| Riptide777 |
Hello all. Wanted to get some feedback on a new rule I'm thinking of implementing in my games. I've already changed to the spell point system from Unearthed Arcana for magic because, much as I love D&D, I absolutely hate the current cast and forget system. After reading through the Expanded Psionics Handbook, where manifesters can dump power points into a power to augment it, I was thinking about taking the spell points a step further. The idea is to eliminate the need to take the normal PHB metamagic feats, simply making them available to anyone who is willing to burn the spell points necessary to activate the feat. There will still be a cap on how much you can put into a single spell(= to their caster level). While I'm not terribly worried about the escalation this rule might cause (after all, the bad guys will be able to do it too), I am worried about the balance between classes. Will this make casters way too powerful compared to rouges and fighters? Love to hear your comments and thoughts. Thanks.
Thoth-Amon the Mindflayerian
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Hello all. Wanted to get some feedback on a new rule I'm thinking of implementing in my games. I've already changed to the spell point system from Unearthed Arcana for magic because, much as I love D&D, I absolutely hate the current cast and forget system. After reading through the Expanded Psionics Handbook, where manifesters can dump power points into a power to augment it, I was thinking about taking the spell points a step further. The idea is to eliminate the need to take the normal PHB metamagic feats, simply making them available to anyone who is willing to burn the spell points necessary to activate the feat. There will still be a cap on how much you can put into a single spell(= to their caster level). While I'm not terribly worried about the escalation this rule might cause (after all, the bad guys will be able to do it too), I am worried about the balance between classes. Will this make casters way too powerful compared to rouges and fighters? Love to hear your comments and thoughts. Thanks.
I'd say do it. Balance is overrated anyway when it comes to classes. It isnt that way in real life then why does everything have to be balanced in the game. People should play what they love and just accept the fact that wizards rule at high levels. Besides...if you plan to allow the baddies to be able to do just what the goodies can do then you are fine. I do the same thing, btw. In my games, classes arent always balanced. Everyone accepts it. They also realize if i allow their characters to be capable of certain things, then they know that the baddies are just as capable. So go for it and enjoy. Be sure to start a thread sharing your experiences with your 'house rule.' Have a great day and...game on!
Oh and one more thing: i purposely play the weakest characters in campaings. I hate playing the all 18's characters. Give me the runt of the litter anytime. Allows for a refreshing and rewarding gameplay. In fact, there are alot of people out there like me. Enjoy.
Thoth-Amon
| The Black Bard |
I've heard some stuff on the spell point system; I personally use a variant, but I have had good success with it.
Most of the number crunchers agree that for the non-psion casters (IE arcane and divine) the spell point totals should be increased by about 30%.
As far as the metamagic thing goes, I'd say the potential abuse is not so high, as far as the magic itself goes, but how would that work with other feats that require metamagic as prerequisites. Technically, if they aren't feats to take anymore, you have to redesign the bonus feat list of the Wizard, the prerequisites for Archmage and Heirophant, and if you use expanded rules, how does this interact with the erratad Divine Metamagics? Just questions your players might ask; best to be prepared.
For what its worth, my system is total all the spell levels a person can cast from a class: that is their "spell pool". The highest level spell they could cast sets their "casting limit" for metamagic purposes. Spontaneous casters end there, but prepared casters can either: prepare their spells, or spontaneously cast but at double the normal cost (this can exceed the casting limit). They can "loose" prepared spells to fuel spontaneously cast spells. The Spell Mastery feat allows a Wizard to not only cast the spell without "refreshing" himself with his spellbook, but to also cast them without the doubled cost spontaneously. Any preset spontaneous casting (cure, inflict, summon) works normally.