I'm envisioning this system for my superhero game (see the sig), but it's potentially applicable to other games. I'd love to get someone else's opinion. It's very much in the "concept" stage right now, but I'd love to get people with math brains to look at it.
Right now, in Phoenix, every power (which includes magic and psi) has a power-point cost to activate, and a related cost to maintain it. A couple of people have commented that this is kind of a pain in the butt because you have to keep track of the power points (PPs), not just spending them but also regenerating them (kind of like HPs). Now, I've always found the Shadowrun "drain" system really interesting. In that game, when you cast a spell, you make a check to see if your brain/mind/soul can handle it. If you don't make the roll, the spell doesn't go off and you take the equivalent of non-lethal damage.
So I had an idea for how to implement that in d20. Every power has an Activation DC. When you use a power, you roll against that DC. If you meet or beat the DC, the power happens normally. If you fail, the power effect occurs normally, but you take a small amount of non-lethal damage (a few points, here and there, it would add up pretty quickly). You also get a bonus to make these Activation rolls, so if your bonus meets or exceeds the power's Act DC, then you can use the power "at will" (as it were). If you take enough non-lethal damage from activating expensive powers, you could pass out from strain (like Kitty Pryde trying to phase through the giant bullet in the recent Astonishing Annual).
Now, the crunchy bits:
Your Act bonus would, logically, be rigged by class. To make this system work, this Act bonus has to be unmodified by any ability scores, because it's just too easy to pump those up so high that you'd never need to roll it (getting super ability scores is particularly cheap and easy in this game). So you get a bonus based on your class and level, and it has a linear progression (see below for some ideas about the numbers).
Every power has a set Activation DC based more or less on the current power-point cost. The Act DC will go up if you use a more powerful version of it. For example, an Energy Attack that does 6d6 will have a higher Act DC than one that does 2d6.
I don't know exactly what the Act DC's will be yet, but I think they can be based pretty directly on the Act Bonuses that the classes get. The goal, here, is to make certain common powers effectively "free" for most people to activate (because their bonus equals or exceeds the DC), but more exotic or powerful powers should carry a risk.
Lowering the Act DC of a power should be extremely expensive because if you lower it by even 1 or 2 points, a power goes from potentially dangerous to effectively free, and there will be a lot of min/maxing to achieve exactly that. I don't especially have a problem with that, in this case, because it's only logical that you'll build a PC who can freely activate her primary power. I just don't want doing so to be overly easy.
So now the math part gets a little difficult. Let's assume that you have a class that gets +1 Act Bonus per level. Phoenix PCs start at 4th level, so common powers should have a base Act DC of 4. Then, the DCs should go up according to the class progression. I think I can rig this either relative to the present PP cost or the present Character Point (CP) cost (the cost of "buying" the power), although I'll have to jerry-rig the numbers in either case. Right now, the CP costs go from 1 to around 12, for base powers.
Also, there's going to be a different Act Bonus for different classes, from +1 to +4 (I'm thinking of assigning that bonus based on the current Power Die, which players use to roll their PPs every level, a lot like rolling HPs but based on either Intelligence, Wisdom, or Charisma. Here's how I'd translate Power Die to Act bonus: 1d6 = +1, 1d8 = +2, 1d10 = +3, 1d12 = +4). So now, I have 4th-level characters with an Act Bonus of +4, +8, +12, and +16.
Now, if I'm going to base the Act DCs on the current Power Point costs, then I'd have to take that cost and, let's say, triple it? A 2pp power would have an Act DC of 6. That means that the melee-oriented classes couldn't quite reliably activate it, but all the the more F/X-oriented classes could. [NB: The melee classes get the lowest PP die right now because they, in theory, use powers that don't require PP expenditure.]
Those are just some numbers off the top of my head. They're very blunt right now.
Some Alternative Ideas:
Instead of taking non-lethal damage for failing the Act roll, you take conditions, like "shaken" and "fatigued." This has the benefit of making the character less effective instead of making the character half dead. The drain that comes with activating powers doesn't do damage to you, it just makes you weak and vulnerable. However, the "conditions" are not a linear progression. They're really hard to remember and they all have slightly different things that come with them.
The other option, then, is a linear progression of penalties: -2 to attack/damage, saves, and skill rolls for every time you fail an Act roll OR -1 per point by which you miss the Act roll (that latter option would be really vicious, but proportional).
So, the questions are these:
Does this idea hold any appeal? Would eliminating PPs enhance or detract from the game? Would it be any simpler, or am I in fact complicating it?
If you like the idea, can you think of a good way to do the math (i.e., the Act Bonus by class vs. the Act DC by power)?
Do you think the Act Bonus should be modified by something (the same way that most of a PCs stats are modified in d20)? If so, by what? My first thought was to use the ability associated with the class's Power Die, so that the Martial Artist would get her Wisdom modifier to Act rolls, and Mastermind would get his Charisma, for example. My hesitation is that everyone would then just pump those stats so high that they'd never need to make an Activation roll at all.
Do you like one of the three ways to implement Activation drain that I've suggested (non-lethal damage, "conditions," or penalties)? If you don't like any of them, can you suggest something better?
I'm at the point where I'd like to either make this work (because it's in my head and it won't go away), or be told that it's a load of dingo's kidneys, so if you have any thoughts, please share them.