Variant Rule - Spell Recharge
Dark_Ansem
Member Posts: 992
I am tearing my hair off my head to make an Unearthed Arcana-like variant rule for this game: spell recharge.
the basis is to assign a recharge time to spell accordingly to spell slots, time that is determined in a semi-random way (min and max value from which choose, which I presume is calculated when necessary).
Anybody has an idea how to make it?
EDIT: as a clarification, http://www.d20srd.org/srd/variant/magic/rechargeMagic.htm
the basis is to assign a recharge time to spell accordingly to spell slots, time that is determined in a semi-random way (min and max value from which choose, which I presume is calculated when necessary).
Anybody has an idea how to make it?
EDIT: as a clarification, http://www.d20srd.org/srd/variant/magic/rechargeMagic.htm
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I can think of two ways to do it, one using effect 177, and the other using 146. Both of them would require a LOT of work. Adding randomness is doable for either method, but will add more work.
The benefit of using 177 is that you can have different rates for different classes that cast the same spell. I see that sorcerers and bard s have faster recovery rates. You can do that with 177 but not 146. On the other hand 146 will be quicker and require less work as you don't need a separate effect for each class that casts the same spell. So let me know which route you want to take and we'll give it a try. If you could, please summon me by typing @Grammarsalad
Edit: autocorrect, heh
I'll return on January 8 for the actual test, but I'd still love to gather some knowledge now. or, if you want to give it a try by yourself, even better
It strikes me that the "other method" would be even easier as you probably would only need to use effect 261 on a delay.
I can upload an example if each this weekend sometime (say charm person). You will need access to your game to see how they work in game(obviously ). I will make the delay much, much shorter for the sorcerer so the difference well be obvious using the first method.
One thing I want to emphasize is that no matter what you would need to make a change to every spell in the game that you wanted to recharge. this would take a while, to be sure! There may be a macro to help with this--I'm pretty sure there is one to add an effect to every spell--but that is complicated stuff that I couldn't walk you through
http://gibberlings3.net/iesdp/opcodes/bgee.htm
It's like changing usabilities. You can make, say, short swords usable by clerics, but you have to change all short swords, not all clerics (though this is relatively easy to automate)
Developers, any input?
Anyway, if you put the file in the folder titled "All-Delay 2 rounds" in your override folder, you will find that charm person will recharge for everybody after abotu 2 rounds. If you put the two files in folder titled "Sor-delay2, Mage-delay5" you should find that sorcerers recharge charm person after 2 rounds while mages (at least regular mage and probably wildmage) will recharge charm person after 5 rounds (i.e. as soon as the spell expires).
Not sure how it works on EEs but you have a base to work on.
I'll try to get in touch with the author... but if not what steps would be recommended for porting it?
http://www.shsforums.net/topic/49924-iispellsystemadjustments/?p=572907
@Dee or some other moderator, can this thread be moved to "General modding"? it does not apply to BG2-only anymore.