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<blockquote data-quote="Xeviat" data-source="post: 7940082" data-attributes="member: 57494"><p>Hi y'all. I keep going back and forth on whether I want to go back to 4E or just work on more 5E mods. Let's try the 5E mods.</p><p></p><p>Goal</p><p>I want more resources to be on a short rest recovery to create more balance between the different classes and to allow for more variety in narrative structure. I liked how adventures flowed in 4E.</p><p></p><p>Design</p><p>Looking at the Spell Point system in the DMG, which just trades slots for points, spell points for full casters grow at "roughly" level * 6. Divided by the 3 rests a day (2 short, 1 long) and you end up with level *2. Interestingly enough, Monk ki points are level*1, with none at first level, which would make them a half caster.</p><p></p><p>This spellpoint math lines up reasonably well against the Warlock as well. But the warlock can't cast with less than full slots, so spell points on a warlock would increase their strength.</p><p></p><p>So, if I go and make these changes, what pain points do you foresee:</p><p></p><ul> <li data-xf-list-type="ul">Full casters gain spellpoints equal to level * 2, recovered on a short rest. (Likely, at 11th level and higher, this will cap off and they'll gain their high level spell slots on a long rest recovery). Half-casters gain level * 1 spell points. Third-casters get level * 2/3.</li> <li data-xf-list-type="ul">I may merge the Sorcerer and Warlock.</li> </ul><p></p><p>This would reduce the total amount of spell power a caster could bring to bear in a single fight, meaning the party likely won't be able to handle an individual challenge of as high a level as before. But, they will be able to handle challenges more consistently.</p><p></p><p>I may have to change healing spells. The Warlock now can get short rest healing spells, and a few other classes have short rest healing abilities, but this would open it up to far more. How should I deal with this? I'm happy to do a wound/vitality system and have only higher level long rest abilities recover wound points.</p><p></p><p>What are your thoughts?</p></blockquote><p></p>
[QUOTE="Xeviat, post: 7940082, member: 57494"] Hi y'all. I keep going back and forth on whether I want to go back to 4E or just work on more 5E mods. Let's try the 5E mods. Goal I want more resources to be on a short rest recovery to create more balance between the different classes and to allow for more variety in narrative structure. I liked how adventures flowed in 4E. Design Looking at the Spell Point system in the DMG, which just trades slots for points, spell points for full casters grow at "roughly" level * 6. Divided by the 3 rests a day (2 short, 1 long) and you end up with level *2. Interestingly enough, Monk ki points are level*1, with none at first level, which would make them a half caster. This spellpoint math lines up reasonably well against the Warlock as well. But the warlock can't cast with less than full slots, so spell points on a warlock would increase their strength. So, if I go and make these changes, what pain points do you foresee: [LIST] [*]Full casters gain spellpoints equal to level * 2, recovered on a short rest. (Likely, at 11th level and higher, this will cap off and they'll gain their high level spell slots on a long rest recovery). Half-casters gain level * 1 spell points. Third-casters get level * 2/3. [*]I may merge the Sorcerer and Warlock. [/LIST] This would reduce the total amount of spell power a caster could bring to bear in a single fight, meaning the party likely won't be able to handle an individual challenge of as high a level as before. But, they will be able to handle challenges more consistently. I may have to change healing spells. The Warlock now can get short rest healing spells, and a few other classes have short rest healing abilities, but this would open it up to far more. How should I deal with this? I'm happy to do a wound/vitality system and have only higher level long rest abilities recover wound points. What are your thoughts? [/QUOTE]
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