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Trailblazer Campaign Considerations
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<blockquote data-quote="Wulf Ratbane" data-source="post: 5267571" data-attributes="member: 94"><p>The separation of spells into Rote, Restricted, and Ritual changes the rate at which spellcasters can regain these spells, by tying them to the Rest Mechanic and the number of action points that the caster has to spend to refresh that slot. Rote spells come back after you rest (cost = 0 AP), Restricted spells <em>may </em>come back after a rest (cost = 1 AP to refresh all slots) and Ritual spells cost you 1 AP <em>per slot</em>.</p><p></p><p>But regardless of the new rest mechanic or APs, all spell slots still refresh once a day, just like the rules-as-written, just like they always have. </p><p></p><p>Now obviously if you're not using the 10-minute Rest Mechanic-- if your game is not humming along at well-rested speeds-- the spellcasters aren't going to feel this pinch. They <em>will </em>notice if the fighting types are pushing for quick rests (for hit points, mostly, but also for daily power uses like rage, smite, etc.). The fighting types don't have to spend a lot of APs to keep rolling at full capacity.</p><p></p><p></p><p></p><p>Mostly, no. </p><p></p><p>Fly is sort of an odd case: because it is placed where it is in the level acquisition, it means that 5th level characters have a particularly asymmetric, extraordinarily boolean choice available: CAN WE FLY? </p><p></p><p>If you move fly, you impact the way that characters interact with the world and particularly with certain monsters (mostly of the CR5 range...)</p><p></p><p>You could raise the level of mirror image, but then you'd also have to raise the level of blink, and so on and so forth. </p><p></p><p>Ultimately I don't think it's worth the trouble-- see below:</p><p></p><p></p><p></p><p>That's the tack I'd take <em>after </em>I'd tried simpler solutions, like just moving the spells up one category in the Rote/Restricted/Ritual list. </p><p></p><p>If you really want to restrict a spell, don't let the slot refresh at all without spending an AP; not even after one day. This would be Ritual+.</p><p></p><p>If you really, really want to restrict a spell, make it cost an AP permanently. This would be Ritual++.</p><p></p><p>Worth noting that Raise Dead already requires the recipient to spend an AP (this is in the list of uses for APs, in the AP chapter). You could certainly make that a permanent AP expense if you wanted a more "Fate Point" feel to it.</p><p></p><p>You could do something similar with Teleport or any spell you wanted to restrict: force each recipient to spend an AP, otherwise the spell either fails or has some very unpleasant side effects.</p><p></p><p>The depths of my deviousness and depravity are a pale reflection of yours; I am sure you could riff off this all day.</p></blockquote><p></p>
[QUOTE="Wulf Ratbane, post: 5267571, member: 94"] The separation of spells into Rote, Restricted, and Ritual changes the rate at which spellcasters can regain these spells, by tying them to the Rest Mechanic and the number of action points that the caster has to spend to refresh that slot. Rote spells come back after you rest (cost = 0 AP), Restricted spells [I]may [/I]come back after a rest (cost = 1 AP to refresh all slots) and Ritual spells cost you 1 AP [I]per slot[/I]. But regardless of the new rest mechanic or APs, all spell slots still refresh once a day, just like the rules-as-written, just like they always have. Now obviously if you're not using the 10-minute Rest Mechanic-- if your game is not humming along at well-rested speeds-- the spellcasters aren't going to feel this pinch. They [I]will [/I]notice if the fighting types are pushing for quick rests (for hit points, mostly, but also for daily power uses like rage, smite, etc.). The fighting types don't have to spend a lot of APs to keep rolling at full capacity. Mostly, no. Fly is sort of an odd case: because it is placed where it is in the level acquisition, it means that 5th level characters have a particularly asymmetric, extraordinarily boolean choice available: CAN WE FLY? If you move fly, you impact the way that characters interact with the world and particularly with certain monsters (mostly of the CR5 range...) You could raise the level of mirror image, but then you'd also have to raise the level of blink, and so on and so forth. Ultimately I don't think it's worth the trouble-- see below: That's the tack I'd take [I]after [/I]I'd tried simpler solutions, like just moving the spells up one category in the Rote/Restricted/Ritual list. If you really want to restrict a spell, don't let the slot refresh at all without spending an AP; not even after one day. This would be Ritual+. If you really, really want to restrict a spell, make it cost an AP permanently. This would be Ritual++. Worth noting that Raise Dead already requires the recipient to spend an AP (this is in the list of uses for APs, in the AP chapter). You could certainly make that a permanent AP expense if you wanted a more "Fate Point" feel to it. You could do something similar with Teleport or any spell you wanted to restrict: force each recipient to spend an AP, otherwise the spell either fails or has some very unpleasant side effects. The depths of my deviousness and depravity are a pale reflection of yours; I am sure you could riff off this all day. [/QUOTE]
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