Continually spell slot recharging

A new ACKS Wednesday post and a new rule

The rule

The rule

Spell-casters recharge spell slot as follows:
1) must be awake
2) must not be tired
3) 1 level of spell slot each 2 turns (20 minutes)
4) must be recovered first lower level spell slots then higher level ones 
5) while recovering spell slots spellcasters are more easily surprised (-2 on surprise rolls)
6) if a spell is cast spell recovery is interrupted

The number and levels of spell in a caster Spell Progression no more represent the spell a caster can cast in a single day but the maximum number of charged spell slot that the spell caster can have at any given moment. 

on the blog the whys and two examples

http://d20d12.blogspot.it/2016/04/continually-spell-slot-recharging-acks.html

This is meant to be constructive, not overly critical. I understand the desire for spell casters to be more than just fire and forget missles, but what do Fighters, Thieves, and other non casting classes get that even compares to this? Doesn't this just overbalance spell casters over non spell casters? What exactly is the point of this?

 

 

 

Fabio - if you implement this rule, I would recommend you also implement a rule allowing for faster hit point recovery, along the lines of the recent 5E rules, with rate of healing based on hit die.

That way, the overall result would simply be to reduce downtime for all characters, without making spellcasters more powerful relatively speaking.

[quote="Alex"]

Fabio - if you implement this rule, I would recommend you also implement a rule allowing for faster hit point recovery, along the lines of the recent 5E rules, with rate of healing based on hit die.

That way, the overall result would simply be to reduce downtime for all characters, without making spellcasters more powerful relatively speaking.

[/quote]

yes this is a good idea (I wanted to play a little with recovery rule). The rule should go in playtest next campaign (hope to get it going before the summer), I'll try to keep you informed :)

[quote="lion1890"]

This is meant to be constructive, not overly critical. I understand the desire for spell casters to be more than just fire and forget missles, but what do Fighters, Thieves, and other non casting classes get that even compares to this? Doesn't this just overbalance spell casters over non spell casters? What exactly is the point of this?

[/quote]

First of all thank you for the feedback.

The idea is to rebalance the spell-caster giving them more to do at lower levels and LESS to do at higher levels.

It's deep in the designer's note but with this system instead of having a 1st level mage with 1 spell level/day and a 14th level with 73 spell levels/day you will have all spell casters (independently from their level) to have about 30 spell levels/day (3 point each hour, up to a reasonable max of 10-12h of full recovery each day) maybe even less with interruption and other moments in wich the mage is fully charged.

A 14th level mage will need 3 full days w/out casting a single spell to recover to full strenght after he used all his juice, while now he just needs a night sleep.

The intended result is to have mages (and other caster) never w/out spell (specially lower levels one) but to be quite avariucious in casting many spells or higher level ones.

Undoubtely maybe some spell should be rebalanced but overall it should work even with actual spells.

Beyond this I think that I am going to implement faster HP recovery rates (since we have wounds when you get a 0hp) as Alex suggested.

As said I'll keep you informed on the playtest.