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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Rebalancing Spellcasting in 3.5
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<blockquote data-quote="Dethklok" data-source="post: 6137554" data-attributes="member: 6746469"><p>I don't see why you are getting rid of the Vancian system halfway. Of course it's industry standard to memorize spells and then have them disappear from the brain of the caster (so that a spell can be somehow memorized twice and then halfway disappear after one casting). But if you're not going to use this system, then how is it that you can memorize first and second level spells, then use up all your first level spells, but still have energy for the second level spells? I don't think it makes sense for spells on one level to somehow interact to deplete one another upon casting while leaving the other levels unaffected.</p><p></p><p>If you're willing to make changes on this scale of merging entire classes together, my suggestion would be to give full casters 1 Magic Point per level, and half casters 1 MP per level upon reaching 4th level. This would preserve the feel of life at low levels without the exponential growth that appears at high levels. If you wanted to more closely mimic the chart you have there, you could use a Fibinacci sequence, so that full casters got 1, 2, 3, 5, 8, and 13 MP for levels 1, 2, 3, 4, 5, and 6 (and so on). This would not only reduce bookkeeping, but would give better flexibility to spellcasters in your game.</p><p></p><p>On a final note, the prohibition against Evil clerics casting healing spells strikes me as severe. I like that good and evil clerics automatically prepare healing / harm spells, but I wouldn't entirely restrict clerics of different alignments from using broad classes of spells - particularly healing spells, which are virtually necessary for most adventuring parties.</p></blockquote><p></p>
[QUOTE="Dethklok, post: 6137554, member: 6746469"] I don't see why you are getting rid of the Vancian system halfway. Of course it's industry standard to memorize spells and then have them disappear from the brain of the caster (so that a spell can be somehow memorized twice and then halfway disappear after one casting). But if you're not going to use this system, then how is it that you can memorize first and second level spells, then use up all your first level spells, but still have energy for the second level spells? I don't think it makes sense for spells on one level to somehow interact to deplete one another upon casting while leaving the other levels unaffected. If you're willing to make changes on this scale of merging entire classes together, my suggestion would be to give full casters 1 Magic Point per level, and half casters 1 MP per level upon reaching 4th level. This would preserve the feel of life at low levels without the exponential growth that appears at high levels. If you wanted to more closely mimic the chart you have there, you could use a Fibinacci sequence, so that full casters got 1, 2, 3, 5, 8, and 13 MP for levels 1, 2, 3, 4, 5, and 6 (and so on). This would not only reduce bookkeeping, but would give better flexibility to spellcasters in your game. On a final note, the prohibition against Evil clerics casting healing spells strikes me as severe. I like that good and evil clerics automatically prepare healing / harm spells, but I wouldn't entirely restrict clerics of different alignments from using broad classes of spells - particularly healing spells, which are virtually necessary for most adventuring parties. [/QUOTE]
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General Tabletop Discussion
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Rebalancing Spellcasting in 3.5
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