Hmm... not an issue for me.Bagpuss said:I think some flaws with the recovery idea for mana have been pointed out on Monte Cook's forum. IE: That it slows down the game as it encourages the party to rest a wait while the arcanist charges up ready for the next battle.
I haven't seen one yet that i like.Bagpuss said:I'ld be more inclined to go with a token mechanic myself (although I've not worked one out yet)
Bagpuss said:The advantage of this is a arcanist would be able to pull of low level spells early in a battle, but later they would be able to carry out more powerful spells. The melee characters would need to protect the arcanist while he builds up tokens (proably via some concentration use).
Yeah, I've been finding more and more, but most of those are relatively easy to exclude/edit. The Arcanist relies on theirs, while the others can be reasonably excluded (or converted).Kaos said:Just a quick nitpick:
A few of the traits (Child of Faith, Inspiring Presence) have x/day features as well...
Macbeth said:Yeah, I've been finding more and more, but most of those are relatively easy to exclude/edit. The Arcanist relies on theirs, while the others can be reasonably excluded (or converted).
There are two things you can do to fix this:Staffan said:The main problem with having mana as a per-encounter resource (like tokens) is that you can do some long-term things with it. Healing is the first thing that comes to mind, but Alter Mind, and most of the Abjurations, can have some long-term effects as well. One way of dealing with this would be to have some sort of penalty for having spells up - perhaps -1 to the casting check per spell you already have active? That wouldn't stop the healing thing, though, but it's a start.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.