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5E Spells Per Day
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<blockquote data-quote="Sadras" data-source="post: 6307701" data-attributes="member: 6688277"><p>Definitely, but there are some great ideas on these boards - @<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=67338" target="_blank">GMforPowergamers</a></u></strong></em>' proposal is an interesting alternative. I for one (even as DM) miss the quadratic approach to spells but I can live without it and we have found a way around that - through setting and some other ideas. </p><p></p><p>For instance the Fireball spell is relatively weak, in my opinion, but because our group has opted for an E6-like approach to 5e it works. I mean if you have limited hit points the higher spell slot fireball (even Sleep spell) becomes pretty potent. Hit Point limitation "fixes" so many things.</p><p></p><p>As for too many/too few spells. </p><p><strong>Cantrips</strong> - we have limited them to level + con modifier between short rests. Casting more than the allotted number has a chance to start eating into your memorised spells...with physical repercussions if you go overcast.</p><p></p><p><strong>Rituals (1) </strong>- We have changed HD to Surges (prefer the name), dropped the number you receive and have Rituals cost Surges. Surges represent Willpower & Reserves. So you use them to cast Rituals, gain Hit Points between Rests and expend one to gain Advantage on a check, hit roll or save (reflects desperation).</p><p>Casting more Rituals when all your Surges have been expended would incur Hit Point loss.</p><p></p><p>So essentially a Wizard is unlimited until his physical energies run out. It makes more sense to us. </p><p></p><p>Also if you introduce things like Casting Time & Spell Disruption, Spell Failure, Material Components, Spell Preparation Time - that may start limiting the number of spells the Wizard potentially has. I prefer they started out with as many as they do, because if you want to tack on one of those spell-casting modules you don't have to balance it out with giving the Wizard even more spells.</p><p></p><p>Regarding the OP - that a Wizard has too few spells</p><p><strong>Rituals (2)</strong> - I'm pretty sure the final product will have an increased number of ritual version of spells, thereby increasing the number of spells a Wizard potentially will have. There are several higher level spells which I have spotted which could easily have a Ritual version for them.</p><p>And even if they don't, I would probably make one <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> That's where some of the 4e books come in handy.</p></blockquote><p></p>
[QUOTE="Sadras, post: 6307701, member: 6688277"] Definitely, but there are some great ideas on these boards - @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=67338"]GMforPowergamers[/URL][/U][/B][/I]' proposal is an interesting alternative. I for one (even as DM) miss the quadratic approach to spells but I can live without it and we have found a way around that - through setting and some other ideas. For instance the Fireball spell is relatively weak, in my opinion, but because our group has opted for an E6-like approach to 5e it works. I mean if you have limited hit points the higher spell slot fireball (even Sleep spell) becomes pretty potent. Hit Point limitation "fixes" so many things. As for too many/too few spells. [B]Cantrips[/B] - we have limited them to level + con modifier between short rests. Casting more than the allotted number has a chance to start eating into your memorised spells...with physical repercussions if you go overcast. [B]Rituals (1) [/B]- We have changed HD to Surges (prefer the name), dropped the number you receive and have Rituals cost Surges. Surges represent Willpower & Reserves. So you use them to cast Rituals, gain Hit Points between Rests and expend one to gain Advantage on a check, hit roll or save (reflects desperation). Casting more Rituals when all your Surges have been expended would incur Hit Point loss. So essentially a Wizard is unlimited until his physical energies run out. It makes more sense to us. Also if you introduce things like Casting Time & Spell Disruption, Spell Failure, Material Components, Spell Preparation Time - that may start limiting the number of spells the Wizard potentially has. I prefer they started out with as many as they do, because if you want to tack on one of those spell-casting modules you don't have to balance it out with giving the Wizard even more spells. Regarding the OP - that a Wizard has too few spells [B]Rituals (2)[/B] - I'm pretty sure the final product will have an increased number of ritual version of spells, thereby increasing the number of spells a Wizard potentially will have. There are several higher level spells which I have spotted which could easily have a Ritual version for them. And even if they don't, I would probably make one :) That's where some of the 4e books come in handy. [/QUOTE]
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