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General Tabletop Discussion
*Pathfinder & Starfinder
A New Magic System (per encounter and per day)
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<blockquote data-quote="Croesus" data-source="post: 3497923" data-attributes="member: 35019"><p>That might have been mine, or you might have seen the original thread that I stole my ideas from. Unfortunately that original thread was lost in the crash, so I can't provide a link.</p><p></p><p>In a nutshell, casters get a limited number of spell points. The points regenerate very quickly (1 per round) and spells cost 1 point per spell level. The difficulty for the caster lies in these limitations:</p><p></p><p>1. Very few spell points. A 1st-level caster has 4 points. A 20th-level caster has 28 points. You *never* have enough points for everything.</p><p>2. Spells with a duration hold the spell points used to cast them. In other words, if you have <em>bull's strength</em> active, you can't recover those two spell points. Makes a caster think twice before casting a bunch of defensive/buff spells.</p><p>3. Spells with duration: permanent hold their spell points until the caster rests for 8 hours. (No creating infinite walls of iron, etc.)</p><p>4. "Problematic" spells are treated as duration: permanent. The GM defines what spells are problematic - common ones would be spells like teleport and divinations - pretty much anything that, if cast all day, causes problems. If a group wants to limit healing, those could be defined as problematic. (My group likes infinite healing, so it's not a problem for us, but other groups really like the challenge from having characters get into fights with less than full hit points.)</p><p></p><p>Basically the caster has one resource (spell points) to manage, but the variance in recharge times recreates the OP's idea of spells per encounter + spells per day. It also keeps a good resource management challenge for casters.</p><p></p><p>I tried expanding the idea from just spells to most feats/class abilities, but the system starts to get a bit cumbersome at that point. For spellcasting tho, my own group finds this a lot easier and more fun than the RAW spells per day. </p><p></p><p>I still remember the first time a player said "Well, I guess we better hole up somewhere and rest..." and the rest of us looked at her and said, "Why?" She just assumed we needed to rest after the first few encounters, because that's how the game always played before. YMMV</p></blockquote><p></p>
[QUOTE="Croesus, post: 3497923, member: 35019"] That might have been mine, or you might have seen the original thread that I stole my ideas from. Unfortunately that original thread was lost in the crash, so I can't provide a link. In a nutshell, casters get a limited number of spell points. The points regenerate very quickly (1 per round) and spells cost 1 point per spell level. The difficulty for the caster lies in these limitations: 1. Very few spell points. A 1st-level caster has 4 points. A 20th-level caster has 28 points. You *never* have enough points for everything. 2. Spells with a duration hold the spell points used to cast them. In other words, if you have [i]bull's strength[/i] active, you can't recover those two spell points. Makes a caster think twice before casting a bunch of defensive/buff spells. 3. Spells with duration: permanent hold their spell points until the caster rests for 8 hours. (No creating infinite walls of iron, etc.) 4. "Problematic" spells are treated as duration: permanent. The GM defines what spells are problematic - common ones would be spells like teleport and divinations - pretty much anything that, if cast all day, causes problems. If a group wants to limit healing, those could be defined as problematic. (My group likes infinite healing, so it's not a problem for us, but other groups really like the challenge from having characters get into fights with less than full hit points.) Basically the caster has one resource (spell points) to manage, but the variance in recharge times recreates the OP's idea of spells per encounter + spells per day. It also keeps a good resource management challenge for casters. I tried expanding the idea from just spells to most feats/class abilities, but the system starts to get a bit cumbersome at that point. For spellcasting tho, my own group finds this a lot easier and more fun than the RAW spells per day. I still remember the first time a player said "Well, I guess we better hole up somewhere and rest..." and the rest of us looked at her and said, "Why?" She just assumed we needed to rest after the first few encounters, because that's how the game always played before. YMMV [/QUOTE]
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A New Magic System (per encounter and per day)
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