Alternative to spells per day? [Archive] - Wizards Community

Post/Author/DateTimePost
ceyk101

09-24-03, 12:37 PM
I'm just considering how mage types in D&D only have so many spells a day and how warriors can fight non stop all day. I guess it's alright, probiably won't change it... but I was just wondering if anyone had some suggetions on how to make this a little more equal?

I thought about implimenting some sort of stamina effect... but I dont' think I will. It changes too much. I'm thinking of some sort of effect so that a mage could cast another spell but it's taxing of sorts. I don't know. I'm pretty lost here that's why I'm looking for possible suggestions.

anyways, thanks in advance. :)

-Ceyk101
Luminous Crayon

09-24-03, 01:10 PM
Combat characters can fight all day long, but their attacks are less potent and less versatile than a spellcaster's abilities. That's what preserves the system's balance. I'd be very, very careful about changing that mechanism, because it would be so easy to slip and throw class balance out of whack.

What I'm trying to say, it that things are not so unequal as they are. A caster's limited spells per day can be used to deal area damage, heal, turn characters invisible, change the landscape, gain information, influence NPCs, and do countless other things. A fighter can swing a battleaxe around all day, but none of that would happen. All in all, it comes pretty close to a fair trade.

Note that casters already have a method of increasing their spells per day. Check out scrolls, wands, and staves, and the item creation feats that can be used to make them. Those are excellent ways to increase the spell output of a magelike character.
Raist27m

09-24-03, 02:02 PM
I altered things so that my players had more options, and could use more tactics.

Basically, each spell is worth it's level in points. 0 level spells are worth 1/3rd of a point. You get to spend the points however you want. (domain spell points are seperate, and must be spent on domain spells)

Thus, a mage with 6 points can cast six first level spells, 3 second level spells, or one sixth level spell.

The limit is that they have to be able to cast spells of X level before spending points on spells of that level.

I also give bonus 0 level spells. A few extra cantrips come in handy.

Yes, casters are really powerful in my game. I realize that, and like it that way.
PenderGrass

09-24-03, 02:45 PM
Just use the old rule of 8 hours of complete rest and 1 hour of study/prayer = new replenished spells.

This keeps resting times to just one 8 hour period - no longer do people have to wait around for a whole day just so Quakkie the Priest of Fowl Gods gets his spells back.

Complete rest does not mean sleep - just rest, uninterrupted and complete.

Let me tell you about my mEDITED FOR ILLEGAL CONTENT
gnimish

09-24-03, 03:27 PM
It is indeed hard to change the current rules to some sort of spell point system. We've tried, and found it becomes more cumbersome, confusing, and results in overpowered spellcasters 9/10 times.


I'm thinking of some sort of effect so that a mage could cast another spell but it's taxing of sorts.


I have added a homebrew bonus feat for Sorcerers based on this. There are two versions I've tried. Both allow you to cast an extra spell only after all your spells of that level or higher are used up for the day. In the first version, the sorc takes 3 x spell level subdual damage, and that subdual damage can only be recovered by natural means (resting, etc.). The second version is nastier, with the sorc taking one point of temporary CON damage per spell level - however, lesser restoration can fix it.

Both allow for a few extra first level spells (especially at higher character levels) with little problem, but hurt big time for higher level spells.