| Post/Author/DateTime | Post |
|---|---|
| ids the bum03-22-04, 05:12 PM | I was wondering what some people thought of the Recharge Spellcasting variant in UA. Personaly, I like it, but it's hard to tell what most people would think, since it's pretty out there. |
| deafbymetal03-22-04, 06:32 PM | I personally like the recharge rules as written, and my weekly group has adopted their use. It helps on those days when you have multiple encounters, so your favorite spells are always ready for use. |
| Greyman03-22-04, 07:25 PM | If your campaign is encounter intensive and if encounters tend to become drawn out over many rounds, then consider switching to the recharge variant. That is the type of campaign for which it was designed. If you typically have one or two encounters in a day, and most encounters are over in a few rounds, that the recharge system has little impact on game play. Recharge magic has an entirely different logistic deployment than the Vancian system. Rather than conserving presious resources, spells and spell slots, for the big end encounter, a recharge spellcaster knows that a little rest will refresh there reserves. Instead they must carefully choose which spells to unleash in a long battle so as not to be left with nothing to cast for a crucial few rounds. |
| Veton03-22-04, 09:06 PM | I have to say, I really like it. I might use it, but I'm still thinking on it. |
| cowdragon03-23-04, 02:46 AM | I don't have my book yet, it's still lost in the mail somewhere... ...what is recharge casting? I don't need a full description, just an overview. Thanks. It sounds interesting. The Cowdragon :mage: |
| ThoughtfulOwl03-23-04, 05:04 AM | Originally posted by cowdragon I don't have my book yet, it's still lost in the mail somewhere... ...what is recharge casting? I don't need a full description, just an overview. Thanks. It sounds interesting. The Cowdragon :mage: Short answer: You don't consume spell slots when casting; instead, you have to wait for a while before you can cast that spell/spell level again. Long answer: You choose which spells are available to you for the day (your spells known for sorcerers and bards, the spells you put in your spell slots for the others). Each spell either has a general recharge time of a few rounds - usually combat spells - or a specific, longer one (from minutes to a whole day) - usually utility or encounter-winning spells. When you cast one of the former, you exaust all spells of the same spell level for a few rounds (the closest it is to the highest spell level you can cast, the longest it takes, up to 1d6+1 rounds). When you cast one of the latter, only that specific spell becomes unavailable. It means that the number of encounters per day has little impact on your availability of magic resources, so it is best for games where you might have only one or two encounters (spellcasters cant fire all their best spells at once and make other PCs feel useless) and/or many encounters (spellcasters keep going and so do the others thanks to rechargeable healing magic). |
| cowdragon03-23-04, 02:42 PM | Thank you very much. I was wondering. We may have to implement this in our campaigns when my book gets here. The Cowdragon :mage: |
| TwoSix2603-23-04, 03:46 PM | For my upcoming Warcraft campaign, I'm combining the recharge system with the spell point system. I tend to run campaigns that feature less dungeon-crawling, and therefore tend to have bigger but less-frequent combats. The recharge system is useful for this situation, as it prevents your caster from using all those higher-level spell slots at once, which can get overpowered. At the same time, spell points will prevent will prevent the constant use of spells outside of combat. |
| Greyman03-24-04, 10:16 PM | So, you both loose spell points when you cast a spell and you cannot cast spells of that level until you recharge? Interestng idea. Yes, I can see how that would work during infrequent but protracted encounters. As a bonus, it slightly emulates the interface used by Warcraft III's heros. |
| TwoSix2603-25-04, 09:59 AM | The link between the recharge time and the cooldown time in War3 appealed to me, also. It is a bit of a power-down for casters, I admit, but I also tend to give casters a few more HPs on average, which I think both makes up for the power hit and reinforces the more martial setting. |
| Xorial03-25-04, 10:50 AM | Originally posted by TwoSix26 For my upcoming Warcraft campaign, I'm combining the recharge system with the spell point system. I tend to run campaigns that feature less dungeon-crawling, and therefore tend to have bigger but less-frequent combats. The recharge system is useful for this situation, as it prevents your caster from using all those higher-level spell slots at once, which can get overpowered. At the same time, spell points will prevent will prevent the constant use of spells outside of combat. I plan on doing this too, but I would just use the general recharge times for all spells. The specific recharge times are a balancing factor which would be unneeded when combined with spell points. |