I like the idea of being able to allot points to different spells at the beginning of the game in much the same fashion as points are allotted for stats.
So if you're playing a ranger you'll have a certain number of spells to choose from but you won't have enough points to have access to all spells.
I've allotted the points based on how powerful and prioritized I feel a spell is.
The extra spells would be those spells that used to be available to most classes such as cure light wounds, portal / teleport self and teleport other.
Maximum number of spells per book I guess would be 5. So if you wanted 6 dungeon spells you'd need two dungeon books to fit them, in which case you might try to have your total dungeon spells closer to 10.
You get 40 points to allocate:
So the spell choices for a Ranger might look something like:
Book 1:
Remove Hunger: 1 pt
Detect Life: 4 pt
Herbal Curing: 1 pt.
Resist poison: 2 pt
Stone To Mud: 6 pt
Sense Surroundings: 3 pt
Neutral, missing and other spells that Ranger doesn't have that are appropriate:
Teleport Other: 10 pt (bk2)
Teleport Level: 6 pt (bk2)
Teleport Self: 5 pt (bk2)
Portal: 3 pt (bk1)
Rune of Protection: 7 pt (bk2)
Treasure Detection: 3 pt (bk1)
Detect all monsters: 6 pt (bk2)
Rod of Detection equivalency: 8 pt (bk2)
Magic Missile: 2 pt (bk1)
Cure light wounds: 2 pt (bk1)
Book 2:
Haste Self: 6 pt
Create Arrows: 3 pt
Cover Tracks: 3 pt
Decoy: 4 pt
Brand Ammunition: 5 pt
+4 stealth: 4 pt
What I would choose:
Cure Light Wounds.....2
Stone to Mud.............6
Sense Surroundings....4
+4 stealth.................4
Teleport Self..............5 (or Portal-3 and rPois -2)
Brand Ammunition.....5
Haste Self.................6
-Detection.................8
or..
Cure Light Wounds.....2
Stone to Mud.............6
Sense Surroundings....4
+4 stealth.................4
Haste Self.................6
-Detection.................8
Teleport Other...........10
or..
Detect Life................4
Stone To mud............6
Portal.......................3
Sense Surroundings...3
Treasure Detection.....3
Haste Self.................6
Teleport Other..........10
Brand Ammunition.....5
or..
Herbal Curing............1
Cure light wounds......2
Portal.......................3
Treasure detection.....3
Detect life.................4
Create Arrows...........3
Haste Self.................6
Sense Surroundings...3
Teleport other...........10
Brand ammunition.....5
or..
Herbal Curing.............1
Portal........................3
Treasure Detection......3
Stone To mud.............6
Sense Surroundings.....3
Haste Self...................6
-Detection...................8
Teleport Other.............10
If the max spells per book were 6 instead of 5 I'd choose these:
Cure light wounds......2
Portal.......................3
-Detection.................8
Create Arrows............3
Haste Self..................6
Sense Surroundings....3
Teleport other...........10
Brand ammunition......5
Honestly this exercise was a lot harder than I thought it would be. It's really hard to figure out which spells I would pick with these point allotments.
Different Classes might affect the point allotment. So for Mage Cure Light wounds might be higher (maybe 3 points).
For more fun and strategy: at the start of the game you could be allowed to subtract stat allotment points and add spell allotment points, but you would not be able to put spell allotment points towards starting stats.
How would you distribute these points at the start of the game if you were playing Ranger?
So if you're playing a ranger you'll have a certain number of spells to choose from but you won't have enough points to have access to all spells.
I've allotted the points based on how powerful and prioritized I feel a spell is.
The extra spells would be those spells that used to be available to most classes such as cure light wounds, portal / teleport self and teleport other.
Maximum number of spells per book I guess would be 5. So if you wanted 6 dungeon spells you'd need two dungeon books to fit them, in which case you might try to have your total dungeon spells closer to 10.
You get 40 points to allocate:
So the spell choices for a Ranger might look something like:
Book 1:
Remove Hunger: 1 pt
Detect Life: 4 pt
Herbal Curing: 1 pt.
Resist poison: 2 pt
Stone To Mud: 6 pt
Sense Surroundings: 3 pt
Neutral, missing and other spells that Ranger doesn't have that are appropriate:
Teleport Other: 10 pt (bk2)
Teleport Level: 6 pt (bk2)
Teleport Self: 5 pt (bk2)
Portal: 3 pt (bk1)
Rune of Protection: 7 pt (bk2)
Treasure Detection: 3 pt (bk1)
Detect all monsters: 6 pt (bk2)
Rod of Detection equivalency: 8 pt (bk2)
Magic Missile: 2 pt (bk1)
Cure light wounds: 2 pt (bk1)
Book 2:
Haste Self: 6 pt
Create Arrows: 3 pt
Cover Tracks: 3 pt
Decoy: 4 pt
Brand Ammunition: 5 pt
+4 stealth: 4 pt
What I would choose:
Cure Light Wounds.....2
Stone to Mud.............6
Sense Surroundings....4
+4 stealth.................4
Teleport Self..............5 (or Portal-3 and rPois -2)
Brand Ammunition.....5
Haste Self.................6
-Detection.................8
or..
Cure Light Wounds.....2
Stone to Mud.............6
Sense Surroundings....4
+4 stealth.................4
Haste Self.................6
-Detection.................8
Teleport Other...........10
or..
Detect Life................4
Stone To mud............6
Portal.......................3
Sense Surroundings...3
Treasure Detection.....3
Haste Self.................6
Teleport Other..........10
Brand Ammunition.....5
or..
Herbal Curing............1
Cure light wounds......2
Portal.......................3
Treasure detection.....3
Detect life.................4
Create Arrows...........3
Haste Self.................6
Sense Surroundings...3
Teleport other...........10
Brand ammunition.....5
or..
Herbal Curing.............1
Portal........................3
Treasure Detection......3
Stone To mud.............6
Sense Surroundings.....3
Haste Self...................6
-Detection...................8
Teleport Other.............10
If the max spells per book were 6 instead of 5 I'd choose these:
Cure light wounds......2
Portal.......................3
-Detection.................8
Create Arrows............3
Haste Self..................6
Sense Surroundings....3
Teleport other...........10
Brand ammunition......5
Honestly this exercise was a lot harder than I thought it would be. It's really hard to figure out which spells I would pick with these point allotments.
Different Classes might affect the point allotment. So for Mage Cure Light wounds might be higher (maybe 3 points).
For more fun and strategy: at the start of the game you could be allowed to subtract stat allotment points and add spell allotment points, but you would not be able to put spell allotment points towards starting stats.
How would you distribute these points at the start of the game if you were playing Ranger?
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