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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
joela's KISS DnD 3.5 Houserules
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<blockquote data-quote="Derro" data-source="post: 4088288" data-attributes="member: 51010"><p>I'd remove that caster level factor. It seems unnecessarily punitive to me. I think Griffin's justification their is that spells have higher values of duration, range, and even direct effect such as number of magic missiles or dice of fireball damage. It seems to draw inspiration from the ExpPsionics HB in which psions payed more power points for increased effect.</p><p>I don't see it being necessary. </p><p></p><p>Consider this. As a spell-caster grows in power (level) they gain more potency (higher-level spell slots) but also more control (greater effect of lower level spells). It doesn't seem logical to me that a 12th level caster would pay more than a 9th level caster for something like, say, bull's strength. The bonus is the same, the duration is moderately longer (12 min instead of 9 min). To reflect this upon the RAW the higher level caster doesn't need to memorize the spell with a higher level slot does he? So why the increased cost based on caster level? </p><p></p><p>This could be to prevent the over-use of lower level spells. A 3rd level wizard with a decent CON could have 12 - 15 hit points. If he was cautious (or foolhardy) he could bust out 11 to 14 magic missiles in an encounter and probably get enough rest (15 min if I'm not mistaken) to restore all that non-lethal damage and be ready to do it again. Obviously this is well beyond the capability of a standard wizard.</p><p></p><p>I'd solve this by making repeat spell-casting accumulative in the damage it deals to the caster. 1st casting costs level, 2nd casting level +1 or more, 3rd casting +2 or more. This hurts sorcerer types who have a smaller spell selection so maybe they get a break, two or three castings before it starts to become accumulative. This is a pretty common concept in other games that have a spell-casting system that has non-lethal or fatigue type deterrent. Talislanta and one of the editions of Shadowrun (I think) spring to mind.</p><p></p><p>I know you were looking for KISS and this might be starting to break that boundary into unnecessary complexity. If it is let me know. Maybe we can find you another solution.</p></blockquote><p></p>
[QUOTE="Derro, post: 4088288, member: 51010"] I'd remove that caster level factor. It seems unnecessarily punitive to me. I think Griffin's justification their is that spells have higher values of duration, range, and even direct effect such as number of magic missiles or dice of fireball damage. It seems to draw inspiration from the ExpPsionics HB in which psions payed more power points for increased effect. I don't see it being necessary. Consider this. As a spell-caster grows in power (level) they gain more potency (higher-level spell slots) but also more control (greater effect of lower level spells). It doesn't seem logical to me that a 12th level caster would pay more than a 9th level caster for something like, say, bull's strength. The bonus is the same, the duration is moderately longer (12 min instead of 9 min). To reflect this upon the RAW the higher level caster doesn't need to memorize the spell with a higher level slot does he? So why the increased cost based on caster level? This could be to prevent the over-use of lower level spells. A 3rd level wizard with a decent CON could have 12 - 15 hit points. If he was cautious (or foolhardy) he could bust out 11 to 14 magic missiles in an encounter and probably get enough rest (15 min if I'm not mistaken) to restore all that non-lethal damage and be ready to do it again. Obviously this is well beyond the capability of a standard wizard. I'd solve this by making repeat spell-casting accumulative in the damage it deals to the caster. 1st casting costs level, 2nd casting level +1 or more, 3rd casting +2 or more. This hurts sorcerer types who have a smaller spell selection so maybe they get a break, two or three castings before it starts to become accumulative. This is a pretty common concept in other games that have a spell-casting system that has non-lethal or fatigue type deterrent. Talislanta and one of the editions of Shadowrun (I think) spring to mind. I know you were looking for KISS and this might be starting to break that boundary into unnecessary complexity. If it is let me know. Maybe we can find you another solution. [/QUOTE]
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