Mustrum_Ridcully
Legend
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.
----------------------
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
).
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.
---------------------------------------
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.
------------------------
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.
--------------------------
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.
-------------------------
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.
----------------------
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.
----------------------
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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