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<blockquote data-quote="Blue" data-source="post: 7835874" data-attributes="member: 20564"><p>Lots of ways to do it. A bit earlier I mentioned 13th Age, which divorces the narrative of sleeping from recovery management. They have at-will, per encounter, and per full heal-up. A full heal-up happens after 4 encounters, though if they are particularly tough a DM can knock it down to three. It doesn't matter if those 4 encounters happen in a single day, a single morning, or during a three week expedition through the tundra.</p><p></p><p>Players can take a full heal-up earlier, but at the expense of a campaign set-back, a currency used in just a couple of cases where the players want to overrule the system. So maybe the murderer strikes again, or another peasant is infected with lycanthropy, or the cultists complete the first stage of their fiendish ritual.</p><p></p><p>Actually, I like how 13th Age does casters within the system, it's something 6E might want to steal. All spells can be upcast (yes, it was out before 5e, but I think Wheel of Time RPG way back when first had that idea). As you gain levels you slowly gain slots but your slots migrate upwards. So a 2nd level character has 6 first level slots, but at 3rd level they have 3 first level and 4 slots of the next level. At 5th level you have 1/4/4. And 8th level you have 0/0/3/8. (It's only a 10 level system, so it only have 5 levels of spells instead of 9.) This means that spells are cast at viable levels, but the number of slots only slowly increase.</p><p></p><p>Also, the spells you learn are not only Vancian. Or rather, each spell is at-will, per-encounter, or per full-heal up. So you can take one of your highest level slots for a "cantrip" if it's an at-will spell and do lots of regular damage, while someone else has an amazing daily in that slot, or a great per-encounter.</p></blockquote><p></p>
[QUOTE="Blue, post: 7835874, member: 20564"] Lots of ways to do it. A bit earlier I mentioned 13th Age, which divorces the narrative of sleeping from recovery management. They have at-will, per encounter, and per full heal-up. A full heal-up happens after 4 encounters, though if they are particularly tough a DM can knock it down to three. It doesn't matter if those 4 encounters happen in a single day, a single morning, or during a three week expedition through the tundra. Players can take a full heal-up earlier, but at the expense of a campaign set-back, a currency used in just a couple of cases where the players want to overrule the system. So maybe the murderer strikes again, or another peasant is infected with lycanthropy, or the cultists complete the first stage of their fiendish ritual. Actually, I like how 13th Age does casters within the system, it's something 6E might want to steal. All spells can be upcast (yes, it was out before 5e, but I think Wheel of Time RPG way back when first had that idea). As you gain levels you slowly gain slots but your slots migrate upwards. So a 2nd level character has 6 first level slots, but at 3rd level they have 3 first level and 4 slots of the next level. At 5th level you have 1/4/4. And 8th level you have 0/0/3/8. (It's only a 10 level system, so it only have 5 levels of spells instead of 9.) This means that spells are cast at viable levels, but the number of slots only slowly increase. Also, the spells you learn are not only Vancian. Or rather, each spell is at-will, per-encounter, or per full-heal up. So you can take one of your highest level slots for a "cantrip" if it's an at-will spell and do lots of regular damage, while someone else has an amazing daily in that slot, or a great per-encounter. [/QUOTE]
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