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General Tabletop Discussion
*TTRPGs General
Which resource and power systems did you use often?
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<blockquote data-quote="Tuft" data-source="post: 4645553" data-attributes="member: 60045"><p><strong>Homebrew:</strong></p><p></p><p>My DM cooked up a spell recharge system that worked very well; it made you able to continue past the 15 min workday, and limited the spellcaster "explosiveness". </p><p></p><p>Basically, if you had cast a level X spell, you had to roll 10+X on a d20 at the end of your turn before level X spells became available again. This penalizes high level spells over low level spells intentionally. After your first seventh level spell, you needed to be very lucky to get off a second in the same fight. </p><p></p><p>For example: If you cast lightning bolt at level 3, you need to roll a 13 on your recharge roll for any other level 3 to become available. Makes it hard to open up a fight with "fireball-lightning bolt-lightning bolt"...</p><p></p><p>Sorcerers had +4 on their roll, and their ability modifier was on "spells known" instead of "spells per day".</p><p></p><p>Spell with long duration could only be recast once the duration had run out. I.e., to buff five people with Bear's Endurance you needed to have it memorized in five spell slots - if you were a sorc, you had to learn it five times over!</p><p></p><p>Ran through the first half of the Savage Tide AP using this, an add-on level 1-13 detective campaign set in Sasserine from the above AP using adapted Eberron adventures, and have just resumed Savage Tide.</p></blockquote><p></p>
[QUOTE="Tuft, post: 4645553, member: 60045"] [b]Homebrew:[/b] My DM cooked up a spell recharge system that worked very well; it made you able to continue past the 15 min workday, and limited the spellcaster "explosiveness". Basically, if you had cast a level X spell, you had to roll 10+X on a d20 at the end of your turn before level X spells became available again. This penalizes high level spells over low level spells intentionally. After your first seventh level spell, you needed to be very lucky to get off a second in the same fight. For example: If you cast lightning bolt at level 3, you need to roll a 13 on your recharge roll for any other level 3 to become available. Makes it hard to open up a fight with "fireball-lightning bolt-lightning bolt"... Sorcerers had +4 on their roll, and their ability modifier was on "spells known" instead of "spells per day". Spell with long duration could only be recast once the duration had run out. I.e., to buff five people with Bear's Endurance you needed to have it memorized in five spell slots - if you were a sorc, you had to learn it five times over! Ran through the first half of the Savage Tide AP using this, an add-on level 1-13 detective campaign set in Sasserine from the above AP using adapted Eberron adventures, and have just resumed Savage Tide. [/QUOTE]
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Which resource and power systems did you use often?
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