Hussar
Legend
papakee said:On the per encounter spell system:
I wonder what happens if the enemies just pursue the adventurers if they retreat? Do they have to get so many feet away (aka off the screen) before the encounter spells return? What about monster spell casters, could they slink away through a secret door and come back minutes later all 'spelled' up?
What about split parties? By leaving the encounter and returning, would the ones that left in combat get their encounter spells back?
What about being captured? Any need for a spellbook or prep time? How does one prevent a magic missile spell from being cast from a prison cell?
How about a siege? When the bad guys keep harassing the adventurers holed up in a barricaded room so they can get any rest to heal and regain spells.
Will anti magic field be nerfed so as not to upset the magic users ability to do anything?
Lots of questions. I'll be interested in seeing how these are handled.
If playing a spellcaster is so 'unfun' now why do so many people play them?
The easiest way to make abilities per encounter based is to just whack in a recharge rate. Put in a 5 round break between uses and you have a per encounter (mostly) ability. Most encounters don't last much more than 4 or 5 rounds, so, poof, end of problem and many of your issues go away.
On the magic missile issue - manacle mages. End of problem. No somatic gestures while manacled. Gags are pretty much par for the course as well.