08/27/2024
In most RPGs, magic is handled either in the tradtional Vancian expended spell slots system or with some variation of spell points. Each of these systems has its advantages and disadvantages. What we want to achieve is a cross between these systems, where the character's skill at and experience with magic dictates how much magic they can use and how often they can use it, but without having a spell point attribute per se. As much as possible, we are trying to use the existing characteristics for everything, so the system can be consistent between Basic and Advanced rule sets. This is why we are not using hit points as traditionally presented, either.
Additionally, for those who have played the more recent versions of the world's most popular RPG, there were some important differences between the third and fifth editions regarding buff spells: in the former case you could have as many as your character's spell slots allowed, which at high levels meant it was possible a party might have 30 or 40 all running simultaneously on each other, making it virtually impossible to track them all, while in the latter case they are almost all limited to a single one at a time, restricting the character choices and reducing fun combinations.
In Four Play™, our goal is to find a middle road, where a character can have more than one buff spell at a time, but not an absurd amount, and also let the character decide how to allocate their limited spell resources between offensive and defensive magic, leading we think to more interesting and playable tactical combats.
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