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Carefully Introducing encounter based spell management into D&D 3.x

So, all the discussion on the D&D 4 subform about encounter based resource management got me into thinking how you could introduce something in D&D 3.x without totally revamping the game system.

First off: I shy away from defining what constitutes an encounter. I probably couldn't come up with a good definition that will suite all rules lawyers (especially my inner one), so I instead define encounter-based as equivalent to adding a recharge time to the availability of a power or spell.

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So, first off, a metamagic feat approach:
Restoring Spell [Metamagic]
Prerequisite: None
Benefit:
A restorable spell does not fleet from your mind entirely after you cast it. If you free your mind for one minute (you may only engage in light activity, not casting spells or using spell-trigger or spell-completion items), the spell slot used to prepare or cast the spell is restored. If the spell has a duration other than instantaneous, the spells duration must have ended (due to time, dispelling or dismissal of the spell) before the spell is restored.
A Restorable Spell uses a spell slot two levels higher than a normal spell.

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Second, a feat chain approach:
Magic Restoration:
Prerequisite: Caster Level 6+, Ability to cast 3rd level spells.
Benefit:
You may choose to restore spells of 1st level or lower.
A restorable spell does not fleet from your mind entirely after you cast it. If you free your mind for one minute (you may only engage in light activity, not casting spells or using spell-trigger or spell-completion items), you regain one 1st level or lower spell you have cast since you last time prepared your spells (or refreshed your spell slots in case of spontaneous casters) and whose duration has already ended.

Magic Restoration, Improved:
Prerequisite: Caster Level 11+, Ability to cast 6th level spells.
Benefit:
Identical to the Magic Restoration benefits, but you can use it on spells of 4th level or lower.

Magic Restoration, Greater:
Prerequisite: Caster Level 16+, Ability to cast 8th level spells.
Benefit:
Identical to the Magic Restoration benefits, but you can use it on spells of 7th level or lower.

Magic Restoration, Epic:
Prerequisite: Caster Level 21+, Ability to cast 9th level spells.
Benefit:
Identical to the Magic Restoration benefit, but you can use it on all spells of 9th level or lower.

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The reason for the special "spells with duration" clause is to especially limit "buff spells". I think a guaranteed Bear's Endurance is fine for a single character, but all buffs for all characters, all the time? This will probably considerably change the game balance.

A unfortunate side effect of this might be that the feat seems more beneficial for "blaster" mages. But there is one serious advantage that applies specifically for casters relying on spells with a duration: Dispelling no longer messes the rest of your day. During a specific encounter, your spell wards, buffs and so on are gone. But afterward, you can restore your spells again.

A more considerable side effect might be that a Cleric with any of this feat is guaranteed to heal all hit point damage (and possible all ability damage) after each encounter. even if if takes a hour for the full group.
Though in my experience, Wands of Cure Light Wounds and Wands of Lesser Restoration achieve the same in D&D 3.x.

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We could even go a step further, and introduce at will spells.
Rejuvenating Spell [Metamagic]
Prerequisite: Restore Spell
Benefit:
A rejuvenating spell works similar to a Restoring Spell, but you don't need to rest for 1 minute. The spell returns to your mind immediately at the start of your next turn, provided the spells duration has already ended by then.
A rejuvenating spell requires a spell slot 4 levels higher than the normal spell.

Magic Rejuvenation
Prerequisite: Magic Restoration, Caster Level 11th, Ability to cast 6th level spells
Benefit:
As Magic restoration, but spells return immediately back to your mind (provided the spell sudration has already ended by then.)

Magic Rejuvenation, Improved
Prerequisite: Magic Restoration, Magic Rejuvenation, Caster Level 16th, Ability to cast 8th level spells
Benefit:
As Magic Rejuvenation, but up to 4th level spells.

Magic Rejuvenation, Epic
Prerequisite: Improved Magic Rejuvenation Magic Restoration, Improved Magic Restoration, Caster Level 21, Ability to cast 9th levl spells
Benefit:
As Magic Rejuvenation,but up to 6th level spells.

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The At Will abilities might also seem to benefit blaster mages more.
But keep in mind: Now you can also recover from dispelling and similar effects during an encounter - if your enemy manages to escape your web after using a burning hands spell or something similar, you can cast the spell again.

If true "at will" is to powerful (and it might very well be), you might want restoring to give a time frame - maybe it requires one round of concentration (maybe associated with a Concentration Check as for defensive casting) to restore a spell. This means people have to decide whether a second Magic Missile in two rounds will be better than a Glitterdust this round.

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So, what do you think? How much will this change or destroy balance?

EDIT:
Please note that I do not want a further discussion about why specific types of resource management are generally bad or good to the game - We have a lot of them in the D&D 4 and the General forum, so I think that is covered.
Only discuss the specifics of this house rule on the matter (and possible alterations you recommend :) ).
 
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For Rejuvenating Spell I propose to change the chain of feats effects :

Rejuvenating Spell : a 0th level spell at will
Magic Rejuvenation : a 1st level spell at will
Magic Rejuvenation, Improved : a 2nd level spell at will
Magic Rejuvenation, Epic : a 3rd level spell at will

IMO, a 3rd level spell is as tall as it can be done with at will spells using current rules, 3rd level spells are poooowerful used at will.

I like a lot your rules, BTW...
 

You could also start modifying some of the lower level spells to have a longer duration and offer their effects all through it. If you do this to spells that are of a more active persuasion, you can see how that will affect the game.

For example, change Magic Missile to a duration of 10 minutes/level, giving the caster 1 missile per round with a damage of 1d4+1, but require a ranged touch attack instead of an insta-hit ability. Or make it a 1 hour/level duration, to evaluate how long-term access to a simple per round "magical crossbow" ability affects the wizard's tactics.

Same could be done to 0. level spells. Create Cantrip, duration 1 hour/level, range personal, effect: allows the use of every 0. level spell the character knows, one per round, for the duration of the spell.

There's a handful of 1st level spells that could work with, which would allow you to evaluate the effects of "long term availability" of certain magical effects on your game. :)

Spells like Color Spray or Sleep shouldn't be available every round, for example, but you could make them rechargable, requiring a minute of recharge time to get them again.
 

Geron Raveneye said:
You could also start modifying some of the lower level spells to have a longer duration and offer their effects all through it. If you do this to spells that are of a more active persuasion, you can see how that will affect the game.

For example, change Magic Missile to a duration of 10 minutes/level, giving the caster 1 missile per round with a damage of 1d4+1, but require a ranged touch attack instead of an insta-hit ability. Or make it a 1 hour/level duration, to evaluate how long-term access to a simple per round "magical crossbow" ability affects the wizard's tactics.

Same could be done to 0. level spells. Create Cantrip, duration 1 hour/level, range personal, effect: allows the use of every 0. level spell the character knows, one per round, for the duration of the spell.

There's a handful of 1st level spells that could work with, which would allow you to evaluate the effects of "long term availability" of certain magical effects on your game. :)

Spells like Color Spray or Sleep shouldn't be available every round, for example, but you could make them rechargable, requiring a minute of recharge time to get them again.

That is a viable alternative. What I don't like is that we'll have to examine and modify each spell you consider for this purpose. But the advantage is after the examination you are pretty safe that you didn't miss a game-breaker.

I had the idea for a improved magic missile spell that would essentially work like you described, albeit at a higher level, and probably closer to a spell like Call Lightning.


IMO, a 3rd level spell is as tall as it can be done with at will spells using current rules, 3rd level spells are poooowerful used at will.#
Thinking about it, I tend to agree. Teleport at will, as an example, might be to much, even for a epic level wizard.

Wasn't there a feat in a supplement or a special ability that allowed turning a 1st level spell into a "at will" ability for the cost of a 9th level spell slot? (I think even in D&D 3.x, the ability was a bit too weak, though I would probably have taken it for a spell like Magic Missile anyway with any mage I played - A spell to cast when you are in a easy encounter? Great! Unfortunately, I never played a mage with the correct class and level to get it..)
 

Mustrum_Ridcully said:
That is a viable alternative. What I don't like is that we'll have to examine and modify each spell you consider for this purpose. But the advantage is after the examination you are pretty safe that you didn't miss a game-breaker.

I had the idea for a improved magic missile spell that would essentially work like you described, albeit at a higher level, and probably closer to a spell like Call Lightning.

The reason why I'd stay with zero and first level spells where it comes to changing duration and effects in order to gain some "per encounter" equivalents is that it

a) means the spells in question are not really THAT powerful compared to other class abilities (Grease once every minute? Yeah, a character with a jar of axle grease could create the same effect, and doesn't need THAT many to have on for every encounter in a typical game evening :lol: )

b) enables a 1st level caster to already use those, which means you get a good impression of how it changes the dynamics of that class from the start. For example, a 1st level wizard who can cast this modified Magic Missile once before a string of encounters starts won't have to reach for his crossbow that soon, causes 1 point more damage than a slingshot, and has a comparable rate of fire while giving slightly better chances to hit the target (ranged touch vs. ranged). His "ammo" will run out after 10 minutes, if he uses it every round or not. It still costs a spell slot, but delivers a little more "boom" for the buck.

On the other hand, it could also lead to wizards losing their crossbow proficiencies. :lol:

Effectively, that would turn some spells into utility spells along the line of Tenser's FLoating Disk or Unseen Servant, spells that have a duration of 1 hour/level but are deemed to "useless" in combat by many to be prepared at lower levels. Putting Magic Missile or Shocking Grasp into that group while changing some properties of the spells will give them a bigger usability while reinforcing the image of a wizard who replaces mundane tools (carts, brooms, crossbows) with magical effects because that is what he was taught for the last 5 years or so. :)
 

So why not Magic Missile at will ? Less paperwork, less bookkeeping.

A modified magic missile, with to-hit roll, at will. It wouldn't be too powerful, and it would be simpler than having to see if the 10 minutes have passed and a new spell must be cast.
 

Great idea Mustrum! I like using meta magic to introduce per encounter and continuous effects more than reserve feats, but I see a small problem...

spells like divine favor at lower levels(using a 3rd Level Slot) or haste at mid levels (using a 5th level slot) become quasi permanent.

Thus, a typical group of 10th level characters could change their routine to: walk for a minute hasted, rest for a minute. Repeat. The cleric would use the resting time to regain divine favor.

I know, that is incredebly stupid and I do not think many players exist that would do that... but, you know... just wanted to point that out :-)

Edit: Well, removed something stupid :-)
 
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I thought about it for some time, here is an idea I just had (We only use spontaneous caster in my group):

Restoring Magic
Prerequisite: None
Benefit:
If you free your mind for one minute (you may only engage in light activity, not casting spells or using spell-trigger or spell-completion items), you may restore every spell slot or prepared spell of a level equal to the level of your highest spell left -2.(-3?)
The spell slot used to prepare or cast the spell is restored. If the spell has a duration other than instantaneous, the spells duration must have ended (due to time, dispelling or dismissal of the spell) before the spell is restored.
A Restorable Spell uses a spell slot two levels higher than a normal spell.
 

Horacio said:
So why not Magic Missile at will ? Less paperwork, less bookkeeping.

A modified magic missile, with to-hit roll, at will. It wouldn't be too powerful, and it would be simpler than having to see if the 10 minutes have passed and a new spell must be cast.

I was trying to work with the 3E magic system, introducing as little new stuff as possible. An "at will" Magic Missile would be a completely new ability. A modified version of the spell would be just that...a new version of the spell. It would give you an appreciable insight into how the dynamics of a wizard change without having to add a new ability onto the existing framework. It would still require to be prepared, still occupy a spell slot, and still need to be relearned the following morning. But for a good timeframe where dungeon crawling is concerned, the wizard will have a "magical crossbow" ability. You'll also see if players of wizards like that ability enough to "sacrifice" one of their spell slots for it. ;)
 

I wouldn't allow spells of 3rd to 6th level to be restored pre-epic without some pretty hefty penalties, because honestly, perma-teleport, a GDM to screw the opponent every encounter, perma-Divine might, and all sorts of other spells would screw over the melee types permanently. They would be reduced to being filler, unless they were incredibly well min-maxed.

It wouldn't even be worth a 4 level boost.. it would probably be worth more, depending on the spell.
 

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