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[Dusk] The spell point system
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<blockquote data-quote="Kannik" data-source="post: 755325" data-attributes="member: 984"><p><strong>I cast... meteor swarm! and again! and again!</strong></p><p></p><p>One possible solution to the 'I have so many spell points that I can cast 9th level spells all day long' is to have spells that are cast cause subdual damage to the caster. Even at high levels, with only 1d4 hp+con, it isn't going to take too much to cause a caster to pause before casting a lot of 9th level spells during a combat. and with subdual damage returning at a fairly decent rate, even if you are continuing to travel lightly, or explore a dungeon, by the next encounter they may be back to half-decent levels. </p><p></p><p>So, while a caster may have plenty of spell points for later encounters, during the current encounter they've caused themselves enough subdual damage that to continue would be a bit foolhearty. </p><p></p><p>It may not be a bad idea to allow casters either a Fort save to not fall unconcious if they've used all their subdual points (subdual = HP) for casting spells, and/or allow them to tap into their regular HP to keep casting spells afterwords, to 'push themselves.</p><p></p><p>I think having it cost more spellpoints to cast spells at a 'higher' level (ie, 5d6 costs X, 10d6 costs Y) helps in this regard as well, depending on how one does the progression. If fireball always cost X , and damage was based on level, then it'd be worst. and, in fact, it would likely better to cast fireball all day then meteor swarm, for overall uber damage (if not speed of damage).</p><p></p><p></p><p>Kannik</p></blockquote><p></p>
[QUOTE="Kannik, post: 755325, member: 984"] [b]I cast... meteor swarm! and again! and again![/b] One possible solution to the 'I have so many spell points that I can cast 9th level spells all day long' is to have spells that are cast cause subdual damage to the caster. Even at high levels, with only 1d4 hp+con, it isn't going to take too much to cause a caster to pause before casting a lot of 9th level spells during a combat. and with subdual damage returning at a fairly decent rate, even if you are continuing to travel lightly, or explore a dungeon, by the next encounter they may be back to half-decent levels. So, while a caster may have plenty of spell points for later encounters, during the current encounter they've caused themselves enough subdual damage that to continue would be a bit foolhearty. It may not be a bad idea to allow casters either a Fort save to not fall unconcious if they've used all their subdual points (subdual = HP) for casting spells, and/or allow them to tap into their regular HP to keep casting spells afterwords, to 'push themselves. I think having it cost more spellpoints to cast spells at a 'higher' level (ie, 5d6 costs X, 10d6 costs Y) helps in this regard as well, depending on how one does the progression. If fireball always cost X , and damage was based on level, then it'd be worst. and, in fact, it would likely better to cast fireball all day then meteor swarm, for overall uber damage (if not speed of damage). Kannik [/QUOTE]
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