you didn't like it, why not? What didn't work for you?