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General Tabletop Discussion
*Dungeons & Dragons
What do you think of the new rules for preparing spells?
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<blockquote data-quote="Wyckedemus" data-source="post: 8857937" data-attributes="member: 1079"><p>My concerns with spell points, especially recovering spell points on a short rest using your suggestion, is that casters are way more powerful all day. They no longer have to have a long rest to recover spells, ever. Long rests are only for recovering special class abilities and exhaustion. They get to do way more cool stuff more often as a caster than martial characters get to do. It seems to me that you would really have to change everything about martial characters to make them compete with spell points.</p><p></p><p>Let's say you're a 7th level caster. You have 8 spell points. You can cast eight 1st level spells every short rest. </p><ul> <li data-xf-list-type="ul">As a combat caster, you're never really going to run out of 1st level combat spells. Select the spells with the greatest impact. You want to attack with cantrips, and use your 1st level spells to cast up to 8 Shield spells per short rest? No prob. Wanna blast like crazy? 8 Guiding Bolts per short rest is a great way to go!</li> <li data-xf-list-type="ul">As a healing caster, you'll never run out of healing. Why take a long rest or even spend Hit Dice? Just cast 8 Cure Wounds, and take a short rest and do it again, then again. </li> <li data-xf-list-type="ul">Or if you want to spellsling for more power, you can cast four 2nd level spells, or two 3rd level spells per short rest. With 3 short rests per day, that's twelve 2nd level spells, or six 3rd level spells and three 2nd level spells per day.</li> </ul><p>And what is to stop you from having 5 short rests per day in a dungeon environment, blasting 10 fireballs throughout the day? Just keep pushing. Clear an encounter area, shore up defenses for a short rest, recover all your spells, then push on to the next area. Lay a 24-hour siege where you never take a long rest until you clear out the dungeon. If you really need to, cast Leomund's Tiny Hut which you can return to as your siege base for short rests. Also, if you are advancing levels via XP, you advance way faster from day to day because you rarely need to stop.</p><p></p><p>Heck, at 7th level, the bard gets all their best abilities, like spellcasting and Bardic Inspiration, recharging on a short rest. They never really need to stop unless they get wrecked with Exhaustion.</p><p></p><p>Why play a warlock who only gets two 3rd level spells with no flexibility? I suppose you can make warlocks follow the same spell point rules, and take away one of the things that makes them unique.</p><p></p><p>I suppose the designers could add a gamist rule limiting short rests per day. But does that fit the narrative of all worlds as a core rule?</p><p></p><p>At the end of the day, I wouldn't use that short rest spell point system unless I wanted a very specific high magic story-driven, milestone-based campaign, like Strixhaven, and everyone had magic. That is why I think spell points should be an optional rule, which they are.</p></blockquote><p></p>
[QUOTE="Wyckedemus, post: 8857937, member: 1079"] My concerns with spell points, especially recovering spell points on a short rest using your suggestion, is that casters are way more powerful all day. They no longer have to have a long rest to recover spells, ever. Long rests are only for recovering special class abilities and exhaustion. They get to do way more cool stuff more often as a caster than martial characters get to do. It seems to me that you would really have to change everything about martial characters to make them compete with spell points. Let's say you're a 7th level caster. You have 8 spell points. You can cast eight 1st level spells every short rest. [LIST] [*]As a combat caster, you're never really going to run out of 1st level combat spells. Select the spells with the greatest impact. You want to attack with cantrips, and use your 1st level spells to cast up to 8 Shield spells per short rest? No prob. Wanna blast like crazy? 8 Guiding Bolts per short rest is a great way to go! [*]As a healing caster, you'll never run out of healing. Why take a long rest or even spend Hit Dice? Just cast 8 Cure Wounds, and take a short rest and do it again, then again. [*]Or if you want to spellsling for more power, you can cast four 2nd level spells, or two 3rd level spells per short rest. With 3 short rests per day, that's twelve 2nd level spells, or six 3rd level spells and three 2nd level spells per day. [/LIST] And what is to stop you from having 5 short rests per day in a dungeon environment, blasting 10 fireballs throughout the day? Just keep pushing. Clear an encounter area, shore up defenses for a short rest, recover all your spells, then push on to the next area. Lay a 24-hour siege where you never take a long rest until you clear out the dungeon. If you really need to, cast Leomund's Tiny Hut which you can return to as your siege base for short rests. Also, if you are advancing levels via XP, you advance way faster from day to day because you rarely need to stop. Heck, at 7th level, the bard gets all their best abilities, like spellcasting and Bardic Inspiration, recharging on a short rest. They never really need to stop unless they get wrecked with Exhaustion. Why play a warlock who only gets two 3rd level spells with no flexibility? I suppose you can make warlocks follow the same spell point rules, and take away one of the things that makes them unique. I suppose the designers could add a gamist rule limiting short rests per day. But does that fit the narrative of all worlds as a core rule? At the end of the day, I wouldn't use that short rest spell point system unless I wanted a very specific high magic story-driven, milestone-based campaign, like Strixhaven, and everyone had magic. That is why I think spell points should be an optional rule, which they are. [/QUOTE]
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