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General Tabletop Discussion
*Dungeons & Dragons
Using Spell Point Variant Rule?
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<blockquote data-quote="Harzel" data-source="post: 7603656" data-attributes="member: 6857506"><p>I am using spell points in my campaign. Because, frankly, I did not understand what I was doing, I also increased the max spell points for all the casters. Even with that I think things are OK, although I'm sure caster behavior is different than if we were using spell slots. The PCs are only up to 6th level, though, and I am a bit concerned with the potential for a lot of high level spells being cast later on. There aren't any warlocks in the party, so I don't have any experience with that aspect. I do think that the players enjoy the added flexibility. And I much prefer seeing them have a resource that feels (to me) more natural than spell slots, which to me feel very 'gamey'.</p><p></p><p>In the realm of theory/speculation - the values in the max spell point table in the DMG are (as far as I can see) what you get when you just add up the spell point values of the slots in the table for a typical full caster. Since the added flexibility that spell points give seems like a clear advantage, it seems hard to escape the conclusion that the DMG spell point variant is a definite buff to casters. To try to bring it back in line with spell slots, power-wise (assuming that is something one wanted to do), one thing that I would contemplate would be to raise the spell point cost of higher level spells somewhat, while leaving the max spell point values the same. But I haven't worked through any actual numbers to see what they should be or to try to ascertain if that would have some unintended undesirable consequences.</p></blockquote><p></p>
[QUOTE="Harzel, post: 7603656, member: 6857506"] I am using spell points in my campaign. Because, frankly, I did not understand what I was doing, I also increased the max spell points for all the casters. Even with that I think things are OK, although I'm sure caster behavior is different than if we were using spell slots. The PCs are only up to 6th level, though, and I am a bit concerned with the potential for a lot of high level spells being cast later on. There aren't any warlocks in the party, so I don't have any experience with that aspect. I do think that the players enjoy the added flexibility. And I much prefer seeing them have a resource that feels (to me) more natural than spell slots, which to me feel very 'gamey'. In the realm of theory/speculation - the values in the max spell point table in the DMG are (as far as I can see) what you get when you just add up the spell point values of the slots in the table for a typical full caster. Since the added flexibility that spell points give seems like a clear advantage, it seems hard to escape the conclusion that the DMG spell point variant is a definite buff to casters. To try to bring it back in line with spell slots, power-wise (assuming that is something one wanted to do), one thing that I would contemplate would be to raise the spell point cost of higher level spells somewhat, while leaving the max spell point values the same. But I haven't worked through any actual numbers to see what they should be or to try to ascertain if that would have some unintended undesirable consequences. [/QUOTE]
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Using Spell Point Variant Rule?
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