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Spell Point Variant in Play
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<blockquote data-quote="Thyrwyn" data-source="post: 6521386" data-attributes="member: 12354"><p>I have tried spell point systems in AD&D, 2e, and others. As other posters have mentioned, they become problematic at some point, when the number of top tier spells you can cast starts to really unbalance things.</p><p></p><p>The problem with spell point systems is that they still use the same recharge rate as spell slot systems - <em>when you finish a long rest</em>. this leads to short work days or novas, etc...</p><p></p><p>But here is a thought - not very well fleshed out, mind you - this is entirely off the cuff: what if you drastically reduced the total in the pool, but increased the recharge rate. A lot.</p><p>1) Set the spell pool at roughly 2 or 3 times the cost of their highest level spell;</p><p>2) Allow them recover a certain number of points per round (make the rate level dependent - a die roll, proficiency bonus, whatever), probably around 1/3 or 1/2 the cost of their highest level spell</p><p>3) Spell point costs would have to be adjusted.</p><p></p><p>The idea is to make sure there is a cost each and every encounter to going nova - if you nova early, you will be gassed in the later rounds until your pool recharges. Draining your pool as it recovers will mean you will never get back to your higher level spells that fight. </p><p></p><p>4) Your Point pool fully recovers at the end of each encounter, <em>except</em>:</p><p>5) Casting your higher tier spells (maybe top two? top 1/2) reduces the cap on your pool by a certain amount (maybe 1/2 or 1/3 the cost of the spell?), <em>until you finish a long rest</em>.</p><p></p><p>The idea here is that you have juice for every encounter, but their is still a work-day cost for using your most powerful spells early in the day.</p><p></p><p>Like I said - off the cuff - but it's an idea....</p></blockquote><p></p>
[QUOTE="Thyrwyn, post: 6521386, member: 12354"] I have tried spell point systems in AD&D, 2e, and others. As other posters have mentioned, they become problematic at some point, when the number of top tier spells you can cast starts to really unbalance things. The problem with spell point systems is that they still use the same recharge rate as spell slot systems - [I]when you finish a long rest[/I]. this leads to short work days or novas, etc... But here is a thought - not very well fleshed out, mind you - this is entirely off the cuff: what if you drastically reduced the total in the pool, but increased the recharge rate. A lot. 1) Set the spell pool at roughly 2 or 3 times the cost of their highest level spell; 2) Allow them recover a certain number of points per round (make the rate level dependent - a die roll, proficiency bonus, whatever), probably around 1/3 or 1/2 the cost of their highest level spell 3) Spell point costs would have to be adjusted. The idea is to make sure there is a cost each and every encounter to going nova - if you nova early, you will be gassed in the later rounds until your pool recharges. Draining your pool as it recovers will mean you will never get back to your higher level spells that fight. 4) Your Point pool fully recovers at the end of each encounter, [I]except[/I]: 5) Casting your higher tier spells (maybe top two? top 1/2) reduces the cap on your pool by a certain amount (maybe 1/2 or 1/3 the cost of the spell?), [I]until you finish a long rest[/I]. The idea here is that you have juice for every encounter, but their is still a work-day cost for using your most powerful spells early in the day. Like I said - off the cuff - but it's an idea.... [/QUOTE]
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