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*Pathfinder & Starfinder
I think our party's sorcerer just got overpowered...what do you think?
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<blockquote data-quote="Mordikenn" data-source="post: 6075974" data-attributes="member: 6704716"><p>I have an alternate rule I use in my games that makes spellcasters easier to play like that, but is far more mathematically balanced than straight spell levels.  You have to make higher level spells cost more or it gets ridiculous.  There's a lot of playtesting behind this, and I'm still not 100% sure about the cutoff for higher level spells but it has worked well for us in my game.</p><p></p><p><strong><em>Spell Points:</em></strong></p><p>Spells are not memorized, but instead drawn from a pool of mana possessed by the caster.  Your spell points are equal to the total of the levels of all your spell slots.  For example a 4[SUP]th[/SUP] level sorcerer gets 6 0[SUP]th[/SUP] level spells, 6 1[SUP]st[/SUP] level spells, and 3 2[SUP]nd[/SUP] level spell slots.  This translates to 12 SP ( 6x0 + 6x1 + 3x2 ).  Whenever he wishes to cast a spell he must pay SP equal to that (spell’s level x2 -1).</p><p> </p><p>Spells of a higher level cost more spell points, using a different multiplier to figure out their cost to cast.  Otherwise, the rules for them are the same.  Use the following chart:</p><p>1[SUP]st[/SUP] to 5[SUP]th[/SUP] level spell: Spell Level x2 -1</p><p>6[SUP]th[/SUP] to 9[SUP]th[/SUP] level spell: Spell Level x3 -1</p><p> </p><p>0[SUP]th[/SUP] level spell: 0sp (free)</p><p>1[SUP]st[/SUP] level spell:   1sp</p><p>2[SUP]nd[/SUP] level spell:  3sp</p><p>3[SUP]rd[/SUP] level spell:  5sp</p><p>4[SUP]th[/SUP] level spell:  7sp</p><p>5[SUP]th[/SUP] level spell:  9sp</p><p>6[SUP]th[/SUP] level spell:  17sp</p><p>7[SUP]th[/SUP] level spell:  20sp</p><p>8[SUP]th[/SUP] level spell:  23sp</p><p>9[SUP]th[/SUP] level spell:  26sp</p><p> </p><p>Clerics and Druids function slightly differently with this system, as they never had to choose a list of spells they knew.  Now you must choose a list of ‘spells known’ equal to the number of spells you could cast every day for each spell level using the same rules as a sorcerer for spells known.  You automatically know your domain spells for each level without having to count them towards your total.  If you can spontaneously cast a spell, such as spontaneously casting cure spells, they are added to your list of spells known automatically.</p><p> </p><p>Under this system, Sorcerers and anyone else who normally cast spontaneously no longer suffer any penalty for using metamagic feats to modify their spells and may use quicken spell as normal.</p></blockquote><p></p>
[QUOTE="Mordikenn, post: 6075974, member: 6704716"] I have an alternate rule I use in my games that makes spellcasters easier to play like that, but is far more mathematically balanced than straight spell levels. You have to make higher level spells cost more or it gets ridiculous. There's a lot of playtesting behind this, and I'm still not 100% sure about the cutoff for higher level spells but it has worked well for us in my game. [B][I]Spell Points:[/I][/B] Spells are not memorized, but instead drawn from a pool of mana possessed by the caster. Your spell points are equal to the total of the levels of all your spell slots. For example a 4[SUP]th[/SUP] level sorcerer gets 6 0[SUP]th[/SUP] level spells, 6 1[SUP]st[/SUP] level spells, and 3 2[SUP]nd[/SUP] level spell slots. This translates to 12 SP ( 6x0 + 6x1 + 3x2 ). Whenever he wishes to cast a spell he must pay SP equal to that (spell’s level x2 -1). Spells of a higher level cost more spell points, using a different multiplier to figure out their cost to cast. Otherwise, the rules for them are the same. Use the following chart: 1[SUP]st[/SUP] to 5[SUP]th[/SUP] level spell: Spell Level x2 -1 6[SUP]th[/SUP] to 9[SUP]th[/SUP] level spell: Spell Level x3 -1 0[SUP]th[/SUP] level spell: 0sp (free) 1[SUP]st[/SUP] level spell: 1sp 2[SUP]nd[/SUP] level spell: 3sp 3[SUP]rd[/SUP] level spell: 5sp 4[SUP]th[/SUP] level spell: 7sp 5[SUP]th[/SUP] level spell: 9sp 6[SUP]th[/SUP] level spell: 17sp 7[SUP]th[/SUP] level spell: 20sp 8[SUP]th[/SUP] level spell: 23sp 9[SUP]th[/SUP] level spell: 26sp Clerics and Druids function slightly differently with this system, as they never had to choose a list of spells they knew. Now you must choose a list of ‘spells known’ equal to the number of spells you could cast every day for each spell level using the same rules as a sorcerer for spells known. You automatically know your domain spells for each level without having to count them towards your total. If you can spontaneously cast a spell, such as spontaneously casting cure spells, they are added to your list of spells known automatically. Under this system, Sorcerers and anyone else who normally cast spontaneously no longer suffer any penalty for using metamagic feats to modify their spells and may use quicken spell as normal. [/QUOTE]
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I think our party's sorcerer just got overpowered...what do you think?
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