I quite like the systems suggested by archamedius, Grey Templar and HawaiiMatt. All three seem quite good at addressing the core of the problem of the current magic system - the risk in the system is largely outside of the player's control, and doesn't really scale with the dice thrown at the spell.
To clarify, I say it's largely outside of the player's control because outside of 1 dice casts (which are not practical for an overall magic strategy), you are exposing yourself to a risk of miscast. No matter what, you cast, you risk getting a roll on the miscast table. And I say the risk doesn't really scale with the dice, because while the odds of getting multiple 6s increases considerably with each additional 6 rolled, but once a miscast is rolled you're rolling on the same table no matter what. That's why it sucks when you drop two dice on a fireball and score boxcars, but you don't mind so much when the six dice Occam's Razor ends up multiple 6s.
So I think a revised magic system really needs to do two things - give players a genuine option for no or very low risk casting, and to make the risk and rewards of higher end magic tie together more closely. In answering the first of those issues I think the systems proposed by archamedius, Grey Templar and HawaiiMatt all do a good job, though I'd have to see them in play to really know if they're solid.
Personally, I wouldn't mind a concept of not just power dice, but the power of the spells themselves scaling with the risk of casting. Perhaps even tying that back to the power of the mage. So, for instance, a Lvl 1 mage can spam a basic fireball, but ramping up the power would only be possible if he accepted some great risk, but a higher level mage could cast the more powerful versions without accepting greater risk. Really powerful spells like Occam's Razor could only be cast with considerable risk, and maybe only accessible by really high level mages... But that's all pretty loose and pretty vague, and would likely require a complete reworking of the spells (giving more spells variable power levels, and assigning some kind of power level to each).
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