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How would you balance this modification to spellcasters?
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<blockquote data-quote="Blue" data-source="post: 7429926" data-attributes="member: 20564"><p>I'm not 100% I have your concept, let me restate and see if I have it right. During a rest, HD spent can regain spell slots as well as HPs for full casters, at the rate of 5 HPs per spell slot level. This will result in more total spell slots per day, not replacing normal recovery.</p><p></p><p>I think this would be very powerful.</p><p></p><p>And common. But not common as in regaining a bunch of 1st level spells. I'm worried about regularly regaining 9th level spells. Well, all of the high level slots really, the ones the game already restricts you to just getting 1 of.</p><p></p><p>Replacing 45 HPs worth of self-healing with healing from another caster is easy-peasy when it comes to having another game-defining 9th level spell. Even more efficient when there are several casters who heal via mass heals and keep all of their HD to regain spells. Having extras of spells of that level for the sacrifice of a few low level healing spells is broken.</p><p></p><p>Even if perfectly balanced, additional flexibility on how to spend HD grants power - so this makes full casters more powerful. I have heard no one say "full casters are across the board weaker than non-casters" in 5e (or any addition). Granting them more power without a nerf is no good. So if it was balanced, you still need to nerf casters, otherwise it's just occasional more free power.</p><p></p><p>Now let's get to other cases. Half caster archetypes will better be done with myulticlassing full casters (who can do this) with non-casters than the existing half-casters. And the non-casters have bigger HD so that helps recover.</p><p></p><p>CON is already more important for the low HD classes - +3 CON mod is a bigger % of your HPs if you have a d6 vs. a d10, plus the ever=present Concentration saves. It stays important here, and can really make the Durable feat shine - if you're a high level caster, having HD that give a minimum of 10 HPs each is really nice.</p><p></p><p>I also see this as encouraging a short "work day", as the casters (who already are the one who like short work-days) are now burning yet another daily resource. Sure it's to regain a different daily resource, but spending, say, 6 HD to regain one action's worth of high-level casting isn't pushing off the run-out-of-spells much while seriously impacting their other side.</p><p></p><p>If I was looking for a rule like this, I'd:</p><p>* Give non-casters and half-casters things to spend HD on. (Advantage on an attack, etc.)</p><p>* I'd change the cost of spells so it wasn't linear.</p><p>* Cap the spell level you could regain. Definitely 5th would be the highest, just like Sorcerers and spell points.</p></blockquote><p></p>
[QUOTE="Blue, post: 7429926, member: 20564"] I'm not 100% I have your concept, let me restate and see if I have it right. During a rest, HD spent can regain spell slots as well as HPs for full casters, at the rate of 5 HPs per spell slot level. This will result in more total spell slots per day, not replacing normal recovery. I think this would be very powerful. And common. But not common as in regaining a bunch of 1st level spells. I'm worried about regularly regaining 9th level spells. Well, all of the high level slots really, the ones the game already restricts you to just getting 1 of. Replacing 45 HPs worth of self-healing with healing from another caster is easy-peasy when it comes to having another game-defining 9th level spell. Even more efficient when there are several casters who heal via mass heals and keep all of their HD to regain spells. Having extras of spells of that level for the sacrifice of a few low level healing spells is broken. Even if perfectly balanced, additional flexibility on how to spend HD grants power - so this makes full casters more powerful. I have heard no one say "full casters are across the board weaker than non-casters" in 5e (or any addition). Granting them more power without a nerf is no good. So if it was balanced, you still need to nerf casters, otherwise it's just occasional more free power. Now let's get to other cases. Half caster archetypes will better be done with myulticlassing full casters (who can do this) with non-casters than the existing half-casters. And the non-casters have bigger HD so that helps recover. CON is already more important for the low HD classes - +3 CON mod is a bigger % of your HPs if you have a d6 vs. a d10, plus the ever=present Concentration saves. It stays important here, and can really make the Durable feat shine - if you're a high level caster, having HD that give a minimum of 10 HPs each is really nice. I also see this as encouraging a short "work day", as the casters (who already are the one who like short work-days) are now burning yet another daily resource. Sure it's to regain a different daily resource, but spending, say, 6 HD to regain one action's worth of high-level casting isn't pushing off the run-out-of-spells much while seriously impacting their other side. If I was looking for a rule like this, I'd: * Give non-casters and half-casters things to spend HD on. (Advantage on an attack, etc.) * I'd change the cost of spells so it wasn't linear. * Cap the spell level you could regain. Definitely 5th would be the highest, just like Sorcerers and spell points. [/QUOTE]
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How would you balance this modification to spellcasters?
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