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[3.5] Question on Caster Recharge Time - Unearthed Arcana Variant
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<blockquote data-quote="Voadam" data-source="post: 4913191" data-attributes="member: 2209"><p>I've tried it. I didn't like the rolling for recharge time as it adds another step into every combat round and I prefer to keep things more focused on quick mechanical resolution.</p><p></p><p>We switched to fixed time recharges specifically to eliminate that step and I feel it was an improvement. I know others find enjoyment in rolling dice and the unknown thrill of random determinations.</p><p></p><p>We also found it helped to have a list of spell levels and put dice next to them when you cast a spell with the number set to recharge time remaining. Each round you change the number on the dice down one until you remove the die when recharge is done.</p><p></p><p>This made for an easy to track and manage at the table visual counter and you can see what spells are available to choose from and how long until you can get those spells you want to cast again.</p><p></p><p>I prefer the choices of which spells to cast for a given level each round rather than the vancian resource management choice of whether to cast a per day spell or not.</p><p></p><p>Consequences:</p><p>1) can run out of spells in a combat with long recharge times leaving casters going back to crossbows. Can be remedied by the pathfinder option of at will no recharge cantrips.</p><p></p><p>2) healing can be fully done with cure minor, though only out of combat. Healing full can happen with enough of a breather. Either embrace it or figure out an adjustment (I like it).</p><p></p><p>3) Less spectacular novaing as top spell levels can only be cast once before long recharge. Vancian can't go forever but can nova for more rounds at the start of a fight.</p><p></p><p>4) Mini novaing every fight. Every fight they generally bring their one top spell in the beginning instead of only at the last boss fight.</p></blockquote><p></p>
[QUOTE="Voadam, post: 4913191, member: 2209"] I've tried it. I didn't like the rolling for recharge time as it adds another step into every combat round and I prefer to keep things more focused on quick mechanical resolution. We switched to fixed time recharges specifically to eliminate that step and I feel it was an improvement. I know others find enjoyment in rolling dice and the unknown thrill of random determinations. We also found it helped to have a list of spell levels and put dice next to them when you cast a spell with the number set to recharge time remaining. Each round you change the number on the dice down one until you remove the die when recharge is done. This made for an easy to track and manage at the table visual counter and you can see what spells are available to choose from and how long until you can get those spells you want to cast again. I prefer the choices of which spells to cast for a given level each round rather than the vancian resource management choice of whether to cast a per day spell or not. Consequences: 1) can run out of spells in a combat with long recharge times leaving casters going back to crossbows. Can be remedied by the pathfinder option of at will no recharge cantrips. 2) healing can be fully done with cure minor, though only out of combat. Healing full can happen with enough of a breather. Either embrace it or figure out an adjustment (I like it). 3) Less spectacular novaing as top spell levels can only be cast once before long recharge. Vancian can't go forever but can nova for more rounds at the start of a fight. 4) Mini novaing every fight. Every fight they generally bring their one top spell in the beginning instead of only at the last boss fight. [/QUOTE]
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[3.5] Question on Caster Recharge Time - Unearthed Arcana Variant
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