Marionnen's Musings: Bonus Spell Slots: Do We Need Them?

airwalkrr

Adventurer
Marionnen is musing again and this time the subject is bonus spell slots. Full text of the article below. (A little note. I occasionally include links in the actual blog to amusing sites or related subjects which I don't translate to EN World. So if you read it there you might just discover something new and interesting from time to time.)

I think just about everyone who has played 3rd edition D&D to any extent will admit that spell casters have it good. In fact, all editions up to and including 3rd edition are very favorable to spell casters. Even at 1st-level, a wizard can end a battle before it begins with the casting of a single sleep spell. In AD&D, I often marveled at the sheer power of spell casters and for a time wondered why anyone ever bothered to play anything else. Then 3rd edition came along and just made everything better for spell casters. I indulged for a few years, playing wizards, clerics, sorcerers and druids to the exclusion of other classes. Things had just gotten too good not to be a spell caster in my own humble opinion. Of the reasons for this, not least of which was the introduction of bonus spell slots for all spell casters (not just clerics, as was the case in previous editions) based upon their associated spell casting ability score (and even clerics got a boost with the addition of domain spell slots, but I digress).

In my eternal quest for a simpler version of 3.5, not just a version that would serve to teach new players the game, but one that would just be simpler and easier to play for everyone, I have begun to ask one key question about a number of elements of the game: "Do we really need this for the game to work?" Today I have come to the subject of bonus spell slots and honestly, truly, I cannot answer "Yes" to this question.

Now I imagine that back in AD&D bonus spell slots based on a high Wisdom score were added to the game to encourage more players to choose to play clerics. It seems like there is an eternal struggle that is never-ending to this very day each and every time a new campaign begins. Who will play the healer? Well, clerics are so much more than that, of course (as any experienced cleric player such as myself will tell you), but they often get distilled down to that, appearing to the rest of the party as so many boxes of Band-Aids. I imagine this was discovered early on by Gygax & Co. and so when they published their definitive 1st edition Advanced Dungeons & Dragons Player's Handbook, part of the thinking was that the cleric deserved a few extra spell slots because some of his spell slots would inevitably end up being used as healing spells. Now maybe I am incorrect on this, but I would not be surprised at all if this were exactly the case. So bonus spell slots perhaps make sense for the cleric class. But for everyone?

Well the nice thing about 3rd edition is that the system is so internally consistent. I imagine having separate rules for clerics gaining bonus spell slots probably seemed like yet another sub-system that the designers of 3rd edition wanted to streamline. What this really came down to, in my opinion (and feel free to disagree), was making lower level a little more interesting for spell casters. But while their intentions were good, and certainly made other classes like the wizard a little more fun to play at 1st-level, they actually tackled this from several directions and ended up with what I like to more properly call a mess.

You see, along with bonus spell slots, they also introduced 0-level spells (cantrips or orisons) as a core rule, which had appeared as a variant rule in various official and unofficial versions for years. This gave several more options to low level spell casters, minor though they may be. Furthermore, crafting magic items and the assumption of availability of magic items changed as well. It was now possible to make scrolls as early as 1st-level, allowing a spell caster with only a small cache of XP and GP to add significantly to his arsenal of spells after only a session or two, provided a bit of downtime was provided (I have taken full advantage of Scribe Scroll more times than I care to count, even on sorcerers if you can believe that; it's just that good). Scrolls and potions were also exceptionally cheap. And campaigns in the Forgotten Realms in 3rd edition often began with the assumption that a brand-spanking new 1st-level character could come equipped with either several potions of cure light wounds, or a single potion of cure moderate wounds, not to mention the vast options for other both divine and arcane scrolls, potions, and even wands. A character from The Golden Water, for example, could choose a wand of cure light wounds with 20 charges at character creation!

So we now have 0-level spells, easy crafting of scrolls, cheap scrolls and potions (and 1st-level wands as well), cleric domain spell slots, and bonus spell slots for a high ability modifier. And if you are feeling really generous you give your PCs some extra equipment a la the Forgotten Realms and who is really thinking that hard about resource management? Well, I say enough already. I think a lot of this can be done away with. But let's just focus on bonus spell slots since that is the subject of this article. Given all of the options that are now available just in the core rules of the game, why do we really need bonus spells slots again? We don't. It's that simple.

Spell casters already receive a benefit for having a high ability score in their spell casting attribute, which is improved saving throw DCs. Do they really need more? I believe if you think about it, you will agree with me that they really don't. And by the time you get to level 10, they are exceptionally superfluous. So a fix intended to address a low-level problem just balloons into a nightmare of book-keeping for spell casters as they progress higher and higher. So many spells to choose and so little time! I don't know about you, but I want to play the game, not the meta-game.
 
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I think it really depends on how much of a "bonus" we're talking about here, because since bonus spell slots scale with level, it's important to consider that at early levels gaining an extra spell-per-day is awesome! But at level 10 having an extra max-level spell slot is not so big a deal. Additionally, we need to consider the types of builds. Lots of spell lots favor the "blaster" or the guy who does one thing over and over again, usually not utilizing recurring effects that lend to the "quadratic" effect that is what truly leads to caster supremacy.

The bonus to spell DCs is again, one of those low-level awesome, high-level whatever sorts of deals. At low levels making your DC 10+spell level(say, 1)+mod for a 13 is great! But when you're 10th level and your spell is 10+6+2, it's not so impressive. Especially considering that you've likely picked up feats that accomplish the same thing. That's why ability scores affect multiple aspects of your character, because it's all to easy for one specific aspect to be overwhelmed(much in the way a high dex is replaced by heavy armor).

IMO: I don't like an over-abundance of magical accessories. Be it magical gear, magical potions, magical weapons and so on. In my games, generally speaking, you're not going to get very much of those things. Any you do come upon will be a highly valued resource, so having an extra spell-slot is a very good thing.

At the end of the day, I think this sort of variability is what matters. 0-level spells are meaningless, they're neat tricks and really nothing more.
Cheap scrolls, potions and wands are items that are ONLY available at the discretion of the DM, so in a high-magic setting where those are freely available, then sure, an extra spell-slot or two isn't a big deal. However, in a low-magic setting, an extra spell slot is very valuable. What bonus spell slots provide is simply versatility, the ability to run your campaign in a style you see fit where players can either be incredibly self-reliant, or can be external-resource reliant.

Options are just that, OPTIONS, and because 99.9% of the options are at the DMs discretion, it's good to have a lot of them.
 

Monte Cook is on record as saying that 3e spellcasters have exactly the wrong number of spells.

It's also true that the game would almost certainly be better balanced if low-level casters had more spells per day, high-level casters had fewer, and (most importantly of all) the game didn't make it so easy for spellcasters to sidestep their spells-per-day entirely by crafting a bunch of low-level scrolls of 'utility' spells.

However, as regards the premise of the OP: I agree, bonus spells for a high stat aren't really necessary - between the bonus to save DCs and the access to higher-level spells, that stat already does plenty for those characters.
 

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