jmartkdr2
Hero
In general I like these, but I think the best option might be to have different classes use different methods:It's more formative dough not even in the oven yet.But do I think it could work? Yes, if you work on it.
A good example comes from Beyond the Wall RPG; when you fail a spellcasting check with a cantrip you can no longer cast that cantrip for the rest of the day. The cantrips are at-will...until they're not.
You've got options, but each carries a bundle of design challenges:
- Rework spells to avoid alphas/peaks - massive undertaking, and may sacrifice fun
- Longer casting times - doesn't play nice with keeping the player involved though
- Risky side effect casting - works against current 5e play style that I see predominating
- Charging up - requiring triggers be met in order to use powerful spells, anti-alpha striking
- Spell burn - taking damage or other harmful effects to cast, potential loopholes
- Rework spells to avoid alphas/peaks - I'd probably do this for clerics and paladins - most of their abilities would be just as iconic even if they weren't as powerful. Healing might need to use a resource like Hit Dice, but I think bringing back 4e-style HD is a good idea anyways.
- Longer casting times - feels like a wizard thing, they still get their big toolbox but it takes time to dig through it. They'd still get a couple of always-ready options (which can and should be a lot more than current cantrips)
- Risky side effect casting - this feels more like a way to handle sorcerers - they can use magic but they can't always control it (though the side effects need not be quite as random as wild magic)
- Charging up - I would give this to druids, let them build up as they draw more energy form the environment
- Spell burn - this is bringing back resource management in a way, but fungible with some other resource like hit points. Ironically, this feels like a warlock concept.
- For bards I'd just make them roll a performance check to see if anything happens in the first place, although at higher levels low-level effects might become a gimme.
- Not sure what to do with monks, though. Maybe use stances so that the current ki powers are at-will while 'equipped' but you can only access one at a time?
- Artificers would basically lose spells and gain a few more infusions. Perhaps they need to roll to keep the items from breaking after a failed use?