Homebrewing per Encounter Spells

BASHMAN

Basic Action Games
Something I really do like in 4e is /encounter abilities. Also being very impatient, I came up w/ a way to use them in my game now, and thought that I would share it w/ you.

1. Highest level spells = /day abilities
2. All lower level spells = / encounter abilities, but have half as many (round down).

Example-- a wizard w/ 4/3/2/1 spells of 0th/1st/2nd/3rd level in 3.5 could convert to 1 third level spell /day, 1 second level spell / encounter, 1 1st level spell/encounter, and 2 0th level spells / encounter.

Thoughts?
 

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This doesn't solve the fact that a level 1 wizard will be able to throw out like, 2 magic missiles and be done for the day. The lameness of spellcasting at lower levels is the main push factor for people wanting a new system; no one cares if an ability is per day/per encounter at high levels when you can do like 10 fireballs a day anyway.
 

I played a Beguiler LvL 13 that used nearly the same rule as you suggest. I only took care of the two highest levels and everything else I casted as much as I wanted (with the permission of the GM). I didn't abuse this rule so it was no problem at all, it just helped to manage the bookkeeping.
 

I think it would work better if you started all characters at level 3, so that clerics and wizards would have access to 1st level spells as per encounter spells and 2nd level spells as per day spells. Make a special exception for sorcerers and allow them to use their 1st level spells as per encounter spells from 3rd level.
 

The problem here is that some spells, whatever level they be, can be abused if allowed to work like that.

Don't forget that "per encounter", outside combat is equivalent to "at will" (I suppose that it will works like in Tome of Battle)

So by switching to "per encounter" all low levels spells, what do you get :

- summon monster X : your spellcaster will now be able to summon a low level critter to open all doors, enter each new room, and activate any trap found.

- knock : do you really want your wizard to be able to unlock any door at will even magically protected ?

- dispel magic : like knock, expect a dispel on any supect object/door/passage in case of magical trap.

- teleport spell (any, even dimension hop or other close range teleports) : do I need to explain ?

- healing : infinite healing outside combat ?

and so on ...

All those spells wouldn't be too powerful in combat with a per encounter system, but their use outside combat would be broken.

That's why, from the infos available, it is expected that "per day" spells will be both the more powerful spells, but also some utility spells like those.

Note that some spells could be also made available at will but as rituals : if knock is a 30 minutes ritual (but useable at will), your players will only cast it if they are really blocked, and are not able to open the lock faster (so a rogue doesn't feel completly useless)
 


dystmesis said:
This doesn't solve the fact that a level 1 wizard will be able to throw out like, 2 magic missiles and be done for the day. The lameness of spellcasting at lower levels is the main push factor for people wanting a new system; no one cares if an ability is per day/per encounter at high levels when you can do like 10 fireballs a day anyway.
You're right. That's why I can't play any game under level 5. The best level to start a game is 7 or higher.
 

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