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Attempting to change spellcasting
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<blockquote data-quote="Andre" data-source="post: 4669741" data-attributes="member: 25930"><p>Just a few stray thoughts:</p><p></p><p>1. I really don't like the idea of the spells causing hit point damage to the caster, but if you want to do that, at least make it non-lethal damage. Otherwise, you're just soaking up the cleric's cure spells - and gets kind of silly when the cleric is casting cures for damage incurred from casting cures. Rule that the non-lethal damage cannot be recovered until combat is over, at which time it takes just a moment or two.</p><p></p><p>2. For spells with duration, rule that the damage cannot be healed/recovered until the spell lapses. This puts a real limit on the number of buffs a caster will be willing to cast at any one time.</p><p></p><p>3. I like the idea of some resource to limit high-level spells. Not sure if action points are sufficient (how many do you give out in a session?) And you'll be creating a lot of work to divide all the spells into at-will and action-point. Another option is to require an action point when the caster uses his highest level spells. Include a couple exceptions - for example, no action point required for a 1st-level spell, ever, so 1st and 2nd level casters aren't limited to cantrips. </p><p></p><p>As casters gain levels, you can extend "highest level" to multiple levels. For example, a 12th level caster has to expend an action point to cast 5th or 6th level spells. Also, you can always declare certain spells always require an action point, regardless of level, e.g., teleport.</p><p></p><p>4. I like metamagic. If you're willing to allow it, allow it "on the fly" and require an action point for each level adjustment. Then it's an option, but an expensive one.</p></blockquote><p></p>
[QUOTE="Andre, post: 4669741, member: 25930"] Just a few stray thoughts: 1. I really don't like the idea of the spells causing hit point damage to the caster, but if you want to do that, at least make it non-lethal damage. Otherwise, you're just soaking up the cleric's cure spells - and gets kind of silly when the cleric is casting cures for damage incurred from casting cures. Rule that the non-lethal damage cannot be recovered until combat is over, at which time it takes just a moment or two. 2. For spells with duration, rule that the damage cannot be healed/recovered until the spell lapses. This puts a real limit on the number of buffs a caster will be willing to cast at any one time. 3. I like the idea of some resource to limit high-level spells. Not sure if action points are sufficient (how many do you give out in a session?) And you'll be creating a lot of work to divide all the spells into at-will and action-point. Another option is to require an action point when the caster uses his highest level spells. Include a couple exceptions - for example, no action point required for a 1st-level spell, ever, so 1st and 2nd level casters aren't limited to cantrips. As casters gain levels, you can extend "highest level" to multiple levels. For example, a 12th level caster has to expend an action point to cast 5th or 6th level spells. Also, you can always declare certain spells always require an action point, regardless of level, e.g., teleport. 4. I like metamagic. If you're willing to allow it, allow it "on the fly" and require an action point for each level adjustment. Then it's an option, but an expensive one. [/QUOTE]
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