RSKennan said:Regarding the idea that 8 hours is too long for spell recovery in a pinch: I think there are a few options within the rules (Magic item creation etc), but I also think that there could be room for a system to allow for quicker spell recovery. There would definitely have to be a proper counter-balance though, and I don't think GP is sufficient for game balance purposes.(in case anyone was thinking "Potions of Spell recovery" or something.) I'm not sure how to go about it, but I'll give it some thought.
GP?
Maybe it's just me, but on top of the practical issues involved in the need for a solid 8 hours of sleep a night, it just doesn't seem very heroic. Maybe there's a simple Con check can be made by characters who receive less sleep. The difficulty is based on how little sleep you're trying to bet by on. Failing the Con check means that you don't recover any spells for those hours of sleep.
A less harsh and less random system would be to only provide a partial recovery of spells. Knock off your highest level spell if you only get 6 hours of rest, your 2 highest if you only get 4 hours of rest, etc.
mmadsen said:
I'd like to see the system increase the Hit-Point range of Disabled and Dying. For instance, Disabled from 0 down to negative Con, and Dying from negative (Con + 1) down to double negative Con.
Yes, the Epic Level Handbook even made the concession that only allowing a range of 10 points between "dying" and "dead' is inadequate. I'd like to see level and/or Con score influence this. I think most people would agree. It boggles the mind that 3e's designers saw fit not to modify this artifact.
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