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General Tabletop Discussion
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Using Spell Point Variant Rule?
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<blockquote data-quote="5ekyu" data-source="post: 7603881" data-attributes="member: 6919838"><p>Rule system only solution to the 15m adventuring day?</p><p>It doesn't exist in 5e core primarily because nothing in thec5e tulesrt mandates any day pacing standard. The 6-8 encounters adventuring day is not a rule, so there are no rules that enforce it. Nor, imo, fo there need to be.</p><p></p><p>In my own game, the pacing I'd set by charscter choices and world events with consequences. No problem there. Had no problem with it in play in an 18month campaign eith slotted spellcasters, spell point dpell caster and warrior types in the party.</p><p></p><p>**But** if for some reason I wanted to mechanically homogenize folks to a more "forced" adherence to an OTP house rule "one true pace" then I would consider this.</p><p></p><p>For **ALL** long rest multi-use features, I would cut the uses in HALF. Then allow half that much recovery at each short rest, up to twice. So the general big scale model is half your uses are available after a long rest but the remainder unlock after short redt (up to two short rests)</p><p></p><p>So you get half your stuff after a long rest (max) and two "OTP recoveries" for half as much as that each, which require short rests.</p><p></p><p>Now spell points makes that easy.</p><p></p><p>Say at 5th you have 27 spell points "by the book"</p><p></p><p>So, under OTP rules, after a long rest you would start fresh with 13 spell points. You would have two uses of "OTP recovery" that allows you to regain 7 spent spell points on a short rest".</p><p></p><p>It gets a bit more complicated for slotted. Since every slots per level wont work out by dividing by half and again, but you can see the general trend. </p><p></p><p>Bardic inspire, say if they have four five, 2 dice after long rest, 1 recovery after each OTP recovery. If you had three dice, likely just one each.</p><p></p><p>In my play experience with spell points, the biggest change was almost exclusive loss of upticking/upslotting. It's just not worth losing a spell that can be cast to power a level up. The sole exception is if the uptick is multiple targets, like invisibility or other buffs, where there is a need for multiple folks.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7603881, member: 6919838"] Rule system only solution to the 15m adventuring day? It doesn't exist in 5e core primarily because nothing in thec5e tulesrt mandates any day pacing standard. The 6-8 encounters adventuring day is not a rule, so there are no rules that enforce it. Nor, imo, fo there need to be. In my own game, the pacing I'd set by charscter choices and world events with consequences. No problem there. Had no problem with it in play in an 18month campaign eith slotted spellcasters, spell point dpell caster and warrior types in the party. **But** if for some reason I wanted to mechanically homogenize folks to a more "forced" adherence to an OTP house rule "one true pace" then I would consider this. For **ALL** long rest multi-use features, I would cut the uses in HALF. Then allow half that much recovery at each short rest, up to twice. So the general big scale model is half your uses are available after a long rest but the remainder unlock after short redt (up to two short rests) So you get half your stuff after a long rest (max) and two "OTP recoveries" for half as much as that each, which require short rests. Now spell points makes that easy. Say at 5th you have 27 spell points "by the book" So, under OTP rules, after a long rest you would start fresh with 13 spell points. You would have two uses of "OTP recovery" that allows you to regain 7 spent spell points on a short rest". It gets a bit more complicated for slotted. Since every slots per level wont work out by dividing by half and again, but you can see the general trend. Bardic inspire, say if they have four five, 2 dice after long rest, 1 recovery after each OTP recovery. If you had three dice, likely just one each. In my play experience with spell points, the biggest change was almost exclusive loss of upticking/upslotting. It's just not worth losing a spell that can be cast to power a level up. The sole exception is if the uptick is multiple targets, like invisibility or other buffs, where there is a need for multiple folks. [/QUOTE]
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