I'm working on a homebrew system where physical attacks and magic are controlled by the same stat. It will basically function as a stamina meter. To physically attack, you declare how many points you want to use and you attack for that much damage plus modifiers. Same goes for magic, but the types of spells you can use is influenced by your character's intelligence and spells can be crafted ahead of time to further reduce the stamina cost.
Is this a good idea? Has something like this been tried successfully elsewhere?
>>50269804
That image is the most obvious neckbeard fapbait I've ever seen.
>>50269804
>physical attacks and magic are controlled by the same stat
Do you mean that physical and magic just consume the same resource, or that their effects are governed by the same stat?
If the former, then loads of video-games have tried ideas like it to varying degrees of success. I'd probably give it a name like "energy", and have a series of distinct powers balanced around their energy use and effects.
>>50271571
Physical feats and magic draw from the same resource (Might). Players would decide the physical damage inflicted by their attacks by choosing how much Might to use. An attack using 5 Might would do 5 damage (and also take into account modifiers and armor and whatnot). Magical attacks also consume Might similarly, but a character's intelligence rating can lower the Might cost. Spells can be prepared in advance to reduce the cost as well.
>>50271891
If INT can lower Might costs for magic attacks, it seems like STR should do likewise for physical attacks.
>>50272015
That could work. My initial idea was that physical attackers would rely more heavily on their gear and high Might ratings to do damage and magic users would use their intelligence and prepared spells to reduce the cost to their Might reserves.
I also wanted to allow low intelligence, physical specialists who manage to learn a spell or two, but are able to spam them due to a high Might rating (kind of like a hadouken).