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Using hit points to power magic
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<blockquote data-quote="GreenTengu" data-source="post: 6779171" data-attributes="member: 6777454"><p>1d6+ spell level is way too expensive for 1st level spells and way, way to cheap for 9th level spells.</p><p></p><p>Think about it-- it means casting a basic 1st level spell at 1st level could very possibly cost more hit points than a character has.... meanwhile a 9th level spell will only cost a maximum of 15 hit points which is literally nothing for those high enough level to use them (assuming you are still gating the level from which they can use certain level spells).</p><p></p><p>Your idea is not horrendous in concept, it is a matter of trying to find the balance and also figuring out what happens if you reduce your maximum possible hit points below 0. Because that is definitely going to happen to low level characters a LOT under this system for them to just cast the same amount of spells they used to be able to cast normally.</p><p></p><p>A better cost might be 2 hit points per level of spell, but the higher level spells still seem way too cheap.</p><p></p><p>If you think about it, spells basically equate to getting to either restore or cause about 1d8 hit points per level of spell, but with higher level spells being able to pack that whole punch into a single round is hugely more beneficial than doling it out one round at a time. So maybe a better system would be</p><p></p><p>2->3->4->6->10->15->22->34->51</p><p></p><p>Or something like that... basically each level costs you more and more and more in order to use it. And you might still cap over 7th level and over as once per a day.</p></blockquote><p></p>
[QUOTE="GreenTengu, post: 6779171, member: 6777454"] 1d6+ spell level is way too expensive for 1st level spells and way, way to cheap for 9th level spells. Think about it-- it means casting a basic 1st level spell at 1st level could very possibly cost more hit points than a character has.... meanwhile a 9th level spell will only cost a maximum of 15 hit points which is literally nothing for those high enough level to use them (assuming you are still gating the level from which they can use certain level spells). Your idea is not horrendous in concept, it is a matter of trying to find the balance and also figuring out what happens if you reduce your maximum possible hit points below 0. Because that is definitely going to happen to low level characters a LOT under this system for them to just cast the same amount of spells they used to be able to cast normally. A better cost might be 2 hit points per level of spell, but the higher level spells still seem way too cheap. If you think about it, spells basically equate to getting to either restore or cause about 1d8 hit points per level of spell, but with higher level spells being able to pack that whole punch into a single round is hugely more beneficial than doling it out one round at a time. So maybe a better system would be 2->3->4->6->10->15->22->34->51 Or something like that... basically each level costs you more and more and more in order to use it. And you might still cap over 7th level and over as once per a day. [/QUOTE]
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