I think I have hit upon a "Spell Point" system I can like.
Posted: Sun Mar 23, 2014 7:08 pm
My biggest problem with Spell point systems has always been that they make the already too powerful Wizards even more powerful.
so this is what I am thinking, a direct conversion. IE however many spells the Wizard gets in the book, every level of each spell converts into a spell point. So every 1st level spell is worth 1 point, second level is 2, third is 3, and so on... Spells gained from attribute bonus" convert the same way, so an 18 INT would give 6 Spell Points.
Then the "cost" is the same, except here is where it changes things up. There will be two paths, "Traditional" and "Sorcerer". Traditional is pretty much like it is now, spells get prepared ahead of time. Just now they can allocate their points however they wish. So if they want to memorize 10 Magic Missiles, they can. If they want to memorize 10 Fireballs, they can, if they have the 30 points to do it with. Which eventually they will.
The Sorcerer, on the other hand, does not pre memorize spells. They pull the power out of everything around them as well as from within. However this will cost them double the points. So 6 points for a Third level spell. The benefit is they have the versatility to cast any spell they "know". So they can cast far fewer spells, but have the versatility of casting whatever they actually need or want at any time. Plus the Sorcerer only needs 8 hours of rest to refresh their Spell Points, they won't need to then spend potentially hours, especially if they are approaching Arch Mage level, to get their spells via memorization. They will be ready to go as soon as they are fully rested.
So while the Wizard with 10 Fireballs will be able to burn down pretty much anything flammable, they will be totally screwed versus anything immune to fire or has a Minor Globe of Invulnerability on them. Nor will they be able to cast any spells of higher, and likely, lower level, because they invested everything into Fireballs. So a smart Wizard will still diversify their spells as much as possible when they don't know what they will be facing. Sorcerers can respond as needed, but will soon burn out. So real trade offs, as I see it.
I am still considering putting a cap on how many spells of each level can be cast, but if I do it will likely be double what is in the books, and I will probably only apply it to those of the "Traditional" path, since the Sorcerer will eat up their Spell Points at twice the rate.
Another reason why I like this is because it will be easy to also adapt "Specialist" Wizards. Either the 2E or 3E version.
I am thinking that with regards to Divine Casters, I will keep them as is, but use the "Domains" idea to determine what types of spells they can "spontaneously" change out and cast. So if they have the "Healing Domain" they can spontaneously exchange any spell they prayed for with a spell from the Healing Domain, or if they take a Domain that covers Summoning, they can switch any spell out with spells that involve summoning, and so on.
Plus the biggest reason I like this idea, is that everything you need to know with regard to how many spell points you get is still in the Players Handbook. So look to see how many spells a 5th level caster can cast, total up the levels of those spells, including Bonus Spells from any INT bonus, and you have however many Spell Points you have. The cost is the level of the spell your casting, or in the case of the Sorcerer, levelx2. So minimal writing in a House Rules document.
Anyways, that is where my brain went this morning.
so this is what I am thinking, a direct conversion. IE however many spells the Wizard gets in the book, every level of each spell converts into a spell point. So every 1st level spell is worth 1 point, second level is 2, third is 3, and so on... Spells gained from attribute bonus" convert the same way, so an 18 INT would give 6 Spell Points.
Then the "cost" is the same, except here is where it changes things up. There will be two paths, "Traditional" and "Sorcerer". Traditional is pretty much like it is now, spells get prepared ahead of time. Just now they can allocate their points however they wish. So if they want to memorize 10 Magic Missiles, they can. If they want to memorize 10 Fireballs, they can, if they have the 30 points to do it with. Which eventually they will.
The Sorcerer, on the other hand, does not pre memorize spells. They pull the power out of everything around them as well as from within. However this will cost them double the points. So 6 points for a Third level spell. The benefit is they have the versatility to cast any spell they "know". So they can cast far fewer spells, but have the versatility of casting whatever they actually need or want at any time. Plus the Sorcerer only needs 8 hours of rest to refresh their Spell Points, they won't need to then spend potentially hours, especially if they are approaching Arch Mage level, to get their spells via memorization. They will be ready to go as soon as they are fully rested.
So while the Wizard with 10 Fireballs will be able to burn down pretty much anything flammable, they will be totally screwed versus anything immune to fire or has a Minor Globe of Invulnerability on them. Nor will they be able to cast any spells of higher, and likely, lower level, because they invested everything into Fireballs. So a smart Wizard will still diversify their spells as much as possible when they don't know what they will be facing. Sorcerers can respond as needed, but will soon burn out. So real trade offs, as I see it.
I am still considering putting a cap on how many spells of each level can be cast, but if I do it will likely be double what is in the books, and I will probably only apply it to those of the "Traditional" path, since the Sorcerer will eat up their Spell Points at twice the rate.
Another reason why I like this is because it will be easy to also adapt "Specialist" Wizards. Either the 2E or 3E version.
I am thinking that with regards to Divine Casters, I will keep them as is, but use the "Domains" idea to determine what types of spells they can "spontaneously" change out and cast. So if they have the "Healing Domain" they can spontaneously exchange any spell they prayed for with a spell from the Healing Domain, or if they take a Domain that covers Summoning, they can switch any spell out with spells that involve summoning, and so on.
Plus the biggest reason I like this idea, is that everything you need to know with regard to how many spell points you get is still in the Players Handbook. So look to see how many spells a 5th level caster can cast, total up the levels of those spells, including Bonus Spells from any INT bonus, and you have however many Spell Points you have. The cost is the level of the spell your casting, or in the case of the Sorcerer, levelx2. So minimal writing in a House Rules document.
Anyways, that is where my brain went this morning.