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A new spell system: a "token" based wizard
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<blockquote data-quote="Cheiromancer" data-source="post: 2454106" data-attributes="member: 141"><p>So he can't use 4 full actions to recharge those tokens? I realize that table 4 is for use in combat, but it seems strange to think that it is easier/faster to recover tokens in the midst of battle than when you have peace and quiet around. How about when you are trying to charm a captive? Do you have to take 5 minutes between attempts at "persuasion" or can you just take a few full actions? </p><p></p><p>Upon reflection, though, I think I see the point. Combat is strenuous, and you can't maintain that pace all day. A wizard probably should treat table 4 like running, and the 5 minute recharge rule like hustling. So you just can't use table 4 all day long. In fact, if a wizard spends hours on the recharge/cast cycle, that should start causing non-lethal damage, as per the rules regarding overland travel. Unlike the damage from overland travel, I'd suggest that this damage be magical in nature, and must be healed naturally. </p><p></p><p>Not that the 5 minute rule really provides an effective limit on the numbers of spells; at 3/5 minutes, a 12th level wizard can cast 270 6th level spells in an 8 hour work day (vs 2055 if he can recharge in 4 rounds). As you say, a heck of a lot of lodestones! It might be wise to take eschew materials, just to avoid arguments with the DM about how easy it is to restock one's spell component pouch, and what the capacity of the pouch is.</p><p></p><p>I was going to suggest putting a nominal value on these spell components (maybe 1 sp/ spell level) but the book-keeping is a headache. And it really doesn't help when the wizard is hired to build a 15 foot high stone wall across the kingdom. He just has the king supply the little granite blocks and the 180 gp they cost. (The wizard can make about 1 mile of wall per day, I think, using the 3/5 minute rule. If his labor is essentially volunteer, that's an incredible savings over building the wall without magic.)</p><p></p><p>The limits on recharges/day threatens to take away one of the selling points of this system; that a wizard should always stop and recharge between encounters, no matter how many encounters there are in a day; that a wizard can always be at full strength. (kinda like a warlock) Making it 3+int bonus or something would kinda ruin it. Making each recharge do 1 less than the previous is equally problematic. </p><p></p><p>Still, if only to deal with permanent spells, you might need to develop a 4th state that tokens can be in; spent until after the next rest period. </p><p></p><p></p><p></p><p>You're welcome, Steve. <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=":)" /></p></blockquote><p></p>
[QUOTE="Cheiromancer, post: 2454106, member: 141"] So he can't use 4 full actions to recharge those tokens? I realize that table 4 is for use in combat, but it seems strange to think that it is easier/faster to recover tokens in the midst of battle than when you have peace and quiet around. How about when you are trying to charm a captive? Do you have to take 5 minutes between attempts at "persuasion" or can you just take a few full actions? Upon reflection, though, I think I see the point. Combat is strenuous, and you can't maintain that pace all day. A wizard probably should treat table 4 like running, and the 5 minute recharge rule like hustling. So you just can't use table 4 all day long. In fact, if a wizard spends hours on the recharge/cast cycle, that should start causing non-lethal damage, as per the rules regarding overland travel. Unlike the damage from overland travel, I'd suggest that this damage be magical in nature, and must be healed naturally. Not that the 5 minute rule really provides an effective limit on the numbers of spells; at 3/5 minutes, a 12th level wizard can cast 270 6th level spells in an 8 hour work day (vs 2055 if he can recharge in 4 rounds). As you say, a heck of a lot of lodestones! It might be wise to take eschew materials, just to avoid arguments with the DM about how easy it is to restock one's spell component pouch, and what the capacity of the pouch is. I was going to suggest putting a nominal value on these spell components (maybe 1 sp/ spell level) but the book-keeping is a headache. And it really doesn't help when the wizard is hired to build a 15 foot high stone wall across the kingdom. He just has the king supply the little granite blocks and the 180 gp they cost. (The wizard can make about 1 mile of wall per day, I think, using the 3/5 minute rule. If his labor is essentially volunteer, that's an incredible savings over building the wall without magic.) The limits on recharges/day threatens to take away one of the selling points of this system; that a wizard should always stop and recharge between encounters, no matter how many encounters there are in a day; that a wizard can always be at full strength. (kinda like a warlock) Making it 3+int bonus or something would kinda ruin it. Making each recharge do 1 less than the previous is equally problematic. Still, if only to deal with permanent spells, you might need to develop a 4th state that tokens can be in; spent until after the next rest period. You're welcome, Steve. :) [/QUOTE]
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