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Turning all spellcasting into short rest.
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<blockquote data-quote="Don Durito" data-source="post: 8124741" data-attributes="member: 6687260"><p>These rules are based of the Ruins of Symbaroum quickstart. I won’t detail those rules here to save from confusion. The quickstart is free on Drivethrurpg. I’ve adapted them somewhat to work with core D&D. These are rules for making spellcasting a short rest feature. They do not totally remove long rests from the game (which would require a lot of change to a lot of different class features).</p><p></p><p>The basis of this variant is that casting any spell other than a cantrip costs drain. When a spell is cast the drain = 1d4+Spell level. Each spell adds to their total drain. Anything that uses a spell slot - such as a Paladin Smite, also costs drain.</p><p></p><p>PCs have a Drain threshold = to Spellcasting Level +Proficiency bonus + Ability threshold.</p><p></p><p>PCs cast spells with no issues as long as they remain below their drain threshold. When the drain threshold is exceeded, roll a D20. If the roll is equal to or lower than the amount by which the spellcaster has exceeded their drain threshold, then they take a level of exhaustion. (If you want to add a spell mishap table you could have that activate when they roll a 1).</p><p></p><p>Reducing Drain: During a short rest characters reduce their total drain by an amount equal to their drain threshold. (They do not necessarily reduce their drain to 0. A character with a Drain Threshold of 15, who has accumulated a total of 18 Drain, will be reduced to 3, not 0)</p><p></p><p>Spells with long duration:If a spell is still active then the drain used to cast it is “committed” and cannot be recovered until the spell ends.</p><p></p><p>Spells of level 6 or higher: Warlocks never get the ability to cast these on a short rest recharge and that is probably a good thing. Casters also never get more than 1 or 2 of each level. I would keep spells of this level at once per long rest, should a game ever reach this point.</p><p></p><p>Sorcerer: The biggest potential issue here is Sorcery Points. These will remain per long rest. Of course a Sorcerer going into a short rest with drain unspent may choose to spend some to regain sorcery points.</p><p></p><p>Warlock: Warlocks are now placed on the same spell continuum as everyone else. Eldritch Invocations are meant to balance out their lack of slots somewhat - so in this version every eldritch invocation requires the permanent commitment of one point of drain. So at level 2 a warlock gains 2 invocations and has 2 drain that can never be recovered.</p><p></p><p>Wizard: The only issue here is how Arcane Recovery should work now. So maybe this: Once per day when you may take 1 minute to focus your concentration. When you do you may reduce your drain by an amount equal to half your wizard level rounded down.</p><p></p><p>Druid: Natural Recovery - same as Arcane Recovery.</p></blockquote><p></p>
[QUOTE="Don Durito, post: 8124741, member: 6687260"] These rules are based of the Ruins of Symbaroum quickstart. I won’t detail those rules here to save from confusion. The quickstart is free on Drivethrurpg. I’ve adapted them somewhat to work with core D&D. These are rules for making spellcasting a short rest feature. They do not totally remove long rests from the game (which would require a lot of change to a lot of different class features). The basis of this variant is that casting any spell other than a cantrip costs drain. When a spell is cast the drain = 1d4+Spell level. Each spell adds to their total drain. Anything that uses a spell slot - such as a Paladin Smite, also costs drain. PCs have a Drain threshold = to Spellcasting Level +Proficiency bonus + Ability threshold. PCs cast spells with no issues as long as they remain below their drain threshold. When the drain threshold is exceeded, roll a D20. If the roll is equal to or lower than the amount by which the spellcaster has exceeded their drain threshold, then they take a level of exhaustion. (If you want to add a spell mishap table you could have that activate when they roll a 1). Reducing Drain: During a short rest characters reduce their total drain by an amount equal to their drain threshold. (They do not necessarily reduce their drain to 0. A character with a Drain Threshold of 15, who has accumulated a total of 18 Drain, will be reduced to 3, not 0) Spells with long duration:If a spell is still active then the drain used to cast it is “committed” and cannot be recovered until the spell ends. Spells of level 6 or higher: Warlocks never get the ability to cast these on a short rest recharge and that is probably a good thing. Casters also never get more than 1 or 2 of each level. I would keep spells of this level at once per long rest, should a game ever reach this point. Sorcerer: The biggest potential issue here is Sorcery Points. These will remain per long rest. Of course a Sorcerer going into a short rest with drain unspent may choose to spend some to regain sorcery points. Warlock: Warlocks are now placed on the same spell continuum as everyone else. Eldritch Invocations are meant to balance out their lack of slots somewhat - so in this version every eldritch invocation requires the permanent commitment of one point of drain. So at level 2 a warlock gains 2 invocations and has 2 drain that can never be recovered. Wizard: The only issue here is how Arcane Recovery should work now. So maybe this: Once per day when you may take 1 minute to focus your concentration. When you do you may reduce your drain by an amount equal to half your wizard level rounded down. Druid: Natural Recovery - same as Arcane Recovery. [/QUOTE]
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