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Hot Take: remove spell slots, use Strain instead.
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<blockquote data-quote="Tales and Chronicles" data-source="post: 8525485" data-attributes="member: 6871653"><p>So my hot take of the day is this:</p><p></p><p>At my table, I'd remove spell slots, an instead have the player do a Strain check to avoid forgetting the spell after using it, like they do in the Black Hack 2e.</p><p></p><p>Here's the rule:</p><p></p><ul> <li data-xf-list-type="ul">Casters have know spells and prepared spells, like usual</li> <li data-xf-list-type="ul">When a player casts a spell, after the action is resolved, they make a ability check based on their casting ability. The check is made against a DC 10+Spell level.</li> <li data-xf-list-type="ul">On a failed check, the spell is forgotten and cant be used until regained by a long rest and re-prepared is necessary</li> <li data-xf-list-type="ul">If the spell has been cast since the last long rest, the check is made with disadvantage.</li> <li data-xf-list-type="ul">If upcasted, a lower level spell must make a strain check against the DC of the upcasted level, and if failed, the forgotten spell is one of the upcasted level. You must have a spell know or prepared of the level you want to upcast your spell.</li> </ul><p></p><p>ie: You, as a wizard, want to upcast <em>magic missile</em> as a 2nd level, after the casting, you must make a DC 12 intelligence check. On a failed roll, you forget a spell of 2nd level you are prepared. </p><p></p><p>Rituals and cantrips dont require Strain check, unless you use a variant where cantrips must pass a DC 10 Strain check.</p><p></p><p>How does it look?</p></blockquote><p></p>
[QUOTE="Tales and Chronicles, post: 8525485, member: 6871653"] So my hot take of the day is this: At my table, I'd remove spell slots, an instead have the player do a Strain check to avoid forgetting the spell after using it, like they do in the Black Hack 2e. Here's the rule: [LIST] [*]Casters have know spells and prepared spells, like usual [*]When a player casts a spell, after the action is resolved, they make a ability check based on their casting ability. The check is made against a DC 10+Spell level. [*]On a failed check, the spell is forgotten and cant be used until regained by a long rest and re-prepared is necessary [*]If the spell has been cast since the last long rest, the check is made with disadvantage. [*]If upcasted, a lower level spell must make a strain check against the DC of the upcasted level, and if failed, the forgotten spell is one of the upcasted level. You must have a spell know or prepared of the level you want to upcast your spell. [/LIST] ie: You, as a wizard, want to upcast [I]magic missile[/I] as a 2nd level, after the casting, you must make a DC 12 intelligence check. On a failed roll, you forget a spell of 2nd level you are prepared. Rituals and cantrips dont require Strain check, unless you use a variant where cantrips must pass a DC 10 Strain check. How does it look? [/QUOTE]
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Hot Take: remove spell slots, use Strain instead.
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