I'm trying to figure out how they're going to deal with number of spell slots. Personally, I'd rather them go for something a little more abstract than "you get 2 spells of each level" or the like. Maybe something like "you can prepare a number of spells whose slots are no higher than twice your class level"?
So, if you're a Wizard at level 1, you can have two different level 1 spells. At level 2, you can have four level 1 spells. At level 3 (when you get your first level 2 spell), you can have up to six spell levels worth of spells. So, three level 2 spells, or two level 2s and two level 1s, or one level 2 and four level 1s.
At Wizard level 20, you can have up to forty spell levels worth of spells. So, up to four level 9 spells (36 spell levels) and a level 4 spell, or five level 8 spells (40 spell levels), or five level 6 spells (30 spell levels) and five level 2 spells (10 spell levels), etc.
That way, you can spend your resources on nothing but big spells, but you run out faster. Sure, you can spike higher, but at the cost of stamina. Or, you can opt for lower effects with more stamina in spellcasting, if you plan on spending some time in the dungeon instead of traveling on the road. Is it complicated? Sure, I guess, but in my mind it's less complicated than "prepare 40 spells" each day. Just a thought, at least.
correct, if my wizard spends a round casting a spell that effects the battle, then 2 rounds fireing off arrows that miss, then 2 rounds makeing rp moments and 1 round in tha bath room yelling pass, then I think I only did somethin 1 round.
A couple of things, here. First, none of my players are going to "spend two rounds making RP moments" and "one round in the bathroom yelling 'pass'" during play, so I'm not really worried about them willingly wasting their turns. At least, not if combat is on the line. If their character objects to helping fight, is trying to Negotiate, or the like, it's a different story, but it's not what you're implying here at all.
Secondly, you mentioned "two rounds firing off arrows that miss" and considering that a waste of action. The problem is, other people are okay wtih the following:
DEFCON 1 said:
... you're doing 1d4+1 damage a round and it's fluffed as a "magic missile" instead of a "crossbow bolt"
In a system where you've basically changed the flavor from "crossbow bolt" to "spell" and you deal the same damage with the same attack bonus, then those spells would miss, too. So, having an "at will magic bolt" isn't any more useful than a "crossbow bolt" in the scenario you've described.
So, basically, if you don't positively affect things every round, you've wasted your turn. I can see that definition, but then
every edition is filled with wasted actions. I mean, you included missed attack rolls for your Wizard. The same should apply to every miss from every character. Does that "problem" need to be "fixed" in your mind?
I doubt that you think people should automatically hit and deal damage, but maybe you do. I'm not trying to claim I know what you're thinking is on this. But, just because you tried and failed to contribute
this round, it doesn't mean you're wasting your time. I mean, it does in that you didn't succeed, but when the Fighter misses, he wastes his time, too. Can he hit more often? Sure, he can. And probably harder. But he can't spike as high. At least, I think that's the current theory. As always, play what you like
