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Spell Point Variant in Play
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<blockquote data-quote="FormerlyHemlock" data-source="post: 6519994" data-attributes="member: 6787650"><p>Another, non-Fireball example: a paranoid 7th level wizard might have Dimension Door/Feather Fall in reserve at all times ("in case of emergency, teleport 500 feet straight up!"). Without spell points, that means he never gets to cast Polymorph <em>at all</em>, but with spell points, he just has to ensure that he never drops below 8 spell points.</p><p></p><p>Spell points are also great for necromancers because 6 zombies for 7 spell points (5th level slot) is more efficient than 2 zombies for 5 spell points (3rd level slot).</p><p></p><p>Yep, adding more options is definitely a boost to spellcasters--the only downside to spell points comes at 19th/20th level when you don't get your 6th and 7th level slots, but for the majority of play, spell points are a pure buff to spellcasters. Only use them if you're okay with that. </p><p></p><p>Personally I'm fine with it because I also allow feats (Sharpshooter, Great Weapon Mastery) and shenanigans like letting Shadow Monks do Shadow Jump while grappling someone (falling damage! and then the Shadow Monk lands on top of the grappled target for even more falling damage split evenly between monk and victim), or using Martial Arts and Extra Attacks while polymorphed into Giant Ape form. (Actually, the Giant Ape combo hasn't ever happened yet, but my player asked about it at the end of last session and I thought about it and said, "Sure, makes sense.") I also mostly ignore "balanced" encounters in favor of realism (with monster group sizes culled from the AD&D2 Monstrous Manual) which tends to result in encounters waaaaay above the Deadly threshold, so I don't have any concerns about PCs becoming "overpowered". They're exactly as powerful as they are, and that's all there is to it. Anyway, all of this adds up to me allowing spellpoints mostly because I find them more aesthetic and "realistic", but anyone with concerns about making wizards "overpowered" should think hard about the effects before choosing to allow this option.</p><p></p><p>P.S. Yes, I would use spell points for spellcasting monsters too. (So far it hasn't come up though, since the only spellcasting monsters have used spell-like abilities X/day instead of actual wizard/cleric ability.)</p></blockquote><p></p>
[QUOTE="FormerlyHemlock, post: 6519994, member: 6787650"] Another, non-Fireball example: a paranoid 7th level wizard might have Dimension Door/Feather Fall in reserve at all times ("in case of emergency, teleport 500 feet straight up!"). Without spell points, that means he never gets to cast Polymorph [I]at all[/I], but with spell points, he just has to ensure that he never drops below 8 spell points. Spell points are also great for necromancers because 6 zombies for 7 spell points (5th level slot) is more efficient than 2 zombies for 5 spell points (3rd level slot). Yep, adding more options is definitely a boost to spellcasters--the only downside to spell points comes at 19th/20th level when you don't get your 6th and 7th level slots, but for the majority of play, spell points are a pure buff to spellcasters. Only use them if you're okay with that. Personally I'm fine with it because I also allow feats (Sharpshooter, Great Weapon Mastery) and shenanigans like letting Shadow Monks do Shadow Jump while grappling someone (falling damage! and then the Shadow Monk lands on top of the grappled target for even more falling damage split evenly between monk and victim), or using Martial Arts and Extra Attacks while polymorphed into Giant Ape form. (Actually, the Giant Ape combo hasn't ever happened yet, but my player asked about it at the end of last session and I thought about it and said, "Sure, makes sense.") I also mostly ignore "balanced" encounters in favor of realism (with monster group sizes culled from the AD&D2 Monstrous Manual) which tends to result in encounters waaaaay above the Deadly threshold, so I don't have any concerns about PCs becoming "overpowered". They're exactly as powerful as they are, and that's all there is to it. Anyway, all of this adds up to me allowing spellpoints mostly because I find them more aesthetic and "realistic", but anyone with concerns about making wizards "overpowered" should think hard about the effects before choosing to allow this option. P.S. Yes, I would use spell points for spellcasting monsters too. (So far it hasn't come up though, since the only spellcasting monsters have used spell-like abilities X/day instead of actual wizard/cleric ability.) [/QUOTE]
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