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<blockquote data-quote="Croesus" data-source="post: 5420869" data-attributes="member: 35019"><p>This is very similar to a system I posted a couple years ago. My group used it for our last couple campaigns and really liked it.</p><p></p><p>A few elements from that system you might consider:</p><p></p><p>-We had a single caster class without the arbitrary arcane/divine split. Casters selected a certain number of known spells from any spell list (if GM allowed), then each day selected from that list which spells they could cast that day. By tweaking those two numbers, you can increase/decrease the flexibility of the casters. For example, you might allow each caster to know 4 spells per caster level + stat Mod, and allow the caster to memorize daily 2 spells per caster level. As for class design, it was like a sorcerer, with D6 hit points, more skill points, and bonus feats.</p><p></p><p>-We used sorcerer class progression for spell casting. In other words, you had to 6th-level before you could cast a spell costing 3 spell points.</p><p></p><p>-Spell point pools were 4 + approx 1 spell point per caster level. So a 1st-level caster had 4 spell points, and a 20th level caster had 28 points. Like you, we reduced the caster spell point pool for any ongoing effects. Casters automatically recharged one spent spell point each round - one point simply isn't a big deal, and I like to encourage characters to move around, which requiring the move action takes away. I toyed with allowing feats that would increase the spell point pool size, but decided they didn't work well (either too good, so always taken, or too lousy, so never taken).</p><p></p><p>-We noticed that oftentimes casters would open with their most powerful spells in the beginning of combat. If that's a concern, I recommend a rule that spells cast in the first round (or first two rounds) cost double. A caster can still cast up to their maximum spell level, but it depletes their pool by twice as many points. Example, fireball would cost six spell points, if cast in round one.</p><p></p><p>-Metamagic was easy to incorporate, as they increase the spell point cost of a spell. With the cap of 1/2 caster level for the max spell points spent on any one spell, metamagic worked much like core rules. We didn't use the full round casting requirement from core rules, though.</p><p></p><p>-We never worried about being able to heal up fully, if time permitted, so we didn't limit healing spells. YMMV. However, any spell could be designated by the GM as "problematic", meaning any spell points spent on that spell only recharged after 8 hours of rest. This allows a GM to permit certain spells (teleport, wall of iron, healing), but effectively they can only be cast a few times per day. Any spell with a duration of permanent was always treated as "problematic", so no infinite continual lights. If I were to update the system today, I'd call these rituals (blatantly stealing from 4E), but otherwise they would work the same.</p><p></p><p>-I disagree with those who want higher-level spells to cost more. While specific spell levels have better/worse choices (I always felt 2nd level spells just don't compare well to 1st and 3rd level spells), any spell point system that uses some kind of logarithmic scale results in either unlimited points for lower level spells, or too few points to cast the higher level ones. What's the point of being high level if casting a single high level spell wipes out over half your spell points? Personal preference here - others will disagree.</p><p></p><p>-Overall, a lot of our tweaks were designed to keep the caster class comparable to other classes. We tended to have slightly more powerful versions of the classes, so the caster class I've described reflects that . One of the nice things about the system you've posted is that it's relatively easy to tweak in either direction, so your casters don't outshine the other characters, but also are not totally useless.</p></blockquote><p></p>
[QUOTE="Croesus, post: 5420869, member: 35019"] This is very similar to a system I posted a couple years ago. My group used it for our last couple campaigns and really liked it. A few elements from that system you might consider: -We had a single caster class without the arbitrary arcane/divine split. Casters selected a certain number of known spells from any spell list (if GM allowed), then each day selected from that list which spells they could cast that day. By tweaking those two numbers, you can increase/decrease the flexibility of the casters. For example, you might allow each caster to know 4 spells per caster level + stat Mod, and allow the caster to memorize daily 2 spells per caster level. As for class design, it was like a sorcerer, with D6 hit points, more skill points, and bonus feats. -We used sorcerer class progression for spell casting. In other words, you had to 6th-level before you could cast a spell costing 3 spell points. -Spell point pools were 4 + approx 1 spell point per caster level. So a 1st-level caster had 4 spell points, and a 20th level caster had 28 points. Like you, we reduced the caster spell point pool for any ongoing effects. Casters automatically recharged one spent spell point each round - one point simply isn't a big deal, and I like to encourage characters to move around, which requiring the move action takes away. I toyed with allowing feats that would increase the spell point pool size, but decided they didn't work well (either too good, so always taken, or too lousy, so never taken). -We noticed that oftentimes casters would open with their most powerful spells in the beginning of combat. If that's a concern, I recommend a rule that spells cast in the first round (or first two rounds) cost double. A caster can still cast up to their maximum spell level, but it depletes their pool by twice as many points. Example, fireball would cost six spell points, if cast in round one. -Metamagic was easy to incorporate, as they increase the spell point cost of a spell. With the cap of 1/2 caster level for the max spell points spent on any one spell, metamagic worked much like core rules. We didn't use the full round casting requirement from core rules, though. -We never worried about being able to heal up fully, if time permitted, so we didn't limit healing spells. YMMV. However, any spell could be designated by the GM as "problematic", meaning any spell points spent on that spell only recharged after 8 hours of rest. This allows a GM to permit certain spells (teleport, wall of iron, healing), but effectively they can only be cast a few times per day. Any spell with a duration of permanent was always treated as "problematic", so no infinite continual lights. If I were to update the system today, I'd call these rituals (blatantly stealing from 4E), but otherwise they would work the same. -I disagree with those who want higher-level spells to cost more. While specific spell levels have better/worse choices (I always felt 2nd level spells just don't compare well to 1st and 3rd level spells), any spell point system that uses some kind of logarithmic scale results in either unlimited points for lower level spells, or too few points to cast the higher level ones. What's the point of being high level if casting a single high level spell wipes out over half your spell points? Personal preference here - others will disagree. -Overall, a lot of our tweaks were designed to keep the caster class comparable to other classes. We tended to have slightly more powerful versions of the classes, so the caster class I've described reflects that . One of the nice things about the system you've posted is that it's relatively easy to tweak in either direction, so your casters don't outshine the other characters, but also are not totally useless. [/QUOTE]
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