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General Tabletop Discussion
*Pathfinder & Starfinder
Unearthed Arcana Spell Points (high levels)
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<blockquote data-quote="Koewn" data-source="post: 1440535" data-attributes="member: 13172"><p>I'm assuming this isn't House Rules since it's a published product <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>Has anyone used UA's spell points at high levels, say, above 15 or so?</p><p></p><p>Doing the simple math on it, a slot-casting Wizard has about 70 or so points (I don't have the math on me right now, so I'm guess-remembering) above and beyond what the point-caster has, if you'd convert the standard Wizard's slots to points at 20th level.</p><p></p><p>Clerics are *way* off; over a hundred points at 20th level. I think perhaps clerics are also penalized in their spontaneous Cure spells at the high levels too; the slot-cleric can more selectively decide what he gives up to cast that Heal; the point-cleric drains the 'possibility' of casting a different spell. (Does that make sense?)</p><p></p><p>This difference starts happening around the 11th or 12th level; and I'm wondering if anyone's actually used them at these high levels, and if the versatility of the point system makes up for the lack of 'spell power per day'. I'm thinking perhaps that in a 'normal' day of adventuring; bedtime comes before most wizards have expended all their spell slots anyway. Of course, that won't matter in the 18th hour of running for our lives, and I'm reduced to being basically a commoner with a stick, on the more exciting days. <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>I'm about to start a 3rd level Diviner (into Alienist); I've got the option from the DM to switch back to slots if it doesn't pan out compared to the slot-casters in the party, I'm just fishing to see if anyone else has had experience with it.</p><p></p><p>Thanks!</p><p></p><p>Koewn</p></blockquote><p></p>
[QUOTE="Koewn, post: 1440535, member: 13172"] I'm assuming this isn't House Rules since it's a published product :) Has anyone used UA's spell points at high levels, say, above 15 or so? Doing the simple math on it, a slot-casting Wizard has about 70 or so points (I don't have the math on me right now, so I'm guess-remembering) above and beyond what the point-caster has, if you'd convert the standard Wizard's slots to points at 20th level. Clerics are *way* off; over a hundred points at 20th level. I think perhaps clerics are also penalized in their spontaneous Cure spells at the high levels too; the slot-cleric can more selectively decide what he gives up to cast that Heal; the point-cleric drains the 'possibility' of casting a different spell. (Does that make sense?) This difference starts happening around the 11th or 12th level; and I'm wondering if anyone's actually used them at these high levels, and if the versatility of the point system makes up for the lack of 'spell power per day'. I'm thinking perhaps that in a 'normal' day of adventuring; bedtime comes before most wizards have expended all their spell slots anyway. Of course, that won't matter in the 18th hour of running for our lives, and I'm reduced to being basically a commoner with a stick, on the more exciting days. :) I'm about to start a 3rd level Diviner (into Alienist); I've got the option from the DM to switch back to slots if it doesn't pan out compared to the slot-casters in the party, I'm just fishing to see if anyone else has had experience with it. Thanks! Koewn [/QUOTE]
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Unearthed Arcana Spell Points (high levels)
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