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<blockquote data-quote="hawaiianbrian" data-source="post: 5421156" data-attributes="member: 6667615"><p>Thanks everyone for your comments so far.</p><p></p><p>Let me clarify a couple of points. First, I wasn't clear with my first post. I should have said one needs to roll whichever attribute is used for spellcasting, not just Intelligence -- so it could also be Charisma or Wisdom.</p><p></p><p>Second, it does seem like this system would encourage spellcasters to start combat with their most powerful spell every time, and why not? They effectively start every combat with a full complement of spells. I see the former as a problem (an 18th-level Wizard could begin each encounter with Time Stop and Meteor Swarm), but not the latter. One of the things I can't stand is the idea of resting eight hours -- or a whole day! -- to get back one's spells. It might work okay in theory, but in practice all that happens is the characters have to find some place in a dungeon (probably the most hostile environment possible) to actually <em>sleep</em> for many hours unmolested, and the DM has to decide whether or not he's going to allow it to happen or drag things down with pointless random encounters. If the characters are harassed with random encounters, why afterward they'll just need to rest even more, so eventually the DM has to cave. Characters simply cannot function unless they're fresh or at least operating at high capacity, and it makes the game no fun to boot. So I don't mind the idea that characters can spend a few minutes after an encounter to get back all their spells and hit points and press on. Nobody should be spending a week trying to get through a dungeon anyway.</p><p></p><p>So as for spellcasters starting off with their most powerful spells each time, I don't know what to do about that other than make the costs increase with higher levels. But then they become too expensive, and make what is supposed to be simple more complicated. I also see this as a general problem with spells in D&D, which scale at this ridiculous amplified level. Actually, D&D has a scaling problem in general, all across the board -- but that's an issue for another thread.</p><p></p><p>Having spells cost double their spell level -1 might work, though I'd probably want to increase the amount of spells recovered every round to 2.</p><p></p><p>As for infringing upon Sorcerers: I would probably eliminate them. I don't find that class terribly playable or necessary. In my opinion, it would have been a lot better if the sorcerer was something else entirely, like a class that can absorb and redirect incoming spells but can't cast any on their own, or something like that. So I'd probably just cut it out if I use this. No one I've ever played with has ever tried to play a sorcerer anyhow.</p><p></p><p>I also don't mind a flat 10 DC casting difficulty, because that means generally spellcasters will get a little better as they increase in levels. Also, it seems like "double jeopardy" to make higher level spells harder to cast <em>and</em> more expensive...</p></blockquote><p></p>
[QUOTE="hawaiianbrian, post: 5421156, member: 6667615"] Thanks everyone for your comments so far. Let me clarify a couple of points. First, I wasn't clear with my first post. I should have said one needs to roll whichever attribute is used for spellcasting, not just Intelligence -- so it could also be Charisma or Wisdom. Second, it does seem like this system would encourage spellcasters to start combat with their most powerful spell every time, and why not? They effectively start every combat with a full complement of spells. I see the former as a problem (an 18th-level Wizard could begin each encounter with Time Stop and Meteor Swarm), but not the latter. One of the things I can't stand is the idea of resting eight hours -- or a whole day! -- to get back one's spells. It might work okay in theory, but in practice all that happens is the characters have to find some place in a dungeon (probably the most hostile environment possible) to actually [I]sleep[/I] for many hours unmolested, and the DM has to decide whether or not he's going to allow it to happen or drag things down with pointless random encounters. If the characters are harassed with random encounters, why afterward they'll just need to rest even more, so eventually the DM has to cave. Characters simply cannot function unless they're fresh or at least operating at high capacity, and it makes the game no fun to boot. So I don't mind the idea that characters can spend a few minutes after an encounter to get back all their spells and hit points and press on. Nobody should be spending a week trying to get through a dungeon anyway. So as for spellcasters starting off with their most powerful spells each time, I don't know what to do about that other than make the costs increase with higher levels. But then they become too expensive, and make what is supposed to be simple more complicated. I also see this as a general problem with spells in D&D, which scale at this ridiculous amplified level. Actually, D&D has a scaling problem in general, all across the board -- but that's an issue for another thread. Having spells cost double their spell level -1 might work, though I'd probably want to increase the amount of spells recovered every round to 2. As for infringing upon Sorcerers: I would probably eliminate them. I don't find that class terribly playable or necessary. In my opinion, it would have been a lot better if the sorcerer was something else entirely, like a class that can absorb and redirect incoming spells but can't cast any on their own, or something like that. So I'd probably just cut it out if I use this. No one I've ever played with has ever tried to play a sorcerer anyhow. I also don't mind a flat 10 DC casting difficulty, because that means generally spellcasters will get a little better as they increase in levels. Also, it seems like "double jeopardy" to make higher level spells harder to cast [I]and[/I] more expensive... [/QUOTE]
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