Also, I noticed a sentiment from some theorycrafters and designers, including Mike Mearls, that upcasting damage/heal spells in 5e is almost never worth it.. Especially because of cantrips.
Upcasting lower level spells is mot worth it because mearls and the othet 5e designers did a bad job at balancing. They at some point rven proudly said they have no math guy in the team. This is not the fault of cantrips, its just bad math from designers.
13th age does have cantrips and upcasting of lower level spell works fine because they did the math.
Also more in general: if you make your own game and your main reason is you lile vancian spellcasting, then why base it so much on D&D 5e where this does not work at all?
There is no reason to have spells of differenr levels even. Spells could just scale with your spellcasting stat. (Which could increase every 2nd level).
Some spells you could still get at higher levels, and they could have higher base effect and worse scaling with spellcasting stuff.
You could even make it more like cmvancian spellcasting where each spell is there only once (like 13th age or 4e).
And to not punish "preparing specialized spells" you could have spells in different groups (like spell schools etc) and allow the caster to prepare X general useful one (group a) and y more specialized one (group b).
And non combat spells could be its complete own categorie (rituals).
Or you could go the route like PF2. Having a 2nd class of spells "focus spells" which use a focus points which you can regain after a combat, making sure you have always something to cast. (Noemally you have only 1-3 different focus spells but 1 of them generally useful).
You could even go a slightly different route of having 1 "signature spell". And else only prepared vancian spells. (Each spell once or more as you prefer (i like the each spell only once method).
You could use your signature spell X times (1 or more like with focus points or just additional slots) and you can transform the vancian spells into your signature spell (but slightly weaker). So over the day you constantly have interesting decisions of which spells you most likely wont use and give up, while ideally you would not use the transformation since casting spells without a transformation is stronger.
For me the interesting part about vancian prepared spellcasting is that you need to plan. And good planning is rewarded. It feels great to have prepared exactly the right spell for a day.
That is also why I dont really get why you want to have "roll dice to regain spell slot" since this just rewards luck not planning.
Or another way to do prepared spellcasting for an int caster to allow some more niche spells is the "genius flashback" mechanic.
1-2 spell slots you dont need to define in the morning. But instead can later at any time of the day prepre 1 spell in them which you did NOT prepare that day. With a flashback showing how brilliantly you prepared this spell ahead of time. (Your chaeacter is more intelligent than you so its naturally that they are better at planning ahead than you as player).
Its a good mechanic to make characters more clever than the players.
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