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General Tabletop Discussion
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Marionnen's Musings: Bonus Spell Slots: Do We Need Them?
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<blockquote data-quote="Sunseeker" data-source="post: 6062398"><p>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.</p><p></p><p>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). </p><p></p><p>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.</p><p></p><p>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.</p><p>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. </p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Sunseeker, post: 6062398"] 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. [/QUOTE]
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