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Comparing Standard 3.5 Variant Magic Systems
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<blockquote data-quote="Voadam" data-source="post: 4907349" data-attributes="member: 2209"><p>I too dislike the vancian system. I like the recharge system a lot. Making the resource allocation decision more about round to round management of spells and choosing among a small number rather than focused on daily expenditure is a lot more to my style.</p><p></p><p>The biggest drawback for me is the extra die roll of general recharge time and actually tracking each spell level's recharge. For my games I eliminated the die roll and created static recharge times. At the table having dice next to your list of prepared/known spells by level allowed easy visual tracking (changing numbers each round for rounds left of recharge) during combats which speeded up play a bunch for my high level eldritch knight.</p><p></p><p>Consequences of recharge:</p><p>1) High level magics will be used every fight. </p><p>2) Less potential novaing though as you only have one shot per spell level before you have to wait to recharge. Normal casters can unload nothing but high level spells in a sustained 1/day nova while rechargers quickly downgrade the magical firepower round to round. Sorcerers in particular lose out on throwing three of their highest level spells in a row</p><p>3) Quickly have no magic in a fight. Unless you adopt a pathfinder style house rule to make cantrips at will low level casters will have two rounds of magic in combat before they have to pull out crossbows. wands and scrolls get around this as does the unlimited cantrips house rule.</p><p>4) Sorcerers with non general recharge spells get a little short changed, we house ruled that those recharges were reduced proportionally as well.</p><p>5) Preparation casters have a little advantage in that their normal slots (including bonus slots) never need to double up on useful spells, they can safely generalize their prepared list. Compare slots to spells known charts and compound from generally big pools of preparation choices.</p></blockquote><p></p>
[QUOTE="Voadam, post: 4907349, member: 2209"] I too dislike the vancian system. I like the recharge system a lot. Making the resource allocation decision more about round to round management of spells and choosing among a small number rather than focused on daily expenditure is a lot more to my style. The biggest drawback for me is the extra die roll of general recharge time and actually tracking each spell level's recharge. For my games I eliminated the die roll and created static recharge times. At the table having dice next to your list of prepared/known spells by level allowed easy visual tracking (changing numbers each round for rounds left of recharge) during combats which speeded up play a bunch for my high level eldritch knight. Consequences of recharge: 1) High level magics will be used every fight. 2) Less potential novaing though as you only have one shot per spell level before you have to wait to recharge. Normal casters can unload nothing but high level spells in a sustained 1/day nova while rechargers quickly downgrade the magical firepower round to round. Sorcerers in particular lose out on throwing three of their highest level spells in a row 3) Quickly have no magic in a fight. Unless you adopt a pathfinder style house rule to make cantrips at will low level casters will have two rounds of magic in combat before they have to pull out crossbows. wands and scrolls get around this as does the unlimited cantrips house rule. 4) Sorcerers with non general recharge spells get a little short changed, we house ruled that those recharges were reduced proportionally as well. 5) Preparation casters have a little advantage in that their normal slots (including bonus slots) never need to double up on useful spells, they can safely generalize their prepared list. Compare slots to spells known charts and compound from generally big pools of preparation choices. [/QUOTE]
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