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Reverse Time Combat
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<blockquote data-quote="Lakesidefantasy" data-source="post: 9790332" data-attributes="member: 6682043"><p>I like the idea of having limited spell slots. I also like the idea of bargaining for slots. I expect this encounter might need some more straightforward interactive elements.</p><p></p><p>So, at the beginning of the encounter, after they have been introduced to the scene, I would ask the spellcasters to reveal how many spells they cast in this encounter. They will be bound to cast that number of spells.</p><p></p><p>Ehh, something doesn't feel right.</p><p></p><p>I might have each spell caster roll a 1d4 and that is how many spells they must cast in the encounter. If they cast anymore they will lose extra spell slots at the end of the encounter, one for each they went over the roll. This puts a little more game into it. Too much?</p></blockquote><p></p>
[QUOTE="Lakesidefantasy, post: 9790332, member: 6682043"] I like the idea of having limited spell slots. I also like the idea of bargaining for slots. I expect this encounter might need some more straightforward interactive elements. So, at the beginning of the encounter, after they have been introduced to the scene, I would ask the spellcasters to reveal how many spells they cast in this encounter. They will be bound to cast that number of spells. Ehh, something doesn't feel right. I might have each spell caster roll a 1d4 and that is how many spells they must cast in the encounter. If they cast anymore they will lose extra spell slots at the end of the encounter, one for each they went over the roll. This puts a little more game into it. Too much? [/QUOTE]
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