Expending Spell-Slots Houserule


Homebrew and House Rules

Silver Crusade

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

So I've been mulling over a house rule for the past couple of weeks and I wanted to hear some feedback before I implement it.

Houserule


  • If the target of a spell with "Saving Throw negates" succeeds the save, the caster does not expend the spell-slot, but the caster may not target the creature with the same spell again in the same day.
  • If cast from a scroll, wand or item with limited uses per day, the scroll, charge or use is not expended, but the item can not be used to cast the spell against the target who saved successfully.
  • If the spell targets multiple creatures, and even one creature fails the save, the spell slot is expended as normal.
  • If a prepared caster prepared the spell multiple times, they may attempt to cast the same spell on a creature who saved successfully again, a number of time equal to the amount of times they have prepared the spell.

Reason for the rule:

The most frustrating thing for a player is if they spend both an action and a resource, and it fails. As a GM when I roll a saving throw for a monster, the luck of the dice can basically mean a player feels like their turn is wasted for trying to cast anything other than a summon or damaging spell.

Basically on a "miss" with a spell that has a negating save, the PC doesn't expend a resource, but still must try an alternative tactic against the particular foe they're facing in subsequent turns.

Anyway, I'd like to hear feedback, do you think it'll improve quality of life at the table? Overpower particular spells?


I can see why you'd want to implement something like this. Save-or-die casters end up with all or nothing and the GM's luck decides it all.

However, when built and played correctly, and with a reasonable GM (allows knowledge checks for useful info on monsters), they are hitting 75% of the time and destroying encounters. Your rules would eliminate what little cost there is in SOD (misses burn spell slots).

It ultimately depends on your players. If they build strong characters, optimize, or min-max, these rules will allow them to destroy even more encounters. I'd just rotate through my SOD spells until one hits, then encounter over, and it cost me one slot regardless of how many failed. Your rules also take away part of the challenge of playing a SOD caster - figuring out which spell to drop on which monster and managing limited resources.

If your players don't optimize, the SOD casters are probably in the 50% or less range. In which case, these rules will greatly improve their gaming experience. Although, if they ever build a good SOD caster, even by accident, see the above paragraph.

Would these rules apply to both sides of the table? If so, imagine a monster with one 2nd level spell Blindness/Deafness. Unless the party kills it fast, it will keep casting until someone is blind. The game just got much more deadly.

If it were me, I wouldn't implement this. SOD is problematic already as it encourages rocket tag and destroys encounters. Even if my players were not optimizers, I'd rather help them build better characters than make SOD more powerful. But that's just me.

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