(You
know, "Design Diary" is just one typo away from
"Design Dairy," a place I imagine to be where
they take the same old ideas and milk them for all they're
worth.)
Magic
Items
In
Arcana Unearthed I'm introducing a new method of
magic item pricing. First, I streamlined the item creation
feats so they make more sense. In addition I added notes
to many spells indicating price modifiers they would have
if they were made into an item. See, one thing that makes
item pricing so screwy is that, while price is based on
spell level (and caster level), other factors go into
the power of an item as well. Duration limits the power
of some spells, for example.
Imagine
two spells. One is somewhat better than the other, but
the lesser of the two has a longer duration. Those two
spells could be balanced at the same spell level. Make
them both into permanent magic items, however, and they
cost the same -- but you've lost the balancing factor
of duration. Some spells are balanced on utility. For
example, in D&D, consecrate is the same level
as hold person, which is probably about right.
But as magic items, they don't really have the same inherent
value -- you're probably going to use your hold person
item a lot more often than your consecrate item.
I
addressed this problem by giving many spells modifiers
to cost. Spells balanced by their short duration might
cost twice or three times as much if made into a constant
item, for example. Some spells are such that you'd only
ever want to cast them a couple times. An Arcana Unearthed
spell like raise the dead (similar to but not exactly
the same as raise dead), you don't need often --
but when you need it, you really need it. Often,
one-use items with such spells seem ridiculously low in
price. A spell like this would carry a magic item cost
modifier when placed in a one-use item (like a scroll).
Balancing
Diminished and Heightened Effects
Okay, one more thing on the topic of magic and spells,
then we'll move on to something else. (Although there's
still more to tell you about magic -- I'll get to it eventually).
Last week I mentioned that every
spell has a "diminished" and "heightened"
effects section. Creating these was an interesting endeavor.
Some spells have obvious diminished or heightened effects
-- you just increase or decrease the numbers involved
and voila! But some were quite challenging. They
ended up being practically different spells. A new spell
called unknown, for example, which provides a character
with some protection against divinations, can be heightened
to protect a small non-mobile area (and all in it) from
divinations.
This
system brings a whole new dynamic to spellcasting. You
might ready a beneficial spell that can affect one creature,
a spell like giant's grip. You cast it on two of
your allies. But when you go to cast it on yourself, you
do so at one level lower than normal, because the diminished
version is just like the standard spell but has only a
Personal range. That's cool because it sets up the logical
precedent that it's easier to cast spells on yourself
than on others. But since it's not actually a lower-level
spell -- just a diminished version of a spell -- you don't
get access to the "self-only" version until
you can access the normal version (which helps balance).
In
some cases when designing these effects, I just asked
myself, "Okay, what would I do if I was trying to
create this same spell at one level lower or higher?"
In others, particularly for the diminished versions, I
didn't do that. I asked instead, "How might someone
want to use a spell like this, but in a very diminished
capacity?" Take a spell like control weather.
I could have just reduced the general effects of the spell,
but I realized that sometimes, a caster's just going to
want a really, really small localized thunderstorm, or
blizzard. So rather than "balancing" it for
6th level, I made the diminished version a very specialized
use of the spell. You won't want to use it most of the
time, but sometimes it will come in very handy. I like
the customization aspect of the system that way.
DESIGN
DIARY PAST ENTRIES
*
More Magic -- January 23, 2003
"This
week, I thought I'd talk more about the new magic system
in Arcana Unearthed."
*
Magic -- January 17, 2003
"As
a designer, magic in Arcana Unearthed posed a
huge challenge. I knew that I wanted to ditch the Vancian
system...."
*
Design Decisions, Part Two -- December
24, 2002
"Here's
a bit more discussion of some of the general issues
I faced as I began designing Arcana Unearthed...."
*
Design Decisions, Part One -- December
19, 2002
"Before jumping into another big area of Arcana
Unearthed's design, like classes or the magic system,
I thought I'd discuss some of the general issues I faced
as a designer starting the book...."
*
Arcana Unearthed Races -- December
5, 2002
"I
started with the races. While I knew that the game needed
humans as a basis, I wanted all the other races to be
new. I didn't want to just create dwarf and elf analogs
with different names...."