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<blockquote data-quote="Prophet2b" data-source="post: 3462378" data-attributes="member: 36476"><p>I was thinking about that... It quite possibly would favor the Wizard, however the exhaustion is still half movement and you can't run. If that doesn't stop and make anyone pause, then something's gotta be wrong with them!</p><p></p><p>Plus, I got the idea from Unearthed Arcana. The connection was made to magic being wearying on a person physically, and the more elemental connection of magic to the real world. I like that. But there's very little good ways to implement that in a "spell slot" system, unfortunately. :\ Which is why I figured that was probably the best I'd come up with so far.</p><p></p><p></p><p></p><p>I don't think that's dumb. I'm relatively new to this, too (this summer will mark 2 years that I've played). The thing is... this kind of depends on your perspective. I used to think D&D magic was way too powerful - in a stupid kind of way. But I've come to see over time that, while it is more powerful than other classes, it's not as "powerful" (by which I mostly mean cool and awesome) as it could be. That bothers me.</p><p></p><p>So, as long as it's not going to be <em>too</em> much of an increase to the spell casters, so they don't start outshining the entire rest of the party regularly and taking the spotlight every chance they get, I, personally, am kind of alright with magic (as long as it's cool) being a little more powerful than the rest. I think it should be. It is, after all, magic!</p><p></p><p>So I wouldn't give the fighter-types anything more. But like I said - that's just me!</p><p></p><p></p><p></p><p>That's very interesting, and I think it'd be worth pursuing. In fact, I tend to agree with you. In fact, for Sorcerer/Bard like characters, I think that'd probably be an awesome idea! But for my purposes here, I'm just trying to figure out little variants and things that I can use to minorly edit the system already in place. I don't want to throw a huge load of house rules at my players when we play again (we haven't exactly had the greatest luck with my house rules in the past - and I don't want to continue the "guinea pig" experiments... I just want to give them a good time this time <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> ). So I think that might be a bit too complicated for me to implement right now.</p><p></p><p>However, if you figure out a good system that'll deal with that without becoming horribly overbalanced, I think that'd be awesome! And I might even implement it one of these days. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Prophet2b, post: 3462378, member: 36476"] I was thinking about that... It quite possibly would favor the Wizard, however the exhaustion is still half movement and you can't run. If that doesn't stop and make anyone pause, then something's gotta be wrong with them! Plus, I got the idea from Unearthed Arcana. The connection was made to magic being wearying on a person physically, and the more elemental connection of magic to the real world. I like that. But there's very little good ways to implement that in a "spell slot" system, unfortunately. :\ Which is why I figured that was probably the best I'd come up with so far. I don't think that's dumb. I'm relatively new to this, too (this summer will mark 2 years that I've played). The thing is... this kind of depends on your perspective. I used to think D&D magic was way too powerful - in a stupid kind of way. But I've come to see over time that, while it is more powerful than other classes, it's not as "powerful" (by which I mostly mean cool and awesome) as it could be. That bothers me. So, as long as it's not going to be [i]too[/i] much of an increase to the spell casters, so they don't start outshining the entire rest of the party regularly and taking the spotlight every chance they get, I, personally, am kind of alright with magic (as long as it's cool) being a little more powerful than the rest. I think it should be. It is, after all, magic! So I wouldn't give the fighter-types anything more. But like I said - that's just me! That's very interesting, and I think it'd be worth pursuing. In fact, I tend to agree with you. In fact, for Sorcerer/Bard like characters, I think that'd probably be an awesome idea! But for my purposes here, I'm just trying to figure out little variants and things that I can use to minorly edit the system already in place. I don't want to throw a huge load of house rules at my players when we play again (we haven't exactly had the greatest luck with my house rules in the past - and I don't want to continue the "guinea pig" experiments... I just want to give them a good time this time :) ). So I think that might be a bit too complicated for me to implement right now. However, if you figure out a good system that'll deal with that without becoming horribly overbalanced, I think that'd be awesome! And I might even implement it one of these days. :) [/QUOTE]
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