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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Spells per encounter instead of per day??
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<blockquote data-quote="ShadowX" data-source="post: 3677137" data-attributes="member: 3720"><p>I really like the encounter based mechanics of Tome of Battle, even if they lose some of the verisimilitude of normal D&D rules. However, trying to tie them to the D&D magic system is a very dangerous proposition. For one, magic always operated on the principle of resource management and basing magic on encounters evaporates that consideration. Of course, this isn't a concern if a DM allows the caster to rest without consequence, because then casters are uninhibited from casting their best spells early and often. Second, you have to consider the effects of magic outside encounters, such as the already mentioned healing or utility spells like scrying. This is doubly important because these spells figure prominently in the traditional resource management view of spellcasting. Finally, you will need to discuss the details of spellcasting. Which spells does the caster have access to? How does metamagic work? Sorcerer or Wizard framework in essence.</p><p></p><p>A few thoughts on how to get this to work. First, you are allowing too many points an encounter. Look at a level 3 arcane caster under your rules. He can cast 4 scorching rays an encounter, or the same amount as a 4th level sorcerer in normal D&D can cast in an entire day. Considering that most D&D battles end within 5 rounds, this is far too generous. If you want to keep it a simple formula for spell points, I would suggest 1.5 x level or even no multiplier at all. I think you want to shoot for about 3 highest level spells per an encounter.</p><p></p><p>As for healing, I would just assume all healers have the equivalent of the healing reserve feat. As such, out of combat they can heal everyone to half health with no consequence. In combat I would allow healing beyond this, just because it means the cleric is spending time and spellpoints on healing rather than overcoming the enemy. Alternatively, just remove in-combat healing and let Druids and Clerics have their fun outside of the normal healing niche.</p><p></p><p>Utility spells are not so easily incorporated. It seems to me you want something similar to Arcana Evolved's readied spell system where the caster can choose spells from their spell list every morning and then cast them in like a sorcerer. If you choose this route, allow unlimited utility spells out-of-combat as a consequence of choosing the spell instead of something usually more relevant. Things like Scrying or Locate City are not likely to break the game if allowed in large amounts.</p><p></p><p>I do like the above poster's idea for buff spells, it poses dilemmas for the casters and it has pretty good flavor too. It also might reduce the complex math caused by buffs in higher level D&D because all buffs have basically infinite duration until you turn them off.</p></blockquote><p></p>
[QUOTE="ShadowX, post: 3677137, member: 3720"] I really like the encounter based mechanics of Tome of Battle, even if they lose some of the verisimilitude of normal D&D rules. However, trying to tie them to the D&D magic system is a very dangerous proposition. For one, magic always operated on the principle of resource management and basing magic on encounters evaporates that consideration. Of course, this isn't a concern if a DM allows the caster to rest without consequence, because then casters are uninhibited from casting their best spells early and often. Second, you have to consider the effects of magic outside encounters, such as the already mentioned healing or utility spells like scrying. This is doubly important because these spells figure prominently in the traditional resource management view of spellcasting. Finally, you will need to discuss the details of spellcasting. Which spells does the caster have access to? How does metamagic work? Sorcerer or Wizard framework in essence. A few thoughts on how to get this to work. First, you are allowing too many points an encounter. Look at a level 3 arcane caster under your rules. He can cast 4 scorching rays an encounter, or the same amount as a 4th level sorcerer in normal D&D can cast in an entire day. Considering that most D&D battles end within 5 rounds, this is far too generous. If you want to keep it a simple formula for spell points, I would suggest 1.5 x level or even no multiplier at all. I think you want to shoot for about 3 highest level spells per an encounter. As for healing, I would just assume all healers have the equivalent of the healing reserve feat. As such, out of combat they can heal everyone to half health with no consequence. In combat I would allow healing beyond this, just because it means the cleric is spending time and spellpoints on healing rather than overcoming the enemy. Alternatively, just remove in-combat healing and let Druids and Clerics have their fun outside of the normal healing niche. Utility spells are not so easily incorporated. It seems to me you want something similar to Arcana Evolved's readied spell system where the caster can choose spells from their spell list every morning and then cast them in like a sorcerer. If you choose this route, allow unlimited utility spells out-of-combat as a consequence of choosing the spell instead of something usually more relevant. Things like Scrying or Locate City are not likely to break the game if allowed in large amounts. I do like the above poster's idea for buff spells, it poses dilemmas for the casters and it has pretty good flavor too. It also might reduce the complex math caused by buffs in higher level D&D because all buffs have basically infinite duration until you turn them off. [/QUOTE]
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Spells per encounter instead of per day??
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