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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: 3770930" data-attributes="member: 11835"><p>Thank you for the reply. I suppose explanation for this desired change may be warranted. I am running this game allowing players to use the Bo9S - that is a primary reason for a “per encounter” mechanic for spell casters. On a related note - I have desired an encounter based Challenge Rating system since I began playing 3e, so I love that Bo9S, and now 4e move D&D in that direction.</p><p></p><p> </p><p></p><p>I don’t mind caster’s being able to cast a 1st level spell every round. In fact, I much prefer that to a 1st level Wizard only being able to cast <3 spells per day. I don’t think allowing a Wizard to do 1d4+1 damage/round is going to overshadow the greatsword wielding fighter doing 2d6+6, just because the former comes in the form of a spell.</p><p></p><p>Once a Wizard has higher spell levels available, he can choose to cast only a couple of his highest level spells in a single encounter before having to resort to 1st level spells each round - unless he takes a round to recharge. It should remain that way throughout the characters career since the spell point cost of his highest level spell will always be half his level (+/-2).</p><p>(e.g. level 3 Wizard will have 6 Spell Points, and 2nd level spells cost 3 SP; A level 10 Wizard will have 20 Spell Points and 5th level spells cost 9 SP, etc.)</p><p></p><p></p><p></p><p></p><p>You bring up a valid concern that I pondered. No matter what way I choose to handle “recharging” spell points, on an encounter based system the characters will always be able to heal. I don’t mind them being at full strength for each battle since I like to make each one challenging and exciting; rather than wearing characters down through attrition in what would otherwise often be meaningless combats. We enjoy high power games, and this one certainly is, but what I worry about is giving characters a reason to actually stop and rest for a night; for multiple reasons, not excluding verisimilitude. That may just need handled in a separate “fatigue/exhaustion over time” mechanic… I welcome suggestions.</p><p></p><p></p><p></p><p></p><p>That is an excellent question. I don’t think that using the minimum caster level rule would lend itself well to this mechanic, since the associated cost to increase the effect of a spell would be disproportionately greater. It is also more detailed/unnecessary resource management, which I like to avoid to keep the game running smoothly.</p></blockquote><p></p>
[QUOTE="Daedrova, post: 3770930, member: 11835"] Thank you for the reply. I suppose explanation for this desired change may be warranted. I am running this game allowing players to use the Bo9S - that is a primary reason for a “per encounter” mechanic for spell casters. On a related note - I have desired an encounter based Challenge Rating system since I began playing 3e, so I love that Bo9S, and now 4e move D&D in that direction. I don’t mind caster’s being able to cast a 1st level spell every round. In fact, I much prefer that to a 1st level Wizard only being able to cast <3 spells per day. I don’t think allowing a Wizard to do 1d4+1 damage/round is going to overshadow the greatsword wielding fighter doing 2d6+6, just because the former comes in the form of a spell. Once a Wizard has higher spell levels available, he can choose to cast only a couple of his highest level spells in a single encounter before having to resort to 1st level spells each round - unless he takes a round to recharge. It should remain that way throughout the characters career since the spell point cost of his highest level spell will always be half his level (+/-2). (e.g. level 3 Wizard will have 6 Spell Points, and 2nd level spells cost 3 SP; A level 10 Wizard will have 20 Spell Points and 5th level spells cost 9 SP, etc.) You bring up a valid concern that I pondered. No matter what way I choose to handle “recharging” spell points, on an encounter based system the characters will always be able to heal. I don’t mind them being at full strength for each battle since I like to make each one challenging and exciting; rather than wearing characters down through attrition in what would otherwise often be meaningless combats. We enjoy high power games, and this one certainly is, but what I worry about is giving characters a reason to actually stop and rest for a night; for multiple reasons, not excluding verisimilitude. That may just need handled in a separate “fatigue/exhaustion over time” mechanic… I welcome suggestions. That is an excellent question. I don’t think that using the minimum caster level rule would lend itself well to this mechanic, since the associated cost to increase the effect of a spell would be disproportionately greater. It is also more detailed/unnecessary resource management, which I like to avoid to keep the game running smoothly. [/QUOTE]
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