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General Tabletop Discussion
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How 'magical" in your game/setting?
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<blockquote data-quote="DND_Reborn" data-source="post: 8545186" data-attributes="member: 6987520"><p>Thanks! Here a couple of other ideas we are currently exploring, for different reasons:</p><p></p><p>1. Forget spell slots or spell points. Casting spells cost you HIT POINTS! Yep, full-casters spend 1 hp / spell level of the spell. So, a <em>fireball</em> is 3 hp to cast it. Half-casters spend 2 hp / spell level, including things like <em>smites</em>. The idea comes from d20 SW where Jedi had to spend Vitality for their Force powers.</p><p></p><p>This creates two benefits IMO. First, it makes casting in combat a bit more cautious in many ways. Second, it makes out of combat healing automatic if you have anyone with a healing spell. With a bit of resting time, the healer can max out everyone's hit points.</p><p></p><p>Second, this means you really have unlimited spells as long as you have hit points to spend.</p><p></p><p>With this variation, higher spell levels access would be delayed a bit so slower.</p><p></p><p>2. You can cast X number of spells per encounter, where X equals your spellcasting ability modifier (so, typically 2 - 5 spells). You also have a number of spell levels (or points, as you wish) equal to your caster level to spend on those spells.</p><p></p><p>With this variation, spell level access would be RAW.</p><p></p><p>For example, at 5th level you have access to <em>fireball</em>, but only 5 spell levels you can use for the encounter. So, if you cast it, it costs 3 of the 5 spell levels, leaving you with just 2 spell levels for other spells.</p><p></p><p>This allows for powerful spells (if you want to pay for them), but limits how many spells you can do before you are spent.</p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 8545186, member: 6987520"] Thanks! Here a couple of other ideas we are currently exploring, for different reasons: 1. Forget spell slots or spell points. Casting spells cost you HIT POINTS! Yep, full-casters spend 1 hp / spell level of the spell. So, a [I]fireball[/I] is 3 hp to cast it. Half-casters spend 2 hp / spell level, including things like [I]smites[/I]. The idea comes from d20 SW where Jedi had to spend Vitality for their Force powers. This creates two benefits IMO. First, it makes casting in combat a bit more cautious in many ways. Second, it makes out of combat healing automatic if you have anyone with a healing spell. With a bit of resting time, the healer can max out everyone's hit points. Second, this means you really have unlimited spells as long as you have hit points to spend. With this variation, higher spell levels access would be delayed a bit so slower. 2. You can cast X number of spells per encounter, where X equals your spellcasting ability modifier (so, typically 2 - 5 spells). You also have a number of spell levels (or points, as you wish) equal to your caster level to spend on those spells. With this variation, spell level access would be RAW. For example, at 5th level you have access to [I]fireball[/I], but only 5 spell levels you can use for the encounter. So, if you cast it, it costs 3 of the 5 spell levels, leaving you with just 2 spell levels for other spells. This allows for powerful spells (if you want to pay for them), but limits how many spells you can do before you are spent. [/QUOTE]
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