• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

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And some of those game inspired novels are modern classics.

Feist's 'Riftwar Saga' certainly is known to be and is one of the early examples.
As is Moon's 'The Deed of Paksenarrion'.
The whole 'Expanse' Saga by Abraham and Franck.
I can't prove it but Wood's 'Tales of the Ketty Jay' reads just like an Indy RPG.
Probably also Martin's 'Saga of Ice and Fire' (RPG meets 'War of the Roses')
Malazan Book of the Fallen started out as a GURPS campaign.
The Gentleman Bastard series started out as a homebrew WEG D6 game.
The aforementioned 'Craft Cycle'.

Probably more if I think about it or do some research.
 

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Eh, assuming you are talking about spell points, I disagree about spell points exacerbating this. :)

The advantages of 3rd level ranged fireball over 3rd level extends from the wizard lightning bolt are generally the same in vancian slots or spell points.

Most point buy replacements for D&D just put out a variation of a cost per level (using various formulae) and give a big pool of points. Which spells are chosen at each level are usually orthogonal to whether it is a slot or spell point system. Occassionally the system will provide a different incentive (taking multiples of the same spell in pre 4e D&D vancian casting for example).

The kicker usually is in D&D-style spell-point systems is that at some point you just throw all your points at your top end spells and ignore the lower ones (unless they stage up in a way that makes them as or more attractive than the upper ones, which is uncommon outside historical oddities like some versions of Magic Missile).
 


The kicker usually is in D&D-style spell-point systems is that at some point you just throw all your points at your top end spells and ignore the lower ones (unless they stage up in a way that makes them as or more attractive than the upper ones, which is uncommon outside historical oddities like some versions of Magic Missile).
That is pretty much the same issue as novaing and the adventure day in general.

If you have one fight a day the incentive is to super nova everything.

If you have multiple encounters then a boss fight the incentive is to use minor resources along the way and then nova everything you have left against the boss.

If you are in a dungeon crawl where you can pull back the incentive is to continue until your resources are gone then pull back. Generally this incentivizes more novaing.

If you are in a dynamic area with no expectations about the flow of encounters or the safety of camping it pays to hold big expendable guns back unless you are in a fight for your life.
 







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Into the Woods

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