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What's Your Spell Slot Sweet Spot?
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<blockquote data-quote="delericho" data-source="post: 6040271" data-attributes="member: 22424"><p>That's a good point. But I would strongly recommend that either the exploration/interaction spellcasting be handled mostly via Rituals, or that Combat and non-Combat spells be silo'ed. Otherwise, that 20+5+5 is going to turn into 30+0+0 real quick... and then be further inflated in the next edition.</p><p></p><p></p><p></p><p>I'd be inclined to recommend that all casters use a Sorcerer-like model: they know (or have prepared) a relatively small number of spells, but they can cast most or all of them more than once in the day. That spares the player from juggling too many individual powers at any time, while still giving them plenty of available actions.</p><p></p><p></p><p></p><p>Actually, low-level 4e has it about right, with a nice mix of powers. (Whether they stick with the AEDU or go all-Daily doesn't matter too much to me - but both the number of individual powers and the overall effectiveness was about right IMO.) Where 4e went wrong was that the number of powers grew, and grew, and grew, making characters increasingly unweildy as they went up in level (and most of the powers became obselete as well).</p><p></p><p>So I would recommend that 1st level casters should get a smallish number of powers (with decent uses/day), then this should gradually increase... but that it should plateau at the end of "low level" (whatever that means). Thereafter, the Wizard should get new and more powerful spells, but these should generally <em>replace</em> those that went before (and have since become obselete).</p></blockquote><p></p>
[QUOTE="delericho, post: 6040271, member: 22424"] That's a good point. But I would strongly recommend that either the exploration/interaction spellcasting be handled mostly via Rituals, or that Combat and non-Combat spells be silo'ed. Otherwise, that 20+5+5 is going to turn into 30+0+0 real quick... and then be further inflated in the next edition. I'd be inclined to recommend that all casters use a Sorcerer-like model: they know (or have prepared) a relatively small number of spells, but they can cast most or all of them more than once in the day. That spares the player from juggling too many individual powers at any time, while still giving them plenty of available actions. Actually, low-level 4e has it about right, with a nice mix of powers. (Whether they stick with the AEDU or go all-Daily doesn't matter too much to me - but both the number of individual powers and the overall effectiveness was about right IMO.) Where 4e went wrong was that the number of powers grew, and grew, and grew, making characters increasingly unweildy as they went up in level (and most of the powers became obselete as well). So I would recommend that 1st level casters should get a smallish number of powers (with decent uses/day), then this should gradually increase... but that it should plateau at the end of "low level" (whatever that means). Thereafter, the Wizard should get new and more powerful spells, but these should generally [i]replace[/i] those that went before (and have since become obselete). [/QUOTE]
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