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Attempting to change spellcasting
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<blockquote data-quote="Arkhandus" data-source="post: 4670012" data-attributes="member: 13966"><p>1. Note that with this set-up, 0-level spells will have infinite uses per day (aside from any complex 0-level spells). Cure Minor Wounds, Virtue, Guidance, and maybe Resistance would probably have to be complex in order to avoid abuse (+1 to nearly all rolls with infinite Guidance, +1 to saves all the time with Resistance, infinite healing, etc.).</p><p></p><p>2. Divine spellcasters will be far less impacted by this change than arcane casters. Although it will mean they might do less melee combat, it definitely means that clerics, druids, etc. will be using their superior Hit Dice to cast almost twice as many spells per day than anyone else. Paladins etc. will be able to cast even more spells per day, though only of low levels, and it's a more significant tradeoff for them, so it's not so bad in their case. But primary divine casters will be getting a significant boost, with only a minor drawback (the mid-level cleric in one of my games was hardly ever even hit while fully buffed and armored, so what did he need his massive HP for except in those rare cases where a dragon or giant actually managed to hit him?).</p><p></p><p>3. Note that this change reduces the usefulness of the mental ability scores for spellcasters. Now all they do is help boost their save DCs, for what spells actually use saving throws, which many do not (like many buffing/healing/utility spells). And of course they determine the maximum level of spell they can learn and cast, but it still feels like something of a waste to have high Int/Wis/Cha if they have no impact on most of your spellcasting and little impact on anything else.</p><p></p><p>4. Most or all healing spells will have to be complex in this set-up to avoid massive abuse. Since they'd counter the only drawback to the infinite casting of simple spells and would mitigate the drawbacks of complex spells.</p><p></p><p>5. This set-up would make lower-level offensive spells and some lower-level utility/defensive spells fairly worthless after a certain point. As soon as the wizard learns Scorching Ray or Flaming Sphere, for example, there's not much point in using Burning Hands anymore. Sure, if he gets really low on HP he might want to use BH instead of Scorching Ray or Fireball or something, but he'd most likely rather make certain that whatever's threatening him at the moment dies from the attack spell. If the cleric needs to revive him with a Cure spell afterward, or if someone needs to feed him a Potion of Cure Light Wounds afterward, so be it. And once the cleric learns Cure Moderate Wounds or Cure Serious Wounds, there's not much point in using Cure Light Wounds anymore.</p><p></p><p>6. Higher-level spellcasters will spam Time Stop, Implosion, Flesh to Stone, Holy Word, Flame Strike, or what-have-you. Sure, they may have to waste action points on them, but the immediate goal of survival and victory is served in the process. They can always get more action points next session or whatever. Of course this depends on the specific action point system in use.</p><p></p><p>7. This doesn't completely solve the 5-minute workday, either. Though it helps. But it also carries serious problems with suspension of disbelief and how the game setting is portrayed, given the infinite casting of many spells.</p><p></p><p>8. This doesn't really weaken spellcasters much (though it hurts arcanists a bit), so it doesn't serve one of its primary purposes. Infinite spells is not a good idea in that regard. An alternative with just a simple non-slot-related limit on how much spellcasting is possible would better serve that purpose, although the damage dealt to the caster at least covers part of the problem of infinite spellcasting.</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 4670012, member: 13966"] 1. Note that with this set-up, 0-level spells will have infinite uses per day (aside from any complex 0-level spells). Cure Minor Wounds, Virtue, Guidance, and maybe Resistance would probably have to be complex in order to avoid abuse (+1 to nearly all rolls with infinite Guidance, +1 to saves all the time with Resistance, infinite healing, etc.). 2. Divine spellcasters will be far less impacted by this change than arcane casters. Although it will mean they might do less melee combat, it definitely means that clerics, druids, etc. will be using their superior Hit Dice to cast almost twice as many spells per day than anyone else. Paladins etc. will be able to cast even more spells per day, though only of low levels, and it's a more significant tradeoff for them, so it's not so bad in their case. But primary divine casters will be getting a significant boost, with only a minor drawback (the mid-level cleric in one of my games was hardly ever even hit while fully buffed and armored, so what did he need his massive HP for except in those rare cases where a dragon or giant actually managed to hit him?). 3. Note that this change reduces the usefulness of the mental ability scores for spellcasters. Now all they do is help boost their save DCs, for what spells actually use saving throws, which many do not (like many buffing/healing/utility spells). And of course they determine the maximum level of spell they can learn and cast, but it still feels like something of a waste to have high Int/Wis/Cha if they have no impact on most of your spellcasting and little impact on anything else. 4. Most or all healing spells will have to be complex in this set-up to avoid massive abuse. Since they'd counter the only drawback to the infinite casting of simple spells and would mitigate the drawbacks of complex spells. 5. This set-up would make lower-level offensive spells and some lower-level utility/defensive spells fairly worthless after a certain point. As soon as the wizard learns Scorching Ray or Flaming Sphere, for example, there's not much point in using Burning Hands anymore. Sure, if he gets really low on HP he might want to use BH instead of Scorching Ray or Fireball or something, but he'd most likely rather make certain that whatever's threatening him at the moment dies from the attack spell. If the cleric needs to revive him with a Cure spell afterward, or if someone needs to feed him a Potion of Cure Light Wounds afterward, so be it. And once the cleric learns Cure Moderate Wounds or Cure Serious Wounds, there's not much point in using Cure Light Wounds anymore. 6. Higher-level spellcasters will spam Time Stop, Implosion, Flesh to Stone, Holy Word, Flame Strike, or what-have-you. Sure, they may have to waste action points on them, but the immediate goal of survival and victory is served in the process. They can always get more action points next session or whatever. Of course this depends on the specific action point system in use. 7. This doesn't completely solve the 5-minute workday, either. Though it helps. But it also carries serious problems with suspension of disbelief and how the game setting is portrayed, given the infinite casting of many spells. 8. This doesn't really weaken spellcasters much (though it hurts arcanists a bit), so it doesn't serve one of its primary purposes. Infinite spells is not a good idea in that regard. An alternative with just a simple non-slot-related limit on how much spellcasting is possible would better serve that purpose, although the damage dealt to the caster at least covers part of the problem of infinite spellcasting. [/QUOTE]
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