Recharge Magic Vs. Spells Per Day?


Homebrew and House Rules

Shadow Lodge

I'm about to launch a new campaign for my group, and after playing 4e and coming back to Pathfinder, most players are bemoaning the sacred cow of Spells Per Day (particularly for Arcane spell casters but also a general dislike of it for all classes).

I've played the game Pathfinder is based on since forever, so I'm used to it, but even I have to admit that while I'll play arcane classes in other systems, I loathe them in OGL systems.

I won't rant on about why I dislike the Jack Vance/Dying Earth school of magic (much), nor how it's illogical in the extreme (ex: Substitute memorizing spells for memorizing people's names--I just memorized your name twice {somehow}, but then I used it to call you, so now I've only got it memorized once, and if I use it again, I'll have to wait 8 hours before I can re-memorize your name, but as I kill monsters, I can memorize your name more often AND memorize more powerful names), nor how as a mechanic it just encourages "turtling" (ie holding up for 8hrs then going back, which interrupts the flow of the game), and I won't mention how...hmm, perhaps this is turning into a rant :p

So, Spells per Day are out.

Spell points don't really do much for me or my group.

Yes, they add some amount of flexibility, but really they're still just as prone to "turtling" as Spells Per Day and it's now a game of tracking points which my players aren't keen on.

What I'd like is something like Earthdawn/Shadowrun where magic can be used turn after turn--just like the Fighter can swing his greatsword round after round without needing 8hrs of rest after X swings per day.

So, I'm considering Recharge Magic (which can be found in a certain 3.5e supplement but which is not part of the SRD so I don't believe is online anywhere to link).

I realize the downside to something like Recharge Magic is that PCs will go into nearly every combat fully healed and fully buffed.

Now, were I using Experience Points, then the party would also blast through encounters much more quickly, and thus level faster. However, in my home games I use a variant of Pathfinder Society's rules, where I advance everyone by the number of completed sessions, so XP doesn't matter.

Still, sessions will become marathons of encounters and I'll have to advance the CR of all encounters to compensate (+2 CR).

I'll also have to have different rules for something like "Combat" spells and "Utility" spells (ie, spells cast in 1 action recharge in 'X' rounds, whereas something like a Wish might recharge once...per...*cough* day...I guess...)

And, of course, NPCs will get Recharge Magic as well, so that Lich the party heard about just got a bit nastier.

But, like I said, while I want to escape from the Curse of the Dying Earth, I also want something relatively simple to implement (spell slots/spells known won't change) and I want it to be fun for the players.

SO...has anyone used Recharge Magic?
-If so, how did it work (or NOT work)?
-Was it fun or too complicated/overpowered/anti-Vancian?

And, even if not, what are your thoughts on it, and/or do you have an alternate method of escape from the legacy of Jack Vance?

TYIA!


Also in Unearthed Arcana (where you found recharge magic) there is also spell point systems. Including the vitalizing spell point system that is based on your fatigue.
If you are OK with running many encounters per session recharge magic isn't really broken (FYI wish is a general recharge time due to it's high level and expensive cost).
Another Idea is to include reserve feats from Complete Mage, hold a few spells in reserve and you get a supernatural ability usable 1/round, in PF you get alot of feats, so this is an even better option than in 3.5


Guess I'll necro this to let anyone else who find this thread via google know that UA or at least its recharge and spellpoint parts are OGL.

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