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*Pathfinder & Starfinder
how about this mana point version?
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<blockquote data-quote="evilbob" data-source="post: 3403896" data-attributes="member: 9789"><p>So... This is my chart for what wizards would have if they had a straight 1-1 ratio of spell points (using the "modified fibonacci" sequence above) to spells they would have available.</p><p>[code]</p><p>Wizd lvl pool stat bonus est. total</p><p>1 1 1 2</p><p>2 2 1 3</p><p>3 4 3 7</p><p>4 7 3 10</p><p>5 11 7 18</p><p>6 17 7 24</p><p>7 24 13 37</p><p>8 34 14 48</p><p>9 46 24 70</p><p>10 62 26 88</p><p>11 81 41 122</p><p>12 106 41 147</p><p>13 137 41 178</p><p>14 177 70 247</p><p>15 227 70 297</p><p>16 292 70 362</p><p>17 372 70 442</p><p>18 477 70 547</p><p>19 567 116 683</p><p>20 672 116 788</p><p>[/code]</p><p>This seems a bit much - but honestly, not too far out there (with the exception of levels 19 and 20 maybe). A level 17 wiz (with bonuses for Int modifier) could cast six 9th level spells instead of one, but only one 8th, one 5th, and one 2nd besides that before being out - not a far cry from (excluding zeros and including bonus spells) 6/6/6/5/5/5/4/2/1. I'm still working with the idea that prepared casters a) have to still prepare a set number of spells per day (as per the UA variant), b) cast spontaneously from that list of prepared spells, and c) must rest 8 hours to regain spell points. I'm still up in the air about resting an hour being ok to regain some spell points. It seems ok, since you can't swap spells out without a full rest, and an hour is an annoying time to track but it is how long you'd wait for another random encounter roll typically... I don't know.</p><p></p><p>One interesting thing to note about this sequence: in general, having a good stat modifier roughly amounts to you having the "next level's worth" of spell points.</p><p></p><p></p><p>On a side note, another spell to ban: <em>repair minor</em>. Same issue with warforged as <em>cure minor</em> with anyone else. The jury is still out on: all 0 spells with <time> per level durations, such as <em>light</em>, <em>touch of fatigue</em>, and <em>message</em>. Sure, at high levels these are completely trivial anyway, but at low levels they can make a difference (especially <em>touch of fatigue</em> - what a useful level zero spell!), and they are also spells for which the world breaks a little if there are many people who can cast them infinitely (torches are no longer useful or practical to sell, the telephone will never be invented <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="evilbob, post: 3403896, member: 9789"] So... This is my chart for what wizards would have if they had a straight 1-1 ratio of spell points (using the "modified fibonacci" sequence above) to spells they would have available. [code] Wizd lvl pool stat bonus est. total 1 1 1 2 2 2 1 3 3 4 3 7 4 7 3 10 5 11 7 18 6 17 7 24 7 24 13 37 8 34 14 48 9 46 24 70 10 62 26 88 11 81 41 122 12 106 41 147 13 137 41 178 14 177 70 247 15 227 70 297 16 292 70 362 17 372 70 442 18 477 70 547 19 567 116 683 20 672 116 788 [/code] This seems a bit much - but honestly, not too far out there (with the exception of levels 19 and 20 maybe). A level 17 wiz (with bonuses for Int modifier) could cast six 9th level spells instead of one, but only one 8th, one 5th, and one 2nd besides that before being out - not a far cry from (excluding zeros and including bonus spells) 6/6/6/5/5/5/4/2/1. I'm still working with the idea that prepared casters a) have to still prepare a set number of spells per day (as per the UA variant), b) cast spontaneously from that list of prepared spells, and c) must rest 8 hours to regain spell points. I'm still up in the air about resting an hour being ok to regain some spell points. It seems ok, since you can't swap spells out without a full rest, and an hour is an annoying time to track but it is how long you'd wait for another random encounter roll typically... I don't know. One interesting thing to note about this sequence: in general, having a good stat modifier roughly amounts to you having the "next level's worth" of spell points. On a side note, another spell to ban: [I]repair minor[/I]. Same issue with warforged as [I]cure minor[/I] with anyone else. The jury is still out on: all 0 spells with <time> per level durations, such as [I]light[/I], [I]touch of fatigue[/I], and [I]message[/I]. Sure, at high levels these are completely trivial anyway, but at low levels they can make a difference (especially [I]touch of fatigue[/I] - what a useful level zero spell!), and they are also spells for which the world breaks a little if there are many people who can cast them infinitely (torches are no longer useful or practical to sell, the telephone will never be invented :)). [/QUOTE]
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how about this mana point version?
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