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Spellcasting Using the Recharge Mechanic
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<blockquote data-quote="DND_Reborn" data-source="post: 8863179" data-attributes="member: 6987520"><p>First of all, I would like all to understand this isn't a concept that has been tried out and was only today discussed with one of my groups. So, I cannot answer how it actually plays or what people think of it in actual game-play yet. I don't know if we'll ever even try it, but I found the concept compelling considering the success we've had using recharge for cantrips.</p><p></p><p></p><p>The default would be to not lower the recharge, making more powerful spells harder to recover from. If you want them easier to recover from, then reduce the recharge number after failed attempts. I am concerned with both options, one might be too restrictive, the other not enough.</p><p></p><p></p><p>Currently, that is true, but that might change to 2's as well. No, a caster would not be "out of a fight", but would have to resort to doing things <em>other</em> than casting spells. This might be weapon attacks, using the Help or other actions, or using magical items.</p><p></p><p>Whether it is fun or not depends on what sort of challenge you enjoy. It will never guarantee a short rest after every fight. The DM sets the pace and decides when rests actually happen or not. If the DM is incredibly lenient, then sure (FWIW, I'm not... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> ).</p><p></p><p></p><p>Yes and sort of. It becomes a balance of using your most powerful spells (and risking high recharge) vs. using lower-level spells and having a better chance to cast again sooner. After each encounter (unless you have chain-encounters), it will recharge on an average of 6 rounds or less, so in general whenever you begin an encounter, you'll have magic at your disposal. So, you will pretty much never have an entire fight where you can't cast <em>any</em> magic.</p><p></p><p></p><p>Do things <em>other</em> than casting spells. This might be weapon attacks, using the Help or other actions, or using magical items.</p><p></p><p>Which is entirely the point. If you enjoy slinging around cantrips and spells every round--having magic so prevalent in your game--this isn't for you. <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><p></p><p></p><p>Yes, which at a 1 in 6 chance makes casting any of them superfluously a risk.</p><p></p><p></p><p>For one thing, I don't play with that assumption. A short rest is whenever the players narratively have a place and chance to rest and decide they need to rest.</p><p></p><p>Otherwise, it is an option I am still considering. With this idea magic becomes something that is used only when actually <em>needed</em> due to the risk involved, not just any old time you want.</p><p></p><p>Again, if you don't like the idea of restricted magic, none of this is for you. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p></p><p>Like I said, we like it a lot and I recommend it if you don't like the <em>pew pew</em> of cantrips in your game.</p><p></p><p>Honestly, I don't know if it will work as well for regular spells or not--or if I'll even try it--right now it is just in the concept phase.</p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 8863179, member: 6987520"] First of all, I would like all to understand this isn't a concept that has been tried out and was only today discussed with one of my groups. So, I cannot answer how it actually plays or what people think of it in actual game-play yet. I don't know if we'll ever even try it, but I found the concept compelling considering the success we've had using recharge for cantrips. The default would be to not lower the recharge, making more powerful spells harder to recover from. If you want them easier to recover from, then reduce the recharge number after failed attempts. I am concerned with both options, one might be too restrictive, the other not enough. Currently, that is true, but that might change to 2's as well. No, a caster would not be "out of a fight", but would have to resort to doing things [I]other[/I] than casting spells. This might be weapon attacks, using the Help or other actions, or using magical items. Whether it is fun or not depends on what sort of challenge you enjoy. It will never guarantee a short rest after every fight. The DM sets the pace and decides when rests actually happen or not. If the DM is incredibly lenient, then sure (FWIW, I'm not... ;) ). Yes and sort of. It becomes a balance of using your most powerful spells (and risking high recharge) vs. using lower-level spells and having a better chance to cast again sooner. After each encounter (unless you have chain-encounters), it will recharge on an average of 6 rounds or less, so in general whenever you begin an encounter, you'll have magic at your disposal. So, you will pretty much never have an entire fight where you can't cast [I]any[/I] magic. Do things [I]other[/I] than casting spells. This might be weapon attacks, using the Help or other actions, or using magical items. Which is entirely the point. If you enjoy slinging around cantrips and spells every round--having magic so prevalent in your game--this isn't for you. :) Yes, which at a 1 in 6 chance makes casting any of them superfluously a risk. For one thing, I don't play with that assumption. A short rest is whenever the players narratively have a place and chance to rest and decide they need to rest. Otherwise, it is an option I am still considering. With this idea magic becomes something that is used only when actually [I]needed[/I] due to the risk involved, not just any old time you want. Again, if you don't like the idea of restricted magic, none of this is for you. ;) Like I said, we like it a lot and I recommend it if you don't like the [I]pew pew[/I] of cantrips in your game. Honestly, I don't know if it will work as well for regular spells or not--or if I'll even try it--right now it is just in the concept phase. [/QUOTE]
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