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Spellcasting Using the Recharge Mechanic
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<blockquote data-quote="DND_Reborn" data-source="post: 8863651" data-attributes="member: 6987520"><p>Agreed.</p><p></p><p></p><p></p><p></p><p>Again, I need to point out the whole "no magic on a 1" is a current <em>OPTION</em> to discuss, try out, see how it works, etc. and play with. It might remain, it might get tossed out, it might get revised. I am aware of the potential pitfalls, but until I try it out, I won't know how it plays out. We'll see.</p><p></p><p>However, <em>extreme</em> is part of the point. Don't use magic unless you <em>have</em> to use it, otherwise the price might be steeper than you intended.</p><p></p><p></p><p>Great questions! So, I'll answer each in turn:</p><p></p><p><em>Do you give casters some other sort of benefit to make up for the loss of their assumed default power level that is based on being able to cast a spell every round?</em> Other than Wizards, they already have them:</p><p></p><p>Clerics: good weapons and armor selection, channel divinity, other subclass features</p><p>Druids: wildshape and non-spell subclass features (depending on choice, but IME wildshape is enough, YMMV)</p><p>Bards: where to begin... even with demoting them to half-casters</p><p>Paladins: great weapons and armor, healing, innate features</p><p>Rangers: great weapons and good armor, exploration, etc.</p><p>Sorcerers and Warlocks are not part of this since they are subclasses of Wizard and Cleric, respectively, in my house-rules.</p><p></p><p>For Wizards, to represent their superior spellcasting ability, can use Arcane Recovery as an action to remove a roll of 1 and regain their magic.</p><p>(That is the current rendition at least--but like all of this subject to change.)</p><p></p><p><em>If not, do you reduce the power level of non-casters in some way also?</em></p><p>No, they are the same.</p><p></p><p><em>Or do you consider casters are too powerful compared to non-casters and this produces a better balance?</em></p><p>Yes, I do in many ways and this should help immensely IMO. It has good aspects and bad ones, but in general it makes magic "risky" to cast since you could deprive yourself of further magic until you get in a rest.</p><p></p><p><em>Or do you feel they are balanced, but want casters to be weaker than non-casters?</em></p><p>I don't feel casters are terribly out of balance, especially at lower levels. It is a minor goal to bring things more into balance however.</p><p></p><p><em> Just trying to see what the desired goal is regarding maintaining or adjusting relative balance between casters and non-casters.</em></p><p>The main goal is to make a low-magic setting/rule-set. Additional house-rules will make for a gritty game as well. A low-magic setting by default will reduce the power-level of casters, helping to adjust the balance to a point I find more even.</p><p></p><p>Another goal is it takes the "automatic" out of magic in some ways. I think casters being able to rely on 1-2 spells per encounter reasonable, but at mid and higher levels I don't want them having so many spells they can <em>know</em> they can toss spells out round after round.</p><p></p><p>Too much magic makes the game less magical to me because it ceases to be special.</p><p></p><p></p><p>No, that just complicates things. I am considering two options if you roll a 1, losing magic until you rest:</p><p></p><p>1. You can regain magic by gaining a level of exhaustion.</p><p>2. You can regain magic by spending a number of HD equal to the spell level of the last spell cast.</p><p>3. You can spend a HD to try again to recharge.</p><p></p><p></p><p>Also too complicated and involves tracking which spells you failed on and cannot cast again.</p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 8863651, member: 6987520"] Agreed. Again, I need to point out the whole "no magic on a 1" is a current [I]OPTION[/I] to discuss, try out, see how it works, etc. and play with. It might remain, it might get tossed out, it might get revised. I am aware of the potential pitfalls, but until I try it out, I won't know how it plays out. We'll see. However, [I]extreme[/I] is part of the point. Don't use magic unless you [I]have[/I] to use it, otherwise the price might be steeper than you intended. Great questions! So, I'll answer each in turn: [I]Do you give casters some other sort of benefit to make up for the loss of their assumed default power level that is based on being able to cast a spell every round?[/I] Other than Wizards, they already have them: Clerics: good weapons and armor selection, channel divinity, other subclass features Druids: wildshape and non-spell subclass features (depending on choice, but IME wildshape is enough, YMMV) Bards: where to begin... even with demoting them to half-casters Paladins: great weapons and armor, healing, innate features Rangers: great weapons and good armor, exploration, etc. Sorcerers and Warlocks are not part of this since they are subclasses of Wizard and Cleric, respectively, in my house-rules. For Wizards, to represent their superior spellcasting ability, can use Arcane Recovery as an action to remove a roll of 1 and regain their magic. (That is the current rendition at least--but like all of this subject to change.) [I]If not, do you reduce the power level of non-casters in some way also?[/I] No, they are the same. [I]Or do you consider casters are too powerful compared to non-casters and this produces a better balance?[/I] Yes, I do in many ways and this should help immensely IMO. It has good aspects and bad ones, but in general it makes magic "risky" to cast since you could deprive yourself of further magic until you get in a rest. [I]Or do you feel they are balanced, but want casters to be weaker than non-casters?[/I] I don't feel casters are terribly out of balance, especially at lower levels. It is a minor goal to bring things more into balance however. [I] Just trying to see what the desired goal is regarding maintaining or adjusting relative balance between casters and non-casters.[/I] The main goal is to make a low-magic setting/rule-set. Additional house-rules will make for a gritty game as well. A low-magic setting by default will reduce the power-level of casters, helping to adjust the balance to a point I find more even. Another goal is it takes the "automatic" out of magic in some ways. I think casters being able to rely on 1-2 spells per encounter reasonable, but at mid and higher levels I don't want them having so many spells they can [I]know[/I] they can toss spells out round after round. Too much magic makes the game less magical to me because it ceases to be special. No, that just complicates things. I am considering two options if you roll a 1, losing magic until you rest: 1. You can regain magic by gaining a level of exhaustion. 2. You can regain magic by spending a number of HD equal to the spell level of the last spell cast. 3. You can spend a HD to try again to recharge. Also too complicated and involves tracking which spells you failed on and cannot cast again. [/QUOTE]
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