And I do mean EVERYTHING.
I'm working on a spell point system, very similar to the one used in the Psionics rules and the one mentioned in 3.5 Unearthed Arcana. For reference, the number of spell points a spell costs is equal to the minimum caster level that a wizard would have to be to cast spells of that level; so, 1 SP for first level spells, 3 SP for second, 5 SP for third, etc. Unlike those systems, however, in this any spell cast automatically uses the spellcaster's caster level to determine the effect of the spell, just like standard Pathfinder.
One thing I'd like to do, however, is extend the spell point system to other classes and features. Basically, if a class has a class feature that's limited to some amount of uses per day, I want to convert that to a spell point cost, and give the class a spell point progression (or bonus SP, for classes that already cast spells).
Since in this system, SP gained from different classes are going to stack into a single pool, I want to make sure that everything's priced appropriately, and balanced with everything else. I'd like some feedback on the following proposed costs:
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Barbarians
Barbarian Rage: 1 SP per round. The third level spell Rage lasts for a minute per level (I think), so I have trouble justifying this at anything higher.
Bards
Bardic Music: Again, I have trouble justifying anything higher than 1 SP per round for these abilities.
Clerics
Domain Powers with 3+Wis Modifier Uses: These are all low power; 1 SP per use.
Channel Energy: This is where it starts to get tricky. On the one hand, Mass Cure Light Wounds is a 5th level spell. On the other hand, Mass Cure Light Wounds is a bad 5th level spell. On the third hand, I don't want to completely overshadow actual healing magic. I kind of want to use a scaling mechanic for this; 2 SP per d6 of damage healed/inflicted, has to be used at maximum level?
Druids
Domain Powers: I'd like to keep similar powers consistent, so, see Clerics for my reasoning here.
Wild Shape: This should cost at least 5 SP per use, and since it's better than just plain Beast Shape I, I'm debating more.
Fighters
Feats: The only thing a fighter's going to have with uses per day are some feats, and I'm having a little trouble coming up with a fighter bonus feat that's far and away better than a first level spell, so likely just 1 SP per use of a limited feat, with exceptions made on a case by case basis.
Monks
Stunning Fist: I can't see this costing more than 1 SP a use.
Ki Pool: It's probably safe to equate Ki Points to Spell Points directly, on a 1:1 ratio.
Paladins
Smite Evil: I'm having trouble deciding whether I'd make this a 2nd or 3rd level spell, so I might just split the difference and call it 4 SP.
Lay On Hands: This is fairly decent, and it's one of those powers I think ought to scale as well, so perhaps 1 SP per die of damage healed. This corresponds quite nicely to...
Channel Energy: This ability ordinarily would be 2 uses of Lay on Hands, so 2 SP per d6 damage healed, which coincidentally is the same cost for the cleric ability.
Divine Bond: I'm torn on this one. With the weapon bond, I'm leaning towards a scaling cost, but the mount bond should definitely have a flat cost I'd also like them to have the same cost. Ugh. Maybe 5 SP per use?
Aura of Justice: Two Smite Evils is 8 SP. That doesn't sound inappropriate.
Rangers...
Surprisingly only have spells as daily limited resources.
Rogues
Rogue Talents: A few of these are limited to once a day, but none of them are really game changing. 1 SP at best.
Advanced Talents: Nothing exceptionally better than regular rogue talents that are limited per day. 2 SP at absolute most.
Sorcerers
Bloodline Powers Limited to 3+Cha Modifier Uses: 1 SP at highest. One or two of them are actually 1st level spells in disguise.
Other Bloodline Powers: These are going to need to be taken on a case by case basis as well.
Wizards
School Powers Limited to 3+Int Modifier Uses: Again, 1 SP at highest.
Bonded Item: The spell cast out of the wizard's book should cost as many SP as normal.
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I would definitely appreciate feedback, either on the individual costs for abilities, or on the system as a whole. As a bit of a disclaimer, I'm not especially concerned with balancing costs out to avoid power creep, I'd just like to keep things internally consistent.
I'm well aware that this kind of a system is going to be a bit of a hot mess in terms of character power, but it's an idea for a Disgaea themed game. If it were considered and balanced, it'd lose a bit of the flavour.