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[Dusk] The spell point system
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<blockquote data-quote="gpetruc" data-source="post: 755160" data-attributes="member: 2255"><p>I'd keep the fact that spell preparations are not lost. This would give more versatility (you could balance it out by giving less power)</p><p></p><p>To avoid the problem that a fireball costs about the same as a meteor swarm cast at the same level, you could use something like the psion scale to determine the spell point cost:</p><p>- multiply the spell level by some fixed number (2 or 3. could also be fractionary if you make a table of the costs). A greater number means less use of high level spells, a low one means greater use (and possibly abuse) of them.</p><p>- add +1 per caster level.</p><p></p><p>or, that is nearly equivalent (minimum caster level is nearly equal to half spell level):</p><p>- multiply the spell level by some fixed number (2 ? 3? 4?)</p><p>- add +1 (or +2) to raise the caster level above the minimum necessary level to cast that spell.</p><p></p><p>To figure the spell point total maybe you should consider a quadratic scale (like the psion) instead of a linear one: for example each time add the spell point cost of adding one or two spells of the highest level the caster can use. The PHB scale in slots is more than quadratic as you also gain new low level spells.</p><p></p><p></p><p>An idea might be:</p><p>Spell cost = level x 3, raise the caster level by +1 / level above the minimum caster level for that spell. </p><p>Cantrips cost 1 spell point</p><p>Bonus spells as Stat Bonus x Level</p><p></p><p>Spell points: make a basic table like: </p><p>Lvl 1: 5</p><p>Lvl 2: 10</p><p>Lvl 3: 15</p><p>Lvl 4: 20</p><p>Lvl 5: 30</p><p>Lvl 6: 40</p><p>Lvl 7: 50</p><p>Lvl 8: 60</p><p>Lvl 9: 80</p><p>Lvl 10: 100</p><p>Lvl 11: 120</p><p>Lvl 12: 150</p><p>Lvl 13: 180</p><p>Lvl 14: 210</p><p>Lvl 15: 240</p><p>Lvl 16: 280</p><p>Lvl 17: 320</p><p>Lvl 18: 360</p><p>Lvl 19: 400</p><p>Lvl 20: 450</p><p></p><p>Then, scale it uniformly for classes to assure balance.</p><p>(more to sorcerers, less to clerics, lesser for bards, least for ranger/paladins)</p><p></p><p>To balance out that the wizards now cast freely as sorcerers but with a wider choice of spells known you can give them something of the following:</p><p>- give the "on the fly metamagic" to spontaneous casters</p><p>- give bonus known spells (on Cha ?)</p><p>- let them ignore material components (convert costly ones in XP cost at some rate between 1XP/100gp to 1 XP/10gp rate) (they might still need some focuses such as a mirror for <em>scry</em>)</p><p>- give them bonus spells known from one domain (either some homebrew arcane domains or some clerical domains maybe except healing &co)</p><p>- give them access to spells from one color (as if all those spells where known) (this could be a big deal for the sorcerer) (this it's not ok for the bard. But you could simply give them more skills points/music)</p><p></p><p>Or you could completely change the sorcerer spell list making it color-based (choose up to two colors + general spells and bicolor spells of those two. Know twice the number of spells of a normal sorcerer, but only chosen among those)</p><p>This might be a bit drastical, but also interesting (and will make color magic more common)</p></blockquote><p></p>
[QUOTE="gpetruc, post: 755160, member: 2255"] I'd keep the fact that spell preparations are not lost. This would give more versatility (you could balance it out by giving less power) To avoid the problem that a fireball costs about the same as a meteor swarm cast at the same level, you could use something like the psion scale to determine the spell point cost: - multiply the spell level by some fixed number (2 or 3. could also be fractionary if you make a table of the costs). A greater number means less use of high level spells, a low one means greater use (and possibly abuse) of them. - add +1 per caster level. or, that is nearly equivalent (minimum caster level is nearly equal to half spell level): - multiply the spell level by some fixed number (2 ? 3? 4?) - add +1 (or +2) to raise the caster level above the minimum necessary level to cast that spell. To figure the spell point total maybe you should consider a quadratic scale (like the psion) instead of a linear one: for example each time add the spell point cost of adding one or two spells of the highest level the caster can use. The PHB scale in slots is more than quadratic as you also gain new low level spells. An idea might be: Spell cost = level x 3, raise the caster level by +1 / level above the minimum caster level for that spell. Cantrips cost 1 spell point Bonus spells as Stat Bonus x Level Spell points: make a basic table like: Lvl 1: 5 Lvl 2: 10 Lvl 3: 15 Lvl 4: 20 Lvl 5: 30 Lvl 6: 40 Lvl 7: 50 Lvl 8: 60 Lvl 9: 80 Lvl 10: 100 Lvl 11: 120 Lvl 12: 150 Lvl 13: 180 Lvl 14: 210 Lvl 15: 240 Lvl 16: 280 Lvl 17: 320 Lvl 18: 360 Lvl 19: 400 Lvl 20: 450 Then, scale it uniformly for classes to assure balance. (more to sorcerers, less to clerics, lesser for bards, least for ranger/paladins) To balance out that the wizards now cast freely as sorcerers but with a wider choice of spells known you can give them something of the following: - give the "on the fly metamagic" to spontaneous casters - give bonus known spells (on Cha ?) - let them ignore material components (convert costly ones in XP cost at some rate between 1XP/100gp to 1 XP/10gp rate) (they might still need some focuses such as a mirror for [i]scry[/i]) - give them bonus spells known from one domain (either some homebrew arcane domains or some clerical domains maybe except healing &co) - give them access to spells from one color (as if all those spells where known) (this could be a big deal for the sorcerer) (this it's not ok for the bard. But you could simply give them more skills points/music) Or you could completely change the sorcerer spell list making it color-based (choose up to two colors + general spells and bicolor spells of those two. Know twice the number of spells of a normal sorcerer, but only chosen among those) This might be a bit drastical, but also interesting (and will make color magic more common) [/QUOTE]
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