
[Edit : At some point during my lengthy explanation (sorry for that), I decided to do an alternate guideline for spell cost that made sense to me. I'm not trying to be patronizing, just to help myself and maybe the game. Also because I don't have much experiences with MM and D&D, it may not be balanced. It's just an exemple to explain what I mean.
Thanks in advance if you can help me. Also I'm french and it's late, sorry for any typo !
Love MM, can't wait for final release.]
I've recently played MM for the first time. I had never played a D&D like game. It was short and we did not encountered many situation (no combat nor a single spell use yet), yet here are two questions/remarks from reading the rules :
- How does multiple attacks work ? It is said in the combat rules that you only roll the d20 once per turn (unless complex turn). But when levelling up you can get extra mêlée attack. How should I manage those ? If I got a character with 3 attack per turn, do I get to roll damage for all of them after succeeding the one stat check ? Or do I break the only one roll rule ?
- Spell cost guideline is not clear for me. It's a big time problem for me right now so I'll get extensive.
I love the spell philosophy in MM. You get room to improvise and basically, the more you want to do, the more you have to pay. I know you would need a few session before getting used to improvise spell cost, but the spell cost guideline is too messy for me to understand how much should cost even a basic spell.
It says first a basic spell cost 1, does either 1 heal or 1 damage. This is solid, I understand. Then it says to increase the cost by 1 to 5 for each.
Problem : It's already getting vague. 1 to 5 is a big range, and how would I know if It's +1 for instant casting time, but +3 for long range ? +5 for large area ? For extra targets I'm assuming that it cost +1 for each additional target.
Then it says "damage or healing (from a single d6 to d12 per character level)".
Problem : I don't understand if the character level is determining the size of the dice (d6 to d12) ou the number of dice you get (should a level 3 automatically get 3d6 ?). And then again, to what cost ? Does a d6 cost less than a d12 ? Does a d6 cost 1 and a d12 cost 5 ? How does the character's level impact the cost ?
So here I already don't get how much is going to cost a lvl 1 character healing spell. I would assume from what I've read that a spell called "cure wound" cost 2 points for 1d6+1 heal. (1 for basic spell, +1 for the healing tag). I assume the player can pay additional point for additional d6 (1point for 1d6).
Don't ask me how the same spell work for a level 3.
But then, in the "Wounds and Death" section, under "Magical healing", it is said : "a typical healing spell should cast 3HP per d8 of healing, with a limit to 1d8 per character level."
Explain like that it's actually more clear ! A d8 size die cost 3HP, and you have a purchase limit of 1d8 per character level. But it feels like a different rule that the one in the actual spell cost guideline, so it mess with my head...
It's too bad that you don't set more exemple like this one for typical spell cost, with such clarity, and that the only one is not even in the spell cost section.
Talking about spell exemples, I don't find them much helping, because you never state their "vanilla" cost. How much would have cost Melt them Faces if the player had not asked for specific effect ? And to what effect ?
Only "Hearing the Wise Wyrm's Councel" spell helps with that. It say it cost 8HP vanilla. But sadly it does not explain why. But then with this base cost I can understand better how the specifics then influence the cost.
I feel like the rules should set a certain basic cost for each die size, that represent the minimum you need to pay to expect a certain spell power.
Exemple : 1HP for d6, 3HP for d8, etc...
For spell that doesn't use dice size (like the wirm one), we should get a basic word scale equivalent to make our choice (ordinary for a d6, extraordinary for a d12).
Then say explicitly how a character level influence that base cost (I would go like in your healing spell exemple, with the limit on number of dice you can use).
Then only add the improv part with the bargaining for specifics. Because you want to keep some room for the GM, as it is what's so good with MM.
And I would say "add at least +1 to the cost for each instance of any of these effects :
effect list[At this time I just decided to write a guideline example to explain my point of view]