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General Tabletop Discussion
*Pathfinder & Starfinder
how about this mana point version?
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<blockquote data-quote="evilbob" data-source="post: 3354383" data-attributes="member: 9789"><p>Heh. <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=":)" /> I still think you're undervaluing the strength of casting potentially any arcane spell, but I do think playtesting is in order. Did you evaluate the counterpoint from four or five posts ago, where the wizard would cast spells at [spell level] cost and see if that seemed closer?</p><p></p><p>As for the lower-level spell point reduction, it seems clunky because it is clunky. That was my first pass; I feel as though it would be useful but I'm still not sure how best to implement it.</p><p></p><p></p><p>And I agree, although that opens a potentially huge can of worms. Honestly, after some thought I just don't think you can allow any caster the chance to cast any number of spells per day (which is effectively what "mana point regeneration" would be). There are just too many spells that are specifically designed in a way that's far too powerful if casters can throw them around very much more often than they already do. (Many high level arcane spells, any <em>cure</em> spell, etc.)</p><p></p><p></p><p>This idea is certainly interesting, and perhaps something closer to these lines would help. I'm not really familiar with psionics, so I'm not familiar with this idea. How long does the attunement last after the check? Is it just for the next round or does it work "until you use it?"</p><p></p><p>Also, the entire idea of trading time for casting power is almost an entire other discussion. I'm not sure if it's a viable DnD mechanic, only because (in my own estimates) probably more than 50% of battles last 5 rounds or less, so its effectiveness in battle is questionable, and its effectiveness out of battle is ...well, unquestioned. <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=":)" /> Casting buffs and heals for reduced cost all the time could end up with a cleric gaining <em>more</em> casts per day, even with spontaneous casting.</p><p></p><p>Perhaps it would be more useful to restrict this idea to the naturally spontaneous casters? I'm still looking for anything that can make them have something more unique... <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=":)" /> What if only sorcs and clerics casting cure/inflict spells (and other classes with similar abilities) could spend time to reduce their casting costs? What if the time they spent was a standard action that would only affect spells cast in the next round?</p><p></p><p></p><p>Edit: Actually, how about this:</p><p></p><p>Spontaneous casters gain the ability to "mana focus" (name TBD). This ability allows them to spend an action to reduce the cost of their next spell. They must spend a standard action to make a (casting stat) check of 10 + the number of mana points they wish to reduce their next spell. They may reduce the spell a number of mana points up to the highest level spell known. For example, a 10th level sorcerer could reduce a spell by 5 points by making a DC 15 Cha check. The effect of the focus lasts for one round or until used.</p><p></p><p>Clerics can mana focus using a Wis check to reduce the cost of their next cure/inflict spells, and druids could do it for a summon spell. How's that for a mechanic? I purposely went away from using a Concentration skill mechanic in order to avoid suddenly causing all casters to have a 2nd "most important" stat that they needed to sink ability points into. Also, I figured that a DC 10 + mana points would be somewhat fair, since a typical caster's main stat will range from +3 to +8 (and beyond) from level 1 to 20 and you want to give them around an even chance to focus their maximum potential, although it would be generally easier at low levels and harder at high levels.</p></blockquote><p></p>
[QUOTE="evilbob, post: 3354383, member: 9789"] Heh. :) I still think you're undervaluing the strength of casting potentially any arcane spell, but I do think playtesting is in order. Did you evaluate the counterpoint from four or five posts ago, where the wizard would cast spells at [spell level] cost and see if that seemed closer? As for the lower-level spell point reduction, it seems clunky because it is clunky. That was my first pass; I feel as though it would be useful but I'm still not sure how best to implement it. And I agree, although that opens a potentially huge can of worms. Honestly, after some thought I just don't think you can allow any caster the chance to cast any number of spells per day (which is effectively what "mana point regeneration" would be). There are just too many spells that are specifically designed in a way that's far too powerful if casters can throw them around very much more often than they already do. (Many high level arcane spells, any [I]cure[/I] spell, etc.) This idea is certainly interesting, and perhaps something closer to these lines would help. I'm not really familiar with psionics, so I'm not familiar with this idea. How long does the attunement last after the check? Is it just for the next round or does it work "until you use it?" Also, the entire idea of trading time for casting power is almost an entire other discussion. I'm not sure if it's a viable DnD mechanic, only because (in my own estimates) probably more than 50% of battles last 5 rounds or less, so its effectiveness in battle is questionable, and its effectiveness out of battle is ...well, unquestioned. :) Casting buffs and heals for reduced cost all the time could end up with a cleric gaining [I]more[/I] casts per day, even with spontaneous casting. Perhaps it would be more useful to restrict this idea to the naturally spontaneous casters? I'm still looking for anything that can make them have something more unique... :) What if only sorcs and clerics casting cure/inflict spells (and other classes with similar abilities) could spend time to reduce their casting costs? What if the time they spent was a standard action that would only affect spells cast in the next round? Edit: Actually, how about this: Spontaneous casters gain the ability to "mana focus" (name TBD). This ability allows them to spend an action to reduce the cost of their next spell. They must spend a standard action to make a (casting stat) check of 10 + the number of mana points they wish to reduce their next spell. They may reduce the spell a number of mana points up to the highest level spell known. For example, a 10th level sorcerer could reduce a spell by 5 points by making a DC 15 Cha check. The effect of the focus lasts for one round or until used. Clerics can mana focus using a Wis check to reduce the cost of their next cure/inflict spells, and druids could do it for a summon spell. How's that for a mechanic? I purposely went away from using a Concentration skill mechanic in order to avoid suddenly causing all casters to have a 2nd "most important" stat that they needed to sink ability points into. Also, I figured that a DC 10 + mana points would be somewhat fair, since a typical caster's main stat will range from +3 to +8 (and beyond) from level 1 to 20 and you want to give them around an even chance to focus their maximum potential, although it would be generally easier at low levels and harder at high levels. [/QUOTE]
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