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Carefully Introducing encounter based spell management into D&D 3.x
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<blockquote data-quote="Geron Raveneye" data-source="post: 3766465" data-attributes="member: 2268"><p>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</p><p></p><p>a) means the spells in question are not really THAT powerful compared to other class abilities (<em>Grease</em> 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 <img src="http://www.enworld.org/forum/images/smilies/laugh.png" class="smilie" loading="lazy" alt=":lol:" title="Laughing :lol:" data-shortname=":lol:" /> )</p><p></p><p>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 <em>Magic Missile</em> 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.</p><p></p><p>On the other hand, it could also lead to wizards losing their crossbow proficiencies. <img src="http://www.enworld.org/forum/images/smilies/laugh.png" class="smilie" loading="lazy" alt=":lol:" title="Laughing :lol:" data-shortname=":lol:" /> </p><p></p><p>Effectively, that would turn some spells into utility spells along the line of <em>Tenser's FLoating Disk</em> or <em>Unseen Servant</em>, 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 <em>Magic Missile</em> or <em>Shocking Grasp</em> 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. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Geron Raveneye, post: 3766465, member: 2268"] 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 ([i]Grease[/i] 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 [i]Magic Missile[/i] 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 [i]Tenser's FLoating Disk[/i] or [i]Unseen Servant[/i], 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 [i]Magic Missile[/i] or [i]Shocking Grasp[/i] 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. :) [/QUOTE]
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