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Community
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*Pathfinder & Starfinder
Recharge magic variant
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<blockquote data-quote="Li Shenron" data-source="post: 1643125" data-attributes="member: 1465"><p>I haven't used Recharge Magic but I definitely want to try it. My idea is to have the PC travel to a location - during the course of a long adventure - where how magic works has been scrambled, and the more the get closer to the area, the more magic gradually moves to the variant rule (don't know yet how).</p><p></p><p>The main benefit of the variant should be to avoid the D&D stereotypical situation when after 3-4 encounters the party needs to retreat and "go to sleep".</p><p></p><p>However you point out a very important problem, because at higher levels the amount of spells/day is high enough that the party usually retreats when low of HPs and not when low of spells, although the cleric is probably indeed out of spells at this time...</p><p></p><p>I don't know if that tweak of yours would help very much, because it seriously hampers spellcasters during battle, it means that after casting they have to stay "idle" for many rounds, which is not fun. Actually, I am not sure either if the variant's idea of waiting before casting a spell of same level is a good idea, but at least it gives something to do every round.</p><p></p><p>Consider also the option of just enlarging the recharge times, and/or making the best spells not recharge at all.</p><p></p><p>In any case, let us know how it goes on... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Li Shenron, post: 1643125, member: 1465"] I haven't used Recharge Magic but I definitely want to try it. My idea is to have the PC travel to a location - during the course of a long adventure - where how magic works has been scrambled, and the more the get closer to the area, the more magic gradually moves to the variant rule (don't know yet how). The main benefit of the variant should be to avoid the D&D stereotypical situation when after 3-4 encounters the party needs to retreat and "go to sleep". However you point out a very important problem, because at higher levels the amount of spells/day is high enough that the party usually retreats when low of HPs and not when low of spells, although the cleric is probably indeed out of spells at this time... I don't know if that tweak of yours would help very much, because it seriously hampers spellcasters during battle, it means that after casting they have to stay "idle" for many rounds, which is not fun. Actually, I am not sure either if the variant's idea of waiting before casting a spell of same level is a good idea, but at least it gives something to do every round. Consider also the option of just enlarging the recharge times, and/or making the best spells not recharge at all. In any case, let us know how it goes on... :) [/QUOTE]
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Recharge magic variant
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