First was the inspiration: I like the way the original Fighter and Magic-User seem to have just two abilities each, one base and one scaled, and wanted a class system based on that principle. I replaced the thief and cleric, added the charmer, and decided if I added another supernatural class, I'd have three mundane and three supernatural, which I could also match up to the six attributes to make a neat, symmetrical system:
|Mundane Class||Supernatural Class|
|Fighter (Str)||??? (Con)|
|Trickster (Dex)||Magic-User* (Int)|
|Charmer (Cha)||Spirit-Worker* (Wis)|
The problem is, in D&D, characters start with fewer hit points than in Microlite 20. So, I knew I couldn't go with a flat per-use spell point cost, like M20's 1 + 2*spell level hit point cost. Hence, the mechanic I used reduces the risk considerably:when Gifted character uses a power of level X:
- roll for the power's damage or effect on target (one or more d6s);
- roll a Con save;
- if character fails the Con save, remove all damage/effect dice that are greater than spell's level;
- total remaining dice for hit point cost.
Then again, maybe it's better to switch to treating a failed Con save as indicating fatigue, using the sleep deprivation rule (1 failed save = 1 point of damage, confused, easier to distract; Con save again every 24 hours or next use of power; 2nd failed save = another point of damage, penalty on all actions; continued failed saves = continued damage.)
Or maybe other kinds of risks, as long as there's some kind of risk. I'm sure I'll have more to say later.
* I still debate shortening Magic-user and Spirit-Worker.