I'm working on a conversion of the WFRP casting system, and have two possibilities. The original working model is to gut the Power pool and just convert it over the to Genesys system using strain to cast, while adding the Prepare quality to more difficult spells to represent the time needed to channel power. One issue I have with this is it means that simple spells consume the same amount of strain as more difficult spells, which doesn't make much sense thematically. A solution there would be variable strain costs, but that's going to impact the strain economy which is already taxed.
Last night I started looking at reintroducing the power pool, meaning that casters will now have to track power levels and perform Channel Power actions or regenerate power over time. This adds a lot of mechanical complexity on the part of the player, though I've eliminated as much as possible. It does seem stronger thematically and gives a push-your-luck element to the magic system, which I'm in favor of. The biggest thing here is if you consistently roll poorly on your Channel Power actions, you're going to be unable to cast the higher difficulty spells, which just isn't fun. Want to cast a Fireball Barrage? Either roll well and you can cast it next turn, or if you roll poorly it might be three turns until you're ready to go. I think this worked better in a game like WFRP where battles took many turns to resolve in some cases, but it's not something I've seen in Genesys... generally battles are over in just a few turns, so spending half of your time building a power pool up isn't much fun.
What I'm leaning toward at this stage is a hybrid of the two; you can use power from your pool to cast, or you can substitute strain for power.
I also wanted to get some feedback on some Spell Miscast mechanics I'm working on:
The thought was that if at least three of your Negative dice (setback, difficulty, challenge) on a Spellcraft roll come up with blank results, or a single despair result, you suffer a miscast. For every additional blank or despair result generated, you add +10 to the miscast roll, which is set up mechanically like critical injury rolls.
The biggest thing I'm running into is the setback dice greatly increase the chance of miscast for each one added since they have a 1/3 chance of being blank. On one hand, it makes sense to me since black dice are generally added by circumstances outside of the norm, which would have more impact on your ability to cast without mishap. However, it could be over the top and result in making talents that remove setback dice basically a requirement, since if you're rolling 7-8 negative dice the chance of getting three blanks is pretty high.
One solution I have is to chance it so that a miscast only results on three blanks generated from your difficulty and challenge dice, but this has the issue of not representing the added risk of casting spells while distracted, etc.
The other thought is to just use the Despair and Threat symbols and have miscasts trigger on a number of uncanceled Threats or a Despair, but the set point is more difficult to establish since you have advantage results to consider, which also makes the results swing to the extremes more.
The main thing is that I'm trying to avoid going too far down the rabbit hole on increasing the mechanical complexity, since that isn't what the system is about, while maintaining the feel of the setting. I've already moved the entire system to a "spellbook" based system where you purchase specific spell effects like talents rather than using the Genesys charts, though I'll be including optional rules to use a greatly restricted version of the charts depending on your Order or Faith for those that want things more freeform.
Any thoughts?