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New idea about "spell points"?
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<blockquote data-quote="Gldm" data-source="post: 172033" data-attributes="member: 4408"><p><strong>My spell point system.</strong></p><p></p><p>I'm currently running a game that has a SP system. It makes spellcasters significantly more powerful, but I've got other modifications in place for other classes that balance it out (everyone's overpowered compared to standard rules).</p><p></p><p>The system looks like this:</p><p></p><p>Spells cost 2^level points.</p><p></p><p>0th = 1</p><p>1st = 2</p><p>2nd = 4</p><p>3rd = 8</p><p>4th = 16</p><p>5th = 32</p><p>6th = 64</p><p>7th = 128</p><p>8th = 256</p><p>9th = 512.</p><p></p><p>As for how many points spellcasters have, they get their level x ability modifier at each level. Enhancement bonuses count but only if they've had it effective at least 24 hours before gaining the level, so no "I cast eagle's splendor and gain extra points!" stuff.</p><p></p><p>Oh, and sorcerers get 1.5x this number of points at each level, wizards gain 1x. This reflects the sorcerer's increased spells per day allowance.</p><p></p><p>Also, I've changed how casting works. Sorcerers in my system can cast any spell they know at any time. There's a progression table for spells/level known (which goes up faster than the one in the DMG) but it caps out at your ability modifier for each level.</p><p></p><p>Wizards in my system still have spells/day (with a progression table similar to the DMG, again capped at max of ability mod), but they don't "lose" the spell when cast. They know the spells they've memorized for that day, and can cast them if they have the points left. However, changing a spell for a new one in a spellbook takes 8 hours. Thus, wizards are much more flexible with time to prepare, but sorcerers are more flexible on the fly.</p><p></p><p>We tend to see alot of fireballs (hey 8 points is cheap when you get high enough in level) but higher level characters usually find ways to buy protection vs cheap spells, and counterspelling is pretty easy when you don't have to worry about "Gee I can only cast that particular spell one time today!" Dispel magic becomes a favorite for everyone. Also, at high levels even if you had a starting stat of 20, and bought magic items to increase it and gain spellpoints, it's very very hard even for a sorcerer to get the points for more than 4-5 9th level spells per day, so don't worry about "Oh I just cast wish or timestop AGAIN." Usually the system seems to balance out pretty well that they can only cast about 1-4 of their highest level spells at any time, depending on how many points they've been getting per level. The sum of 1-20 is 210, so that x the average ability mod during that time (x1.5 for sorcerers) will be their final point total. So you wind up with people with 1000-2500 spell points (2-5 512point 9th level spells).</p><p></p><p>As for clerics, they get balanced out in yet a third way. They still have the spell level system, like X 1st level spells per day, and Y 2nd level spells per day, etc. But they're ALL dynamic cast. Basicly you can cast any spell allowed for that level (provided you have spells of that level left for today) as a "miracle" from your deity. This makes the cleric the guy you really want to have around when the unexpected happens. That and the healing abilities tend to go well together, as this is who the party runs to when they need to get out of a jam.</p><p></p><p>This is still kinda in beta test stages for the group I play with weekly, but so far it's worked out well with some of my other changes like class redesigns and alternate damage systems for melee, etc.</p></blockquote><p></p>
[QUOTE="Gldm, post: 172033, member: 4408"] [b]My spell point system.[/b] I'm currently running a game that has a SP system. It makes spellcasters significantly more powerful, but I've got other modifications in place for other classes that balance it out (everyone's overpowered compared to standard rules). The system looks like this: Spells cost 2^level points. 0th = 1 1st = 2 2nd = 4 3rd = 8 4th = 16 5th = 32 6th = 64 7th = 128 8th = 256 9th = 512. As for how many points spellcasters have, they get their level x ability modifier at each level. Enhancement bonuses count but only if they've had it effective at least 24 hours before gaining the level, so no "I cast eagle's splendor and gain extra points!" stuff. Oh, and sorcerers get 1.5x this number of points at each level, wizards gain 1x. This reflects the sorcerer's increased spells per day allowance. Also, I've changed how casting works. Sorcerers in my system can cast any spell they know at any time. There's a progression table for spells/level known (which goes up faster than the one in the DMG) but it caps out at your ability modifier for each level. Wizards in my system still have spells/day (with a progression table similar to the DMG, again capped at max of ability mod), but they don't "lose" the spell when cast. They know the spells they've memorized for that day, and can cast them if they have the points left. However, changing a spell for a new one in a spellbook takes 8 hours. Thus, wizards are much more flexible with time to prepare, but sorcerers are more flexible on the fly. We tend to see alot of fireballs (hey 8 points is cheap when you get high enough in level) but higher level characters usually find ways to buy protection vs cheap spells, and counterspelling is pretty easy when you don't have to worry about "Gee I can only cast that particular spell one time today!" Dispel magic becomes a favorite for everyone. Also, at high levels even if you had a starting stat of 20, and bought magic items to increase it and gain spellpoints, it's very very hard even for a sorcerer to get the points for more than 4-5 9th level spells per day, so don't worry about "Oh I just cast wish or timestop AGAIN." Usually the system seems to balance out pretty well that they can only cast about 1-4 of their highest level spells at any time, depending on how many points they've been getting per level. The sum of 1-20 is 210, so that x the average ability mod during that time (x1.5 for sorcerers) will be their final point total. So you wind up with people with 1000-2500 spell points (2-5 512point 9th level spells). As for clerics, they get balanced out in yet a third way. They still have the spell level system, like X 1st level spells per day, and Y 2nd level spells per day, etc. But they're ALL dynamic cast. Basicly you can cast any spell allowed for that level (provided you have spells of that level left for today) as a "miracle" from your deity. This makes the cleric the guy you really want to have around when the unexpected happens. That and the healing abilities tend to go well together, as this is who the party runs to when they need to get out of a jam. This is still kinda in beta test stages for the group I play with weekly, but so far it's worked out well with some of my other changes like class redesigns and alternate damage systems for melee, etc. [/QUOTE]
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