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<blockquote data-quote="Philip" data-source="post: 2046385" data-attributes="member: 10993"><p>You have an interesting concept, but the system does have a number of consequences:</p><p></p><p>No more Mind Blank, Heroes Feast, Create Food and Water etc.... (and I am assuming that spells with a 'permanent' duration does not lower the caster's daily limit). A 15th lvl wizard casting Mind Blank on himself practically limits himself to 5th lvl spells while he has it up. If he wants to cast a Mage armor and False Life too, the best thing this wizard can do in a pinch is cast an 8d6 fireball (which costs 11 points in your system, if I understand correctly, and not the 13 points you mentioned in your example).</p><p></p><p>I think that you will find that during playtesting the PCs will gravitate towards the instantaneous effects, or spells with a 1/day level duration, since the opportunity costs of casting other duration spells are generally too high. At least, they will be for combat situations, on other situations though, the limit does not really matter.</p><p></p><p>If casters cast spells with a duration, they will concentrate such spells on themselves and will not buff their allies, because of this opportunity cost. Giving a party member an advantage at great cost to yourself will discourage teamplay and sharing of resources. They made spontaneous curing possible in 3rd edition precisily to combat this problem that was prevalent in earlier editions.</p><p></p><p>A similar effect will be seen for spells that can be cast on the enemy. Ray of Enfeeblement, Ray of Exhaustion, Fear, Heat Metal, these spells will probably be a thing of the past, since having enemies (or even dead bodies) around with these spells affecting them also bites into your scarce energy points pool. Better just to hammer them with instantaneous spells.</p><p></p><p>The penalty for 1 round/level, 1 minute/level and 10 minutes/level is the same. Since shorter duration spells are generally more powerful, these will increase in popularity, in comparison to those longer duration spells (all will lose ground to the instantaneous spells, though).</p><p></p><p>Since many longer duration spells are not dismissible, once a caster has a few of them running, he might actually begin casting dispel magic on himself (or his companions, if he has enchanted them), to regain energy points he needs.</p><p></p><p>It decreases the importance of spellcasting stats, since they won't net you any bonus spells nor will increase you pool maximum, recharge rate etc. It increases the importance of Constitution (and putting skill points in the Concentration skill) for all spellcaster. Nowadays, a Rogue/Arcane Trickster can get by with none of few ranks in Concentraition, in your system that would be almost impossible.</p><p></p><p>Spells that provide a set effect which is independent of caster level, will quickly become more popular. Casting magic missile for 10 energy points is a lot less attractive option than casting true strike for 2 energy points.</p><p></p><p>Time is on of the most scarcest resources during DnD combat, much more scarce than spells available. Your system makes time even more scarce, by making casters perform standard actions to regain lost spell power, and move actions to retain 'additional' energy. Thus, spellcasters will become significantly less powerful during combat.</p><p></p><p>Devices such as wands and staffs would become vastly more popular, because they do not suffer the drawback of casting spells yourself.</p><p></p><p>I think the system would create a huge gap between in-combat and out-of-combat spell use. Wizards would cast all kinds of spells the whole day long (Fabricate, Teleport, Charm Person, Remove Disease, Dispel Magic, Permanent Image) while in combat they can barely cast half the spells they could before. Current D&D is based on the reverse assumption: casters can cast a whole lot of spells during combat, but cannot cast spells the whole day long. Because most of the DnD spells are balanced on this assumption, reversing it will have a major impact on your game world. Don't be surprised if your PCs disintegrate every obstacle they come across. As long as they have the time, the wizard WILL cast disintegrate every other round to remove any obstacle that blocks the party's progress. Lower level casters WILL bypass any lock with a knock spell and Find Traps WILL be cast when scouting out the dungeon, effectively putting most Rogue types out of a job. Create Water will enable desert communities to spring to life, since even a 1st lvl caster can easily make thousands of gallons a day. Out of combat the opportunity cost for casting these spells will be close to zero, so be prepared to see a lot of them.</p></blockquote><p></p>
[QUOTE="Philip, post: 2046385, member: 10993"] You have an interesting concept, but the system does have a number of consequences: No more Mind Blank, Heroes Feast, Create Food and Water etc.... (and I am assuming that spells with a 'permanent' duration does not lower the caster's daily limit). A 15th lvl wizard casting Mind Blank on himself practically limits himself to 5th lvl spells while he has it up. If he wants to cast a Mage armor and False Life too, the best thing this wizard can do in a pinch is cast an 8d6 fireball (which costs 11 points in your system, if I understand correctly, and not the 13 points you mentioned in your example). I think that you will find that during playtesting the PCs will gravitate towards the instantaneous effects, or spells with a 1/day level duration, since the opportunity costs of casting other duration spells are generally too high. At least, they will be for combat situations, on other situations though, the limit does not really matter. If casters cast spells with a duration, they will concentrate such spells on themselves and will not buff their allies, because of this opportunity cost. Giving a party member an advantage at great cost to yourself will discourage teamplay and sharing of resources. They made spontaneous curing possible in 3rd edition precisily to combat this problem that was prevalent in earlier editions. A similar effect will be seen for spells that can be cast on the enemy. Ray of Enfeeblement, Ray of Exhaustion, Fear, Heat Metal, these spells will probably be a thing of the past, since having enemies (or even dead bodies) around with these spells affecting them also bites into your scarce energy points pool. Better just to hammer them with instantaneous spells. The penalty for 1 round/level, 1 minute/level and 10 minutes/level is the same. Since shorter duration spells are generally more powerful, these will increase in popularity, in comparison to those longer duration spells (all will lose ground to the instantaneous spells, though). Since many longer duration spells are not dismissible, once a caster has a few of them running, he might actually begin casting dispel magic on himself (or his companions, if he has enchanted them), to regain energy points he needs. It decreases the importance of spellcasting stats, since they won't net you any bonus spells nor will increase you pool maximum, recharge rate etc. It increases the importance of Constitution (and putting skill points in the Concentration skill) for all spellcaster. Nowadays, a Rogue/Arcane Trickster can get by with none of few ranks in Concentraition, in your system that would be almost impossible. Spells that provide a set effect which is independent of caster level, will quickly become more popular. Casting magic missile for 10 energy points is a lot less attractive option than casting true strike for 2 energy points. Time is on of the most scarcest resources during DnD combat, much more scarce than spells available. Your system makes time even more scarce, by making casters perform standard actions to regain lost spell power, and move actions to retain 'additional' energy. Thus, spellcasters will become significantly less powerful during combat. Devices such as wands and staffs would become vastly more popular, because they do not suffer the drawback of casting spells yourself. I think the system would create a huge gap between in-combat and out-of-combat spell use. Wizards would cast all kinds of spells the whole day long (Fabricate, Teleport, Charm Person, Remove Disease, Dispel Magic, Permanent Image) while in combat they can barely cast half the spells they could before. Current D&D is based on the reverse assumption: casters can cast a whole lot of spells during combat, but cannot cast spells the whole day long. Because most of the DnD spells are balanced on this assumption, reversing it will have a major impact on your game world. Don't be surprised if your PCs disintegrate every obstacle they come across. As long as they have the time, the wizard WILL cast disintegrate every other round to remove any obstacle that blocks the party's progress. Lower level casters WILL bypass any lock with a knock spell and Find Traps WILL be cast when scouting out the dungeon, effectively putting most Rogue types out of a job. Create Water will enable desert communities to spring to life, since even a 1st lvl caster can easily make thousands of gallons a day. Out of combat the opportunity cost for casting these spells will be close to zero, so be prepared to see a lot of them. [/QUOTE]
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