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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Neverwinter Night's 2 style recharging.
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<blockquote data-quote="Andre" data-source="post: 3215006" data-attributes="member: 25930"><p>The solution to the first part is to restrict such abilities in some other way. My group is using a spell point system that allows casters to recharge their spell pools fairly quickly, but ongoing spells reduce the amount that can be recharged. Too many buffs at the same time = no spell points for other spells. I've created a number of magic items that require spell points to use, which creates a nice trade-off for the caster. I experimented with a similar token pool for other classes, so a barbarian could rage, power attack, cleave, trip, etc. - but not all in the same fight. My players found it too much effort, so we dropped it, but I still think that could work well in allowing a quick recharge for abilities, while still having limits to what characters can do.</p><p></p><p>As for healing, the spell points system allows fairly quick healing during downtime and we really, really, really like that change. It completely eliminated the need for a cleric class (we rolled those spells into the sorcerer list) and allows the meat shields to be more aggressive in fights. At low levels the party still has to worry about certain effects (ability damage, negative levels, poison, disease), but that just heightens their fear of such things.</p><p></p><p>And don't forget, if the pc's can recharge quickly, so can the bad guys... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Andre, post: 3215006, member: 25930"] The solution to the first part is to restrict such abilities in some other way. My group is using a spell point system that allows casters to recharge their spell pools fairly quickly, but ongoing spells reduce the amount that can be recharged. Too many buffs at the same time = no spell points for other spells. I've created a number of magic items that require spell points to use, which creates a nice trade-off for the caster. I experimented with a similar token pool for other classes, so a barbarian could rage, power attack, cleave, trip, etc. - but not all in the same fight. My players found it too much effort, so we dropped it, but I still think that could work well in allowing a quick recharge for abilities, while still having limits to what characters can do. As for healing, the spell points system allows fairly quick healing during downtime and we really, really, really like that change. It completely eliminated the need for a cleric class (we rolled those spells into the sorcerer list) and allows the meat shields to be more aggressive in fights. At low levels the party still has to worry about certain effects (ability damage, negative levels, poison, disease), but that just heightens their fear of such things. And don't forget, if the pc's can recharge quickly, so can the bad guys... ;) [/QUOTE]
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Neverwinter Night's 2 style recharging.
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