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General Tabletop Discussion
*Pathfinder & Starfinder
Solutions to the 15 minute adventuring day: carrots and sticks.
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<blockquote data-quote="Crazy Jerome" data-source="post: 5975713" data-attributes="member: 54877"><p>I elaborated in the other topic before I saw this one, but the basic idea is: Make higher level spells have sharply diminishing returns while still retaining their strong power when used. (This is directly opposite the thinking behind the normal D&D casting bit where as the caster's level goes up, he gets both more slots and more effectiveness out of the lower level ones.)</p><p> </p><p>The basic mechanic to illustrate is that a spell slot loses its power when a spell is cast in it, and must be recharged by waiting one day per spell level. This means that after one day of rest, a 3rd level slot is effectively a 1st level slot. A caster, even a high level one, who manages to cast every single spell in a day has nothing but a huge host of 1st level slots the next day.</p><p> </p><p>Obviously, you can do all kinds of variants off of that basic recharge idea. But the key bit is based on carrot and stick thinking. The stick is that a caster who casts a high level spell is without that slot for several days. So the higher the slot, the more he will hesitate. The carrot is that while he is waiting for it to come back, he's got a lesser slot that gets better every day--albeit one that he has a vested interest in not using if he can help it.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5975713, member: 54877"] I elaborated in the other topic before I saw this one, but the basic idea is: Make higher level spells have sharply diminishing returns while still retaining their strong power when used. (This is directly opposite the thinking behind the normal D&D casting bit where as the caster's level goes up, he gets both more slots and more effectiveness out of the lower level ones.) The basic mechanic to illustrate is that a spell slot loses its power when a spell is cast in it, and must be recharged by waiting one day per spell level. This means that after one day of rest, a 3rd level slot is effectively a 1st level slot. A caster, even a high level one, who manages to cast every single spell in a day has nothing but a huge host of 1st level slots the next day. Obviously, you can do all kinds of variants off of that basic recharge idea. But the key bit is based on carrot and stick thinking. The stick is that a caster who casts a high level spell is without that slot for several days. So the higher the slot, the more he will hesitate. The carrot is that while he is waiting for it to come back, he's got a lesser slot that gets better every day--albeit one that he has a vested interest in not using if he can help it. [/QUOTE]
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Solutions to the 15 minute adventuring day: carrots and sticks.
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