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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Encounter based Spell Point system
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<blockquote data-quote="Daedrova" data-source="post: 3766580" data-attributes="member: 11835"><p>This is an idea I was contemplating for Spell Points based on a “per encounter” model. </p><p>(The only other published system I have seen that lends itself toward such a model is the “recharge” variant from UA. I like that the system gives casters the ability to cast spells continually, and that it limits continually use of the highest level spells every round. But I really do not like the idea of casters keeping track of a round by round ticker for each individual spell level And the need of a separate chart for different recharge times for every non-general spell, which is even more clunky to track)</p><p></p><p>I am hoping this system will work to accomplish the benefits of the Recharge System, without the unwanted tracking per spell level, and without the additional chart. It should also let casters fire of a couple/few of their highest level spells in a row; but at the cost of being limited to only lower level spells until they spend time recharging.</p><p></p><p>I would welcome any feedback (forgive the language; I didn’t have time yet to make it as legalistic as perhaps necessary):</p><p></p><p>Casters have a Spell Pool from which they cast spells, as with the Spell Point system from UA. However, the maximum pool is much smaller, and it replenishes faster.</p><p></p><p>Spell Pool (or Max Spell Points) = Caster Level x 2, plus relevant ability modifier</p><p>(so an 11th level Wizard with 24 Intelligence would have 22 SP + 7 for Int modifier; a total of 29 SP; I don’t have a Sorcerer in my game, but I would likely give them a base of caster level x 3 spell points, and/or perhaps let them recharge faster; see below.)</p><p></p><p>Spells cost a number of spell points to cast based on their level (same as with the current UA Spell Point system: 2 x spell level -1)</p><p>A caster regains 1 spell point per round. A caster can spend a full-round action to restore SP equal to his level.</p><p>Spells that create permanent effects temporarily reduce max SP by an amount equal to the level of the spell. These points can only be recovered by resting (8 hours).</p><p>Spells with a duration reduce Max SP by 1 (times number of targets affected) until the duration (or target) is expired.</p><p>(reducing Max SP does not additionally reduce current SP)</p><p></p><p>I haven’t gone thru the entire list of spells, so I know there may be some problematic ones/effects I am missing. (I know that teleport may be problematic, although limited by its possibility of error - which I increase in my games for attempts to locations that the caster has not physically been and/or placed an arcane mark).</p></blockquote><p></p>
[QUOTE="Daedrova, post: 3766580, member: 11835"] This is an idea I was contemplating for Spell Points based on a “per encounter” model. (The only other published system I have seen that lends itself toward such a model is the “recharge” variant from UA. I like that the system gives casters the ability to cast spells continually, and that it limits continually use of the highest level spells every round. But I really do not like the idea of casters keeping track of a round by round ticker for each individual spell level And the need of a separate chart for different recharge times for every non-general spell, which is even more clunky to track) I am hoping this system will work to accomplish the benefits of the Recharge System, without the unwanted tracking per spell level, and without the additional chart. It should also let casters fire of a couple/few of their highest level spells in a row; but at the cost of being limited to only lower level spells until they spend time recharging. I would welcome any feedback (forgive the language; I didn’t have time yet to make it as legalistic as perhaps necessary): Casters have a Spell Pool from which they cast spells, as with the Spell Point system from UA. However, the maximum pool is much smaller, and it replenishes faster. Spell Pool (or Max Spell Points) = Caster Level x 2, plus relevant ability modifier (so an 11th level Wizard with 24 Intelligence would have 22 SP + 7 for Int modifier; a total of 29 SP; I don’t have a Sorcerer in my game, but I would likely give them a base of caster level x 3 spell points, and/or perhaps let them recharge faster; see below.) Spells cost a number of spell points to cast based on their level (same as with the current UA Spell Point system: 2 x spell level -1) A caster regains 1 spell point per round. A caster can spend a full-round action to restore SP equal to his level. Spells that create permanent effects temporarily reduce max SP by an amount equal to the level of the spell. These points can only be recovered by resting (8 hours). Spells with a duration reduce Max SP by 1 (times number of targets affected) until the duration (or target) is expired. (reducing Max SP does not additionally reduce current SP) I haven’t gone thru the entire list of spells, so I know there may be some problematic ones/effects I am missing. (I know that teleport may be problematic, although limited by its possibility of error - which I increase in my games for attempts to locations that the caster has not physically been and/or placed an arcane mark). [/QUOTE]
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